Scenario text for The Adventurer's Club 3

Scenario Text:

   Message 0: The Adventurer's Club 3
   Message 1: (C) 2004 by Jeff Weisler. Email to Shyguy123@msn.com
   Message 2: Epic conclusion to The Adventurer's Club trilogy.
   Message 3: Shyguy123@msn.com
   Message 4:               The Adventurer's Club 3: Retribution 
   Message 5: This is the day you've been waiting for. You're to meet with General Vargas in his office at precisely 8:00 am. You look at the clock on the wall. Crap! It's 7:45 already. You'll never make it on time. You're not used to getting up this early.
   Message 6: Well, it's not the best way to make a good impression, but you'll just have to make the best of it. You've been taking things easy for quite some time now, and life is getting a bit dull.
   Message 7: Joining the Odashai Guardians might just be the thing to make life exciting again. Since you arrived in East Zinlasia, almost two years ago, you've taken a break from adventuring.
   Message 8: The Adventurer's Club, which you formed, has been on a hiatus since then. Now, it's time to get the group back together and make a name for yourself again. You quickly gather your things and make your way out the door.
   Message 9: 
   Message 10: Begin journal strs
   Message 11: harhkomon
   Message 12: harkomon
   Message 13: mountain troll
   Message 14: ascensionites
   Message 15: bloodgrave
   Message 16: ssvechtza
   Message 17: 35618
   Message 18: 26471
   Message 19: a7hr52
   Message 20: 6437
   Message 21: golden
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   Message 59: End journal strs
   Message 60: Homer
   Message 61: He's an awkward young man who wants to be an adventurer.
   Message 62: Rusty
   Message 63: He's a friendly dog with reddish brown hair, hence his name.
   Message 64: Sister Elysia
   Message 65: Upon looking at her, you notice how frail she looks. You don't know how she could undertake this journey alone.
   Message 66: Savel
   Message 67: Aside from his misshapen head and unpleasant personality, you tell yourself Agent Savel has some redeeming features. You're just not quite sure what they are.
   Message 68: Quib
   Message 69: You try to make out what his face looks like, hidden beneath the hood of his red robes. All you can make out are a pair of glowing eyes. You don't know why, but his presence makes you nervous.
   Message 70: Kumar
   Message 71: He's seems to be a pleasant enough fellow, for a Slithzerikai.
   Message 72: Grimly
   Message 73: It is hard to believe that this childlike, orcish looking creature is over 400 years old and has the powers of a wizard savant.
   Message 74: Gumby
   Message 75: He was once a little green slab of clay. (But don't tell HIM that.)
   Message 76: Madge
   Message 77: This rather pale looking woman looks to be in her thirties and would be fairly attractive if it wasn't for the lifeless look in her eyes and her ratty, tangled hair. 
   Message 78: Madge
   Message 79: After her makeover, Madge looks like a brand new woman. She is actually beautiful! No one would ever suspect that she was a living corpse.
   Message 80: Map of West Zinlasia
   Message 81: This is the map that you got from the Tourist Center at Independence City.
   Message 82: Map of East Zinlasia
   Message 83: This is the map that you got from the Tourist Center in Zenith.
   Message 84: Wand of Refrigeration
   Message 85: This wand is used to freeze small areas. It is used to keep food refrigerated.
   Message 86: Volton's Staff
   Message 87: This used to be Prime Minister Volton's staff. It has an image of a lightning bolt engraved along the shaft.
   Message 88: Tiberius
   Message 89: This is not the Grimly you're used to seeing. He is taller and thinner and doesn't have green skin. He looks like a regular mage.
   Message 90: Summoning Room Key
   Message 91: This is a large, black key.
   Message 92: Gumby Key
   Message 93: This small, green key was found inside a chest at Gumby Sanctuary.
   Message 94: Demonology 101
   Message 95: "Blood Moss must connect along the line of the star to Sulfurous Ash. Nightshade cannot be near Black Pearl on the perimeter. Blood Moss cannot be placed at the top. Mandrake cannot connect to Black Pearl. Nightshade must be at the bottom."
   Message 96: Laser
   Message 97: This odd Vahnatai device can cut through almost any non-magical surface. The beam can be adjusted to make large holes or tiny, precise cuts.
   Message 98: Acid Shield
   Message 99: This large, bulky shield can protect the party from acid attacks, but can't hold up indefinitely.
   Message 100: Magic Key
   Message 101: This key has a slight glow to it and feels warm to the touch. It must possess some magical properties.
   Message 102: Quickfire Orb
   Message 103: This orb will destroy all the Mountain Trolls in Hanod...after it's been enchanted with the Stay Dead spell by the Necromancers.
   Message 104: Scrying Orb
   Message 105: This is the Scrying Orb that belongs to Magus Bagarnis, the second. If you could figure out how to use it, it might come in handy on your quest. But if you don't return it to him, you won't have a quest.
   Message 106: Brown Wolf Pups
   Message 107: These are the two little wolf pups you found in the wolf den on the mainland. 
   Message 108: Hobbling Key
   Message 109: This is a tiny, silver key that Min, the Hobbling, gave you to unlock a chest, hidden in a secret cavern deep within Tel'moria.
   Message 110: Gravitron
   Message 111: You got this odd little device from Quintus in Magestica. You can use it to hover over small crevasses and pits.
   Message 112: Book of Familiars
   Message 113: This is the book you found in Lucinda's laboratory that describes the method of creating a familiar.
   Message 114: Familiar
   Message 115: You created this little bat-like creature in Lucinda's laboratory. It has special powers that can be used once a day.
   Message 116: Sslatik's Note
   Message 117: This is a small piece of parchment with a single word written on it. The word is "Ssvechtza".
   Message 118: Prison Key
   Message 119: This is the key that Frank Twinsen gave you. It will unlock the door to Maximum Security in the Magestica Prison.
   Message 120: Dead Creature
   Message 121: This is a dead winged creature that you killed in Kunjirra. You need to take it to Erathmus in Independence City.
   Message 122: Tele-Passport
   Message 123: This passport gives you unlimited access to the portals in all the transit centers. It also doubles as a visa, which allows travel to all locations.
   Message 124: Wyvern Scale
   Message 125: You picked this up off the ground from the wyvern you killed in Lancaster.
   Message 126: Ormanipu Alchemy Set
   Message 127: This set contains a mortar and pestal, a small burner, and a collection of vials.
   Message 128: Recipe Book  page 1
   Message 129: Sticky Potion---Spider's Silk and Ginseng

Potion of Light---Sulfurous Ash and Nightshade
   Message 130: Recipe Book  page 2
   Message 131: Sleeping Potion---Ginseng and Blood Moss

Potion of Mana---Garlic and Ginseng
   Message 132: Recipe Book  page 3
   Message 133: Acidic Potion---Sulfurous Ash and Spider's Silk

Potion of Firewalk---Sulfurous Ash and Blood Moss
   Message 134: Recipe Book  page 4
   Message 135: Gaseous Potion---Garlic and Nightshade

Potion of Stealth---Nightshade and Black Pearl
   Message 136: Recipe Book  page 5
   Message 137: Fiery Potion---Sulfurous Ash, Blood Moss and Mandrake Root

Potion of Flight---Black Pearl and Mandrake Root
   Message 138: Storage Key
   Message 139: This key has the word 'storage' marked on it.
   Message 140: Security Pass
   Message 141: This is the pass that General Vargas gave you to allow you onto the base at Fort Brachner.
   Message 142: Ferry Ticket
   Message 143: This is a round trip ticket to ride the ferry.
   Message 144: Holy Goblet
   Message 145: This goblet is made out of solid gold and has religious symbols engraved on it. Unfortunately, it is also scratched and dented.
   Message 146: Altar Key
   Message 147: This key unlocks the lever that is hidden inside the altar in the Priest's Guild.
   Message 148: Priest Guild Key
   Message 149: This is an old, worn key that is used to unlock the doors in the old Priest's Guild.
   Message 150: Hunting Grounds Year Pass
   Message 151: You bought this pass at the Hunter's Lodge. It is good for unlimited access to the hunting grounds for one year.
   Message 152: Hunting Grounds Day Pass
   Message 153: You bought this pass at the Hunting Lodge. It is good for one visit to the hunting grounds.
   Message 154: Teleporter Ticket
   Message 155: This is a one-way ticket that you bought to use the teleporter.
   Message 156: Owaji Starter Set
   Message 157: It's a pair of dice and a small game piece.
   Message 158: Talking Crystal
   Message 159: This is a Magite invention that allows two people to communicate with each other over long distances.
   Message 160: Map of West Zinlasia                                                                                                                    
   Message 161: Places of interest...
   Message 162: Independence City (red dot)
   Message 163: Harper (yellow dot)
   Message 164: Lancaster (green dot)
   Message 165: 
   Message 166: Which recipe would you like to make?
   Message 167: 1) Sticky Potion
   Message 168: 2) Potion of Light
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   Message 172: You'll need an Ormanipu Alchemy Set before you can make these potions.
   Message 173: You don't have the reagents needed to make this potion.
   Message 174: He barks at you and wags his tail.
   Message 175: Do you want to keep him in your party?
   Message 176: Which recipe would you like to make?
   Message 177: 1) Sleeping Potion
   Message 178: 2) Potion of Mana
   Message 179: 
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   Message 182: "For returning the donation money to the temple, I will offer your entire party a one time lesson in the casting of priest spells." He spends a full hour instructing you all on the many techniques of spell casting.
   Message 183: When he is finished, the party's priest spells skill has been risen by one point.
   Message 184: "I have already given you your reward. I have no more to teach you."
   Message 185: You get a dozen rations added to your food supply.
   Message 186: Which recipe would you like to make?
   Message 187: 1) Acidic Potion
   Message 188: 2) Potion of Firewalk
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   Message 192: Which recipe would you like to make?
   Message 193: 1) Gaseous Potion
   Message 194: 2) Potion of Stealth
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   Message 198: Which recipe would you like to make?
   Message 199: 1)Fiery Potion
   Message 200: 2) Potion of Flight
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   Message 204: Unfortunately, you've failed to protect an important character from a senseless death. It is now impossible to complete your mission. You decide to give up adventuring and eventually die a miserable old drunk.
   Message 205: As the creature falls to the ground, you notice a scale from it's hide lying nearby. You pick it up and put it in your pack.
   Message 206: Your talking crystal begins to glow and the face of Erathmus appears. "I just learned some news on that winged creature that I asked you to capture. It's been sighted on Maldarius Island."
   Message 207: "Several Haurathi in the village of Kunjirra have supposedly seen it flying around the volcano and inside the town, too. If you get time, perhaps you could check it out." You tell him okay and the crystal goes dark.
   Message 208: It is too soon to use your familiar's powers again.
   Message 209: You invoke the powers of your familiar. It begins to glow in a soft, blue light. The light grows larger and engulfs the entire party. You all become completely healed of your wounds.
   Message 210: You invoke the powers of your familiar. It begins to glow in a soft, blue light. The light grows larger and engulfs the entire party. You all have your magic power recharged.
   Message 211: You invoke the powers of your familiar. It begins to glow in a soft, blue light. The light grows larger and engulfs the entire party. Any members of your party who have died are instantly resurrected.
   Message 212: "This chapter will tell you how to create three types of familiars. The type of familiar you create will depend upon what ingredients you use. It will be assumed that you already have a host, so I will list the ingredients that you will need."
   Message 213: "There are three basic ingredients that are needed in the creation of each type of familiar. It is the fourth ingredient that determines the kind of familiar that is created. The following are descriptions of the three basic ingredients..."
   Message 214: "Black Lichen: This moss-like plant cannot be found anywhere in nature. It is the end product of the magical manipulations by a wizard on regular lichen which is used as a reagent for magical potions and such."
   Message 215: "The process to create it is so complex, that I will not even attempt to explain it in this book. It is best just to seek out a wizard's laboratory and look through his reagent collection in hopes to find some."
   Message 216: "Muck Mold: This spherical mass of green muck is extremely rare and can only be found growing in the deepest recesses of underground caverns. It is the favorite food of most cave dwellers, which makes finding a live specimen even more difficult."
   Message 217: "Bones of a Phoenix: This is one of the most difficult ingredients to find. As is well known, at the end of it's life, the Phoenix bursts into flames and then is resurrected from the ashes. Typically, no bones are left. But, there have been exceptions."
   Message 218: "If a Phoenix builds its nest too close to a body of water, there is a chance that its flames could be extinguished, disrupting the resurrection process, and thus leaving a pile of bones. This is an extremely rare event, but it has indeed occurred."
   Message 219: "Once these first three ingredients have been collected, one more ingredient needs to be added. This last ingredient will determine what magic power the familiar will be bestowed with. As a rule, this last ingredient is much less difficult to acquire."
   Message 220: "The last ingredient we will call the catalyst. To create a familiar with healing powers, one needs to add a Unicorn's Horn to the mixture. The familiar that is created will have the power to heal an entire party one time a day."
   Message 221: "To create a familiar with the power to replenish magic energy, you will need to add an Essence Crystal from a forest wisp to the three basic ingredients. The familiar that is created will have the power to replenish a party's magic energy once a day."
   Message 222: "To create a familiar with the power to raise the dead, you will need to add Vampire Dust to the mix. The familiar that is created will have the power to resurrect an entire party, though one party member must be alive to invoke the familiar's power."
   Message 223: "When you have decided which familiar you wish to create, put the host, the three basic ingredients, and the catalyst, into a large cauldron. Only put one catalyst into the mixture."
   Message 224: "Putting more than one catalyst into the mixture will NOT create a familiar with more powers. Let's just say that the result may not be what you have in mind. Now, once all the ingredients are in the cauldron, in no time, the familiar will come to life."
   Message 225: "The newly created familiar will become devoted to you and will accompany you everywhere you travel. When in need of its power, simply ask it and it will comply, but remember it can only use its power once a day."
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   Message 230: You decide to take the book with you. You may just want to create a familiar of you own.
   Message 231: Tasha begins the lesson. "Most people think the only way to best defend yourself is by wearing heavy armor. But that can slow you down and make you a sitting target."
   Message 232: "You need to use your both your body and mind to create lightning fast reflexes so you can avoid the blows of your opponent." She shows you a few exercises and after some time, you feel you have learned a little about self defense.
   Message 233: 
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   Message 237: Your defense skill is raised by 1 point.
   Message 238: "I'm sorry," she says. "You don't have enough gold."
   Message 239: "You not have enough gold," roars Myxtikk. "You trying to pull a fast one?"
   Message 240: Myxtikk pulls out his spear and thrusts it in the air a few times. "You see that?" he asks. "That good way to use spear. You try." He thrusts the spear into your hands. You try to duplicate his moves.
   Message 241: "No, no, no!" he snarls. "You can't hit nothing like that! Watch Myxtikk again." He continues to demonstrate his prowess with the spear. After some time, you begin to feel that you've learned something.
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   Message 246: Your pole weapon skill is raised by 1 point.
   Message 247: "Oh, too bad," cries Regis. "You got the booby prize. Well, that's the end of our show. Thanks for playing, "Press Your Luck." You hear some hokey music start to play, signaling the end of the show.
   Message 248: Map of East Zinlasia
   Message 249: Places of interest...              Kunjirra (red dot)
   Message 250: Zenith City (black '+')            Minobi (white dot)
   Message 251: Magestica (pink dot)             Grah'Mok (yellow dot)
   Message 252: Odashai's Shrine (blue dot)    Velkala Forest (orange dot)
   Message 253: Liberty (green dot)                 Untamed Region (white '+')
   Message 254: Home Furnishings
   Message 255: Me Potions
   Message 256: "The League of Zinlasian Nations is closed," says the guard. 
   Message 257: This stairway leads to below decks. You decide it's probably wise not to go down there.
   Message 258: As you step near the ship, a sailor yells at you, "Stay off our ship, you land lubbers!" You can tell by the way he slurs his words that he's been drinking. In fact, the whole lot of them are stinking drunk. It might be best to stay away.
   Message 259: You're starting to feel a little sick. It must have been the berries that you ate a while ago. Because of your lack of woodsman skill, you didn't know that the berries were of the poisonous variety.

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   Message 10: This pool has dried up. But inside, you find a small clump of Blood Moss. You scoop it up and place it in your pack.
   Message 11: There's not enough room in your inventory for that item.
   Message 12: This pool has dried up. But inside, you find a small clump of Blood Moss. You scoop it up and place it in your pack.
   Message 13: This pool has dried up. But inside, you find a small clump of Blood Moss. You scoop it up and place it in your pack.
   Message 14: This pool has dried up. It's completely empty.
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   Message 10: There is a pool of some strange substance bubbling up here. Do you want to take a drink?
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   Message 16: The waters in this pool begin to bubble and sparkle. A glowing mist rises out of the pool to engulf you. It is a resurrection pool!
   Message 17: There is a pool of some strange substance bubbling up here. Do you want to take a drink?
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   Message 23: You take a small sip. The liquid has a fizzy taste, but it's not bad. You feel your magic energy replenished!
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   Message 10: "Oh, no," says Savel. "We're not going in here. This is the Rogue T'Lanhg Hideout. If you want to tangle with those hoodlums, you can come back here alone, after we've finished our mission."
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   Message 9: Comment
   Message 10: "This is it," says Savel. "I'm sure of it. This place should be crawling with Mind Devourers, so I hope you guys are good at defending yourselves. Try not to let them get too close. Their sting will most assuredly cause dumbfounding."
   Message 11: "It's been said that if a victim of a Mind Devourer has been dumbfounded, killing it and eating a piece of it's tissue, will lessen or even cure you of the condition." 
   Message 12: "To be honest, the thought of eating brain matter turns my stomach, so I prefer the use of clarity potions. But you do what you like." He stops and looks at the entrance to the lair. "Okay, let's get this over with before I change my mind."
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   Message 16: Your talking crystal begins to glow. You look into it to see Mr. White from the Zenith Tribune. "I hope you're not busy, cause something BIG has just happened. The Twin Rivers have overflowed and completely wiped out Minobi!"
   Message 17: "Everyone's screaming it's the wrath of Odashai! Can you believe it? They've set up a rescue operation at the disaster site, but word is there are no survivors."
   Message 18: "I'll pay you 500 gold for the story, if you're interested. That's twice the normal rate." You look to Savel, as if asking for his permission. "You want me to tell you whether or not to take the job?" he asks.
   Message 19: "It's up to you. If you need the gold, then go for it. We all know that Vargas isn't paying you a hell of a lot." You tell White that you'll check into it as soon as you can. "Well don't wait too long. I need the story asap!"
   Message 20: Out of the corner of your eye, you think you see movement. You look, but there is nothing there. You continue on your way, but look! There it is again! Something's moving under the ground. You stop, dead in your tracks.
   Message 21: Standing as still as you can, you watch as more spots on the ground begin to move. A feeling of dread comes over you as the ground around you becomes almost fluid as an army of Lurkers comes to the surface.
   Message 22: There's not enough room in your inventory for that item.
   Message 23: This chest is magically locked. You know of no way to open it.
   Message 24: You say the words "Ipso Facto" and the lid of the chest springs open. Inside, is a beautiful pair of turquoise colored gauntlets. They feel cool to the touch as you lift them out of the chest. They have a strong magic aura about them.
   Message 25: You put them into your pack and close the lid of the chest.
   Message 26: *
   Message 27: *
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   Message 107: 

  Section X = 0, Y = 4

   Message 0: West Zinlasia
   Message 1: Katarack Island              
   Message 2: Katarack Island              
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: There is a pile of rocks here. Upon closer inspection, you see a small plaque set atop the pile. You can't make out the words, but it appears to be a grave marker. Someone must be buried here.
   Message 11: Do you want to dig up the grave?
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: You push away the rocks and barely begin to dig when suddenly a skeletal hand reaches out of the shallow grave. It appears you've angered the dead and a skeletal warrior rises up out of the earth to teach you a lesson.
   Message 17: You return to examine the empty grave. There is some old, rusty armor and a dented sword. Looking further, you find a helm that looks to be in pretty good shape. You might as well take it. He won't be needing it any more.
   Message 18: There's no more room in your inventory for that item.
   Message 19: *
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   Message 99: *End of special strs
   Message 100: 
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   Message 107: 

  Section X = 0, Y = 5

   Message 0: Kudazan Peninsula
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You enter this dark, moldy smelling cave. At first glance, you see nothing of interest. Then, looking down, you notice some Asptongue Mold growing along the ground. You pick it and place it in your pack.
   Message 11: You enter this dark, moldy smelling cave. There was some Asptongue Mold growing here the last time you checked, but you picked it all. More will probably grow back if you give it some time.
   Message 12: There's no more room in your inventory for that item.
   Message 13: *
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   Message 107: 

  Section X = 0, Y = 6

   Message 0: Kudazan Peninsula
   Message 1: Rectangle 1
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   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
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   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
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   Message 99: *End of special strs
   Message 100: 
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   Message 107: 

  Section X = 0, Y = 7

   Message 0: Kudazan Peninsula
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: "Thiss ussed to be a Sslithzerikai fort," says Kumar. "I convinced the Wesshaka that it wass not built in a very ssecure place and would not be eassy to defend in casse of an attack from outssiderss."
   Message 11: "They have ssince moved their headquarterss behind the wallss of Basshuk."
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: This appears to be an abandoned Slithzerikai fort. There is no sign that anyone has been here for a long time. You decide it's not worth taking the time to explore, so you move on.
   Message 17: *
   Message 18: *
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   Message 99: *End of special strs
   Message 100: 
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   Message 107: 

  Section X = 0, Y = 8

   Message 0: Kudazan Peninsula
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: This looks like a peaceful Slithzerikai village. It is probably best not to disturb the residents. They may not be as peaceful as they seem.
   Message 11: "There'ss a sshop here that might interesst you," says Kumar. "They ssell variouss typess of potionss."
   Message 12: Do you want to shop for some potions?
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: 
   Message 17: As you enter this cave, you immediately notice temperature drop. You wonder what would cause this cave to feel so cold.
   Message 18: Potionss
   Message 19: *
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   Message 99: *End of special strs
   Message 100: 
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   Message 107: 

  Section X = 0, Y = 9

   Message 0: Lohkit Island
   Message 1: Harper  city limits          
   Message 2: Rectangle 2
   Message 3: Rectangle 3
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   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: This is the spot that you arrived in West Zinlasia, three years ago. You had set out for adventure in your small boat and were washed ashore here, after encountering rough seas.
   Message 11: You never imagined all the adventures that you would have in this distant part of the world.
   Message 12: This home stands empty, now. Old Emily, the previous owner, passed away about a year ago. She was the oldest resident of Harper and lived out most of her life, here, in this sleepy town.
   Message 13: *
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   Message 99: *End of special strs
   Message 100: 
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   Message 107: 

  Section X = 1, Y = 0

   Message 0: Tel'moria
   Message 1: Rectangle 1
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   Message 3: Rectangle 3
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   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
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   Message 9: Comment
   Message 10: There is a pool of some strange substance bubbling up here. Do you want to take a drink?
   Message 11: 
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   Message 16: You take a small sip. Yuck!!! It's poison. I mean, really super poisoness poison!
   Message 17: *
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   Message 99: *End of special strs
   Message 100: 
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   Message 107: 

  Section X = 1, Y = 1

   Message 0: Tel'moria
   Message 1: Rectangle 1
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   Message 3: Rectangle 3
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   Message 5: Rectangle 5
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   Message 9: Comment
   Message 10: This pool is dried up. But as you look closer, you can see some moss growing around the bottom. It has some reddish stands running through it that look like veins. It's Blood Moss. There's not much, but you take what there is.
   Message 11: *
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   Message 99: *End of special strs
   Message 100: 
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   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 1, Y = 2

   Message 0: Tel'moria
   Message 1: Frosgaard's Blowhole          
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: "Wait a minute," says Savel. "I must show you something. Head over to that huge fissure in the ground. South of that, there's another one. Go over to where the two meet."
   Message 11: 
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   Message 14: 
   Message 15: 
   Message 16: "No, no, no," cries Savel. "Not this way, yet. "I want to show you something. Head towards the center of those two fissures."
   Message 17: 
   Message 18: 
   Message 19: 
   Message 20: 
   Message 21: 
   Message 22: "This is Frosgaard's Blowhole. Feel the cold air rising out?" How could you not? It is positively freezing, standing at this spot. You look down into the huge crevasse and all you can see is a dense white mist, rising out of it.
   Message 23: "There's a massive, underground glacier down there," continues Savel. "Sometimes freezing winds blow out of this pit. Nobody knows where the winds come from. Although, some of the more superstitious residents of Tel'moria have an explanation."
   Message 24: "They say the great god, Frosgaard, sleeps down there. The cold, misty air is his breath. And when the winds come, he is awake and angry at someone or something."
   Message 25: "The orcs, who live down here, sometimes make sacrifices to him, and drop women and even children down into the crevasse to appease him. Of course, the T'Lanhg think this is all nonsense."
   Message 26: "But, they have yet to come up with an explanation for where the winds come from. Can you believe that? The all-knowing T'Lanhg don't know everything! Well, let's get going before we freeze to death."
   Message 27: 
   Message 28: "Oh, no," cries Savel. "We're not going this way. This leads to Orc territory. We have an on again, off again alliance with the Orcs. I believe this year, it's off. They don't like humans and will probably attack us on sight."
   Message 29: "If you want to go romping around in Orc territory on your own time, be my guest. But while I'm with you, we aren't going anywhere near there. Now come on, let's go. We have a mission to complete."
   Message 30: 
   Message 31: 
   Message 32: 
   Message 33: 
   Message 34: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 1, Y = 3

   Message 0: Tel'moria
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: There is a pool of some strange substance bubbling up here. Do you want to take a drink?
   Message 11: 
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: "Yummm. It's delicious. And it has magical healing properties too.
   Message 17: There is a pool of some strange substance bubbling up here. Do you want to take a drink?
   Message 18: 
   Message 19: 
   Message 20: 
   Message 21: 
   Message 22: 
   Message 23: You take a small sip. Yuck!! It tastes awful. And besides that, your ability to move has been... removed!
   Message 24: "Let's check this cave out," says Savel. "If this is the cave I think it is, the guy in here sells something you might be interested in."
   Message 25: "What does he sell?" you ask. "See for yourself," says Savel.
   Message 26: 
   Message 27: 
   Message 28: 
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   Message 30: *
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   Message 100: 
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   Message 107: 

  Section X = 1, Y = 4

   Message 0: Trokolak Forest
   Message 1: West Zinlasia                
   Message 2: Rectangle 2                  
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: The forest is much too dense to continue. You have no reason to go any farther north, anyway.
   Message 11: Due to your woodsman skill, you notice the plants growing here are Holly. You gather them up and put them in your pack.
   Message 12: Your woodsman skill alerts you to the fact that something has been buried here under these rocks. As you pull the rocks aside, you uncover a stash of food, probably put here by the kobolds that live in this forest.
   Message 13: Do you take the food?
   Message 14: 
   Message 15: 
   Message 16: 
   Message 17: 
   Message 18: Oops! The kobolds were watching and didn't appreciate you stealing their food.
   Message 19: A small slot in the door of the ancient tower opens up and you see the dark silhouette of a man peering through. "Show me the ring," he says. "What ring?" you ask. "Go away," he says, immediately closing the slot.
   Message 20: You pound on the ancient door again and you hear a muffled voice from the other side cry, "You don't have the ring. Go away!"
   Message 21: A small slot on the door of the ancient tower opens up and you can see the dark silouette of a man peering out at you. "Show me the ring," he says. You show him the Thieves' Guild ring. "Come on in," he says. 
   Message 22: The door opens with a loud creak and he says, "Welcome to the Tower. The Thieves' Guild found this old abandoned tower years ago. It's full of magical stuff that we confiscated for ourselves."
   Message 23: "What would you like? I've got  1) Magic Powders   and   2) Magic Wands."
   Message 24: 
   Message 25: 
   Message 26: 
   Message 27: Thieves' Supply Tower
   Message 28: It looks like you've found a stash of items, buried under these rocks. Removing the rocks, you find several shiny objects...a few gold coins, a small silver ring, some broken odds and ends, and a beautiful, golden goblet.
   Message 29: You examine the goblet and notice the fancy religious engravings on it. This must be the Holy Goblet that you're looking for. You take it, along with any other items of value.
   Message 30: It also looks like a small army of kobolds has surrounded you and is not happy that you've stolen their treasures.
   Message 31: *
   Message 32: *
   Message 33: *
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   Message 35: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 1, Y = 5

   Message 0: West Zinlasia
   Message 1: Kudazan Peninsula            
   Message 2: Kudazan Peninsula            
   Message 3: Kudazan Peninsula            
   Message 4: Kudazan Peninsula            
   Message 5: Kudazan Peninsula            
   Message 6: Kudazan Peninsula            
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You don't really have any reason to enter the Slithzerikai lands. Besides, they'd probably attack you on sight.
   Message 11: Just then, you are ambushed by a large party of Slithzerikai. "It'ss the Kunlatass tribe!" cries Kumar. Before you have a chance to react, they have abducted Kumar and are dragging him off. The remaining Sliths turn their weapons on you.
   Message 12: Kumar is removed from the party.
   Message 13: As you dust yourselves off, you realize that Kumar is nowhere to be found. They must have dragged him off to their cave hideout. It looks like you have no choice but to rescue him.
   Message 14: As you run away like cowards, the Sliths decide you're not worth the effort. Looking around, you realize that Kumar is nowhere to be found. They must have dragged him off to their cave hideout. It looks like you have no choice but to rescue him.
   Message 15: *
   Message 16: *
   Message 17: *
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   Message 93: *
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   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: DANGER! To the west are the lands of the Slithzerikai. You've been warned.
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 1, Y = 6

   Message 0: Kudazan Peninsula
   Message 1: West Zinlasia                
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: This looks like an abandoned Slithzerikai temple. It doesn't seem to have been used in quite a long time.
   Message 11: "The temple we jusst passed ussed to be the main temple of worsship for the Wesshaka Tribe," says Kumar. "We had to abandon it when the sspiderss moved into the nearby priesst'ss chamberss."
   Message 12: You ask him if he's talking about the caves that lead down to the base of the mountain. "Yess, thosse are the chamberss. It wass too dangerouss for the Sslithzerikai to pray here."
   Message 13: You tell him that you took care of the spiders. "What do you mean?" he asks. You tell him that you killed them. "Both of them?" he asks. "Well," you say, "there were actually about three or four."
   Message 14: "Oh, dear," he sighs. "Thosse were the babiess. They're not going to be happy when they disscover that. The sspiderss I'm talking about are a pair of Gargantuan Tarantulakss. They are HUGE and they are deadly."
   Message 15: "The female jusst had a litter of babiess...about fifty or sso. But sshe will notice if even one hass been killed! The parentss were probably out when you came through the cave. Let'ss hope they haven't returned yet."
   Message 16: 
   Message 17: As you peer into this cave, you can make out some Slithzerikai patroling near the entrance. Until you know whether they are friendly or not, it's best that you stay away.
   Message 18: Just then, you are ambushed by a large party of Slithzerikai. "It'ss the Kunlatass tribe!" cries Kumar. Before you have a chance to react, they have abducted Kumar and are dragging him off. The remaining Sliths turn their weapons on you.
   Message 19: Kumar is removed from the party.
   Message 20: As you dust yourselves off, you realize that Kumar is nowhere to be found. They must have dragged him off to their cave hideout. It looks like you have no choice but to rescue him.
   Message 21: As you run away like cowards, the Sliths decide you're not worth the effort. Looking around, you realize that Kumar is nowhere to be found. They must have dragged him off to their cave hideout. It looks like you have no choice but to rescue him.
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 1, Y = 7

   Message 0: Kudazan Peninsula
   Message 1: Hollis Island                
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 1, Y = 8

   Message 0: Hollis Island
   Message 1: Kudazan Peninsula                 
   Message 2: Rectangle 2                  
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: As you arrive at the gates of Basshuk, a voice immediately calls out from within. "Leave at once, humanss. Do not desecrate  our holy city with your presence."
   Message 11: "Conssider yoursself lucky that we do not kill you where you sstand, but we are not allowed to sspill blood on the holy groundss of thiss city."
   Message 12: "We come in peace," you call to the guards. "We have been sent by Chief Sslatik of the Shisshita Tribe in East Zinlasia. We seek an alliance with your tribe and ask that you join the League of Zinlasian Nations."
   Message 13: "The chief sends his personal staff as proof that he supports this alliance." You wave the staff in front of you. "How do we know that you did not kill the chief and ssteal hiss sstaff?"
   Message 14: "He sent a message," you tell them. "It is a special message, meant for the ears of Kumar, his friend." The guard yells, "tell uss thiss message and we will give it to Kumar."
   Message 15: "It is in the ancient tongue of the Sslithzerikai and you will not understand it," you tell him. "We must give it to Kumar, in person."
   Message 16: You hear some whispering behind the gate as the guards discuss the situation amongst themselves. Then, one yells, "Wait jusst a minute." You wait much longer than a minute, but eventually, a lone Slithzerikai approaches the gate.
   Message 17: "I am Kumar," he calls to you. "What iss thiss message you ssay you have from my friend, Sslatik?"
   Message 18: 
   Message 19: 
   Message 20: 
   Message 21: 
   Message 22: 
   Message 23: "That iss indeed a very ancient Sslithzerikai word," says Kumar. "What iss it that you have come to ssee me about?" You tell him all the events that have happened so far, including the destruction of Kunisulitz.
   Message 24: You tell him how the League of Zinlasian Nations is inviting his tribe to join and of the benefits that such an alliance would bring. And finally, you tell him of the urgent need for an ambassador to be sent immediately.
   Message 25: He patiently listens to what you have to say, and then says, "I believe the wordss you sspeak. I will perssonally accompany you back to Zenith and will act ass ambassador during this crississ."
   Message 26: "Later, my tribe will sselect a permanent ambassador to repressent uss at your meetingss. Time iss of the essence, don't you agree? I ssay that we embark at once."
   Message 27: You are shocked that he agreed so quickly. You say to him, "I have to ask, just what does that word mean, the one Chief Sslatik had me say to you?" He answers, "It iss a word that I have not heard sspoken in many yearss."
   Message 28: "Roughly, in human wordss, it meanss, 'Trusst, finally, an old enemy'. It iss a word that only Sslithzerikai hisstorianss and chiefss would know. Sslatik iss chief of hiss tribe, and I am an hisstorian. He iss very clever, luckily for you."
   Message 29: "Now, we musst be on the lookout," says Kumar. "Jusst becausse I am traveling with you, doess not mean we will be ssafe from Sslithzerikai attackss. When I came into power, I introduced many new ideass to the Wesshaka Tribe."
   Message 30: "Mosst embraced thesse new ideass, but ssome did not. Dissident memberss ssplit off from the tribe and formed a new tribe. They call themsselvess the Kunlatass Tribe."
   Message 31: "They are enemiess to the Wesshaka Tribe and againsst all ideass that are unfamiliar to them. They refusse to give up their primative beliefss, esspecially their hatred of all other racess."
   Message 32: "They have esstablisshed a basse in one of the northern cavess on thiss peninssula. It iss besst that we avoid them."
   Message 33: "Now, right up ahead, are ssome villagess of the Wesshaka Tribe. We can sstop and resst if you need to. You may alsso be able to sstock up on ssome ssuppliess."
   Message 34: 
   Message 35: A voice calls from behind the locked gates of Bassuk. "Humanss are not allowed insside the our holy city." You have no choice but to turn around and leave.
   Message 36: "I have oversseen the consstruction of our new city, Basshuk. I am very proud of the progress we have made sso far. I would love to sshow it to you, but only Sslithzerikai are allowed insside the gatess."
   Message 37: 
   Message 38: 
   Message 39: 
   Message 40: 
   Message 41: 
   Message 42: "The chief sends his personal staff as proof that he supports this alliance." You look in your inventory and realize that you don't have the staff. "Oops. Um, nevermind about the staff."
   Message 43: "I do not recognize that word," he says. "You are either trying to deceive me, or are not ssaying the word correctly. Sspeak the word correctly, or do not wasste any more of my time."
   Message 44: 
   Message 45: 
   Message 46: 
   Message 47: 
   Message 48: 
   Message 49: Kumar joins your party.
   Message 50: "There iss a comfortable boarding housse in thiss village," says Kumar. "We could resst here and gain our sstrength before we head out."
   Message 51: Do you want to stop and get some rest?
   Message 52: 
   Message 53: 
   Message 54: 
   Message 55: 
   Message 56: Kumar graciously pays the tab for the boarding house and you rest comfortably here for a few hours.
   Message 57: This looks like a peaceful Slithzerikai village. It is probably best not to disturb the residents. They may not be as peaceful as they seem.
   Message 58: "You can purchasse rationss for a reassonable price at the general sstore in thiss village," says Kumar.
   Message 59: Do you want to stop and buy some food?
   Message 60: 
   Message 61: 
   Message 62: 
   Message 63: 
   Message 64: General Sstore
   Message 65: *
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   Message 91: *
   Message 92: *
   Message 93: *
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   Message 98: *
   Message 99: *End of special strs
   Message 100: Independence City
     5 mi. NE

Hunting Lodge -->
   Message 101: Lohkit Island
   1 mi. S
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   Message 1: Hollis Island                
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   Message 10: "So, what's going to be our first adventure?" asks Homer. You tell him that you're trying to get back in shape by taking on any quests you can find so you can ultimately join the Odashai Guardians.
   Message 11: "Who are they?" he asks. "Never mind," you tell him.
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   Message 100: Welcome to Hollis Island
   Message 101: Harper
 2 mi. W
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  Section X = 2, Y = 1

   Message 0: Tel'moria
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   Message 10: There is a patch of mushrooms growing here. But, due to your lack of cave lore, you don't know if they're edible, so you leave them alone.
   Message 11: There is a patch of mushrooms growing here. Because of your knowledge of cave lore, you know them to be edible, so you pick a bunch and put them in your pack.
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  Section X = 2, Y = 2

   Message 0: Tel'moria
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   Message 10: "Where, the bloody hell do you think you're going?" cries Savel. "Sariminsun is back inside the cave. I'm not running around out here with you guys. There are nasty creatures roaming about."
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   Message 16: "So, just where are we going?" you ask Savel. "We're going to the Lair of the Devourers," he answers. "Mind Devourers, to be specific. They're nasty, evil creatures that will probably kill us all."
   Message 17: You ask him why would Quib be in a place like that? "Diamonds," he answers. "It's been reported that a colony of Diamond Slimes live in the back of the lair. These slimes produce diamonds like oysters produce pearls."
   Message 18: "It's west of here. To get there, we go to the, eh, and turn right. Or is it left? Hell, I don't exactly remember where it is. I'm a Receptor, not a bloody tour guide! And why I ever became a Receptor I'll never know."
   Message 19: "I guess it sounded like a good idea at the time. The Guardians needed an agent to communicate with the T'Lanhg. The pay was good. I thought, what the hell, it'll be a new experience."
   Message 20: "I didn't know I'd be considered a freak by half the population of Zinlasia. Sometimes I wish I could go back to the way I was. Just a normal, human being. But the procedure is irreversable. So I'm stuck like this til I die, which could be quite soon."
   Message 21: "I'm sorry. Don't listen to me. I just get a little tired sometimes. You know what I mean?" He composes himself, and then says, "We've got a job to do and we're Zinlasian Guardians, damn it! So let's get moving."
   Message 22: As you venture out into the subterranean world of Tel'Moria, the first thing you become aware of is how cold the air is. Luckily, it is not too dark, as there seem to be many glowing fungus around that provide enough light to see fairly well.
   Message 23: This must be the chest that Min's grandfather hid here many years ago. You insert the key she gave you and the chest pops open. Inside, are a pair of magic boots. You take them out and put them in your pack.
   Message 24: You don't have enough room in your inventory for that item.
   Message 25: There is a small chest sitting here. It has probably been here for many years, as it looks quite old. You try to open it, but it is locked tight. The lock seems unpickable... probably of Hobbling craftmanship.
   Message 26: There is a pool of some strange substance bubbling up here. Do you want to take a drink?
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   Message 32: You take a small sip. Yuck!! It's poison!
   Message 33: Amongst the stalagmites, you see a pool of greenish liquid. Maybe you should check it out. (To examine slime pools, walk on top of them.)
   Message 34: "We must go back!" cries Grimly. "Look for Sister Elysia back in city!"
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  Section X = 2, Y = 3

   Message 0: Tel'moria
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   Message 10: There is a pool of some strange substance bubbling up here. Do you want to take a drink?
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   Message 16: You take a small sip. Yuck!! It's diseased!
   Message 17: You stop to look into the dark waters of this underground lake. You can't see more than an inch or two below the surface. Wondering if anything lives in this lake, you notice a line tied to some stalagmites, leading into the water.
   Message 18: You pull at the line and find a net full of fish attached to it. Fresh fish cooked over a campfire sure sounds good. You take the fish and put them in your pack.
   Message 19: From out of nowhere, a Hobbling comes running up to you and cries, "Fish thief! Fish thief! Those were my fish you stole! This is my secret fishing spot." You ask him what he's doing down here?
   Message 20: "Are you deaf?" he cries. "I told you. This is my fishing spot. The fish down here has a stronger flavor than those on the surface, so I come down here to do my fishing. Now give them back!"
   Message 21: "I think there were about a dozen in that net," he says, holding out his hands. What do you do?
   Message 22: 1) Give them back to him.
   Message 23: 2) Keep them and threaten him with bodily harm.
   Message 24: 
   Message 25: You hand him the fish and he says, "Thank you very much," and turns to leave. As he goes, you hear him say under his breath, "Annoying big people... think you can do anything they like. Well, I showed them."
   Message 26: "That's just what I expected from a bunch of mean big people," he cries. "Well, you think I'm going to back down, do you? Just because I'm a puny little Hobbling. Well, I say no! This time I'm going to take a stand."
   Message 27: "I'm not going to let a bunch of mean and nasty big people push me around. If it's a fight you want, then a fight you shall get!"
   Message 28: "Where are the rest of my fish?" he cries. "You're trying to short change me, are you?"
   Message 29: As the little Hobbling lies there, dead on the ground. You feel just a little bit guilty for what you have done... Oh, well. He deserved it.
   Message 30: "Running away are you?" he cries. "Well, I think not!"
   Message 31: "This is not the Lair of the Devourers, I'm almost sure of it," says Savel. You tell him that you'd like to check it out anyway. "You need to stick with the mission," says Savel. "You're not candy ass adventurers anymore, you know."
   Message 32: "You're Odashai Guardians!" You remind him that HE is not your boss. And as Odashai Guardians, if you decide to explore a cave then that's what you're going to do. You never know when you might find something to help you on your quest, er, mission.
   Message 33: "Do what you like, then," says Savel, bitterly. "Just don't go getting me killed."
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  Section X = 2, Y = 4

   Message 0: West Zinlasia
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   Message 10: Returning to the cave, you see more Troglodytes coming up from the entrance, ready to defend their home. What do you want to do?
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   Message 16: The Troglodytes once again attack. This time there are shamans among them.
   Message 17: They rush out to attack you again. And this time, there are even more!
   Message 18: Looking into this cave, you see a group of Troglodytes milling about. What do you want to do?
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   Message 24: Not a very wise decision. The Troglodytes immediately attack when they see you.
   Message 25: You enter the cave, hoping to find something of interest. Unfortunately, aside from some bones and broken beads lying about, there is nothing here.
   Message 26: You carefully peek into the cave to see if there are any Troglodytes left. There are! And they looked pretty pissed. What are you going to do now?
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   Message 32: You once again return to the cave. Boy, you don't give up, do you? Well, perseverance has paid off. The cave is empty. You hunt around the ground, looking for anything of value. You find some gold coins, a few nice gems, and a lethal looking spear.
   Message 33: You don't have enough room in your inventory for any more items.
   Message 34: You don't have enough room in your inventory for all the items.
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  Section X = 2, Y = 5

   Message 0: West Zinlasia
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   Message 100: Hand of Faith Temple   7 mi. NE                     Mages Guild   4 mi. W
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  Section X = 2, Y = 6

   Message 0: West Zinlasia
   Message 1: Hollis Island                
   Message 2: Meikaprr Forest              
   Message 3: Meikaprr Forest              
   Message 4: Kudazan Peninsula            
   Message 5: Kudazan Peninsula            
   Message 6: Kudazan Peninsula            
   Message 7: Rectangle 7                  
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   Message 9: Comment
   Message 10: You notice some berries growing on this bush. But without woodsman skill, you don't know if they're poisonous or not. You decide to leave them alone.
   Message 11: You notice some berries growing on this bush. Due to your woodsman skill, you recognize them as being edible, and collect as many as you can find.
   Message 12: There's no more room in your inventory for that item.
   Message 13: There is a single flower growing amongst a small patch of weeds. It looks to be of a variety that you've never seen before. You pick it and carefully place it in your pack.
   Message 14: There's not much left of this patch of Wormgrass since you picked some. You should come back later when it's had a chance to grow back.
   Message 15: There's a patch of Wormgrass growing here. You pick a bunch and put it in your pack.
   Message 16: There's no more room in your inventory for that item.
   Message 17: The rocks in this pile look different from the rest. Upon closer inspection, you think they look more like rough diamonds. You gather them up and place them in your pack.
   Message 18: There's no more room in your inventory for those items.
   Message 19: There's not enough room in your inventroy for all the items.
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 2, Y = 7

   Message 0: Hollis Island
   Message 1: Independence  city limits    
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: This is the Independence City Zoo. It is presently closed. The zookeeper walks up to you and says, "Aren't you the Adventurer's Club?" You nod your head. "I might have a little job for you, if you're interested."
   Message 11: "The zoo's being refurbished right now and we're trying to find some new animals for the exhibits. I need a brown wolf exhibit. We had some, but we lost them a while back."
   Message 12: "If you can find and capture a brown wolf, it would be a great help. They live on the mainland and they're more dangerous than the grey wolves found here on Hollis Island."
   Message 13: "Getting one alive is the tricky part, as they will usually fight to the death. I'll pay you 250 gold pieces if you bring one in unharmed."
   Message 14: As you approach the zoo, the zookeeper comes walking up to you. "Have you had any luck capturing a brown wolf?" he asks. You tell him no.
   Message 15: As you approach the zoo, the zookeeper walks up to you and asks, "Have you had any luck capturing a brown wolf?" You show him the two wolf pups. "Hmmm," he says. "I was hoping for an adult, but I guess they grow pretty fast."
   Message 16: He thinks for a moment, and then adds, "In fact, these pups will probably adapt better to their new home than any adult would. Good job." You hand him the pups.
   Message 17: "Let me get your payment," he says, reaching into his pocket. "Here's an extra 50 for bringing me two." He hands you 300 gold coins. "Thanks again. When we re-open, come back and see the zoo as my guest."
   Message 18: The Independence City Zoo is still closed for refurbishing. There's nothing else to do but turn around and leave.
   Message 19: "This is the Bayside Resort," says Homer. "I've always wanted to stay here. But the wife and I could never afford it." You say to him, "I didn't know you were married."
   Message 20: "Oh... ya," he says, looking down at the ground. "She lives in Independence City. She has no interest in adventuring. So I had to go off on my own." Then, with renewed vigor, he says, "Sometimes a man's got to do what a man's got to do."
   Message 21: 
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   Message 99: *End of special strs
   Message 100: Hollis Island Ferry Landing 1 mi. SE
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   Message 107: 

  Section X = 2, Y = 8

   Message 0: Hollis Island
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: Oops! It looks like some very large and mean looking bears were resting in this nook in the mountain and don't appreciate being disturbed.
   Message 11: *
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   Message 107: 

  Section X = 2, Y = 9

   Message 0: Hollis Island
   Message 1: Lohkit Island                
   Message 2: Rectangle 2                  
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
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   Message 9: Comment
   Message 10: *Begin special strs
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   Message 106: 
   Message 107: 

  Section X = 3, Y = 0

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 3, Y = 1

   Message 0: Lake Venom
   Message 1: Untamed Region               
   Message 2: Untamed Region               
   Message 3: Untamed Region               
   Message 4: Pelzbarii Forest             
   Message 5: Secluded Valley              
   Message 6: Secluded Valley              
   Message 7: Secluded Valley              
   Message 8: Untamed Region               
   Message 9: Comment
   Message 10: Oh no! You stop, dead in your tracks. Before you is another of Lucivius' barriers. Flanking the barrier is a massive basalt wall. How on earth are you going to get past this? Should you call up General Vargas and convince him to send in an army?
   Message 11: But you will need magic to dispel the barriers. Do you go back and beg Grimly to help you? That might be your only choice.  But before you do that, perhaps you should take a closer look first.
   Message 12: This must be it. Behind the foreboding walls of this castle is Lucivius. Your heart skips a beat as you prepare to enter. There's no turning back now. He obviously knows you're here. It's as if he WANTS you to enter.
   Message 13: That's why he shut down the barriers. Maybe that's why he's done nothing to impede your quest to his castle. But what do you do when you get inside? What is your plan? More importantly, what is HIS plan?
   Message 14: Enough of this, you think to yourself. This is what your quest has been leading up to. Just enter the castle and get on with it!
   Message 15: Approaching the barrier, you stop and ask Tiberius if he can dispell it. "This should be no different than the first barrier I dispelled," he says. He walks up to the barrier and slowly raises his hands in the air.
   Message 16: He closes his eyes and concentrates deeply. All at once, great magical sparks leap forth from his fingertips, and the barrier disappears.
   Message 17: Waiting behind the barrier, is a group of Earth Elementals. Lucivius must have put them here as a backup defense. They come lumbering towards you and immediately attack!
   Message 18: Approaching the second barrier, Tiberius walks up to it and again raises his hands. Once again, with great concentration, he dispells the barrier.
   Message 19: Tiberius approaches the third barrier. He holds his hands out and closes his eyes. You can see sweat forming on his brow. This barrier dispelling is beginning to take its toll on him.
   Message 20: This time, it seems to be taking longer for his magic to work. He opens his eyes for a moment and then closes them once again. After more intense concentration, the barrier finally disappears.
   Message 21: Seeing the fourth barrier, Tiberius cries, "How many barriers are there?" You assure him that this is the last one. "Well I hope so," he says. "This is very draining work. I can feel my powers beginning to weaken."
   Message 22: "If I'm to be any use to you when we finally meet up with Lucivius, I'll need all the strength I can muster. I'm afraid you're going to have to do the rest of the fighting without my help." Then, with great effort, he dispells the final barrier.
   Message 23: This time, fiery creatures come charging towards you. These must be new monsters that Lucivius has learned to summon.
   Message 24: At first, it seems that no creatures await you on this side of the barrier. But then, up ahead, what appears to be tufts of smoke, are actually living beings. These seem to be made up of only air. They quickly float over to you and attack.
   Message 25: Just as you expected, more creatures are waiting for you on the other side of the barrier. This time, they appear as big, hulking creatures made up of water. Lucivius sure hasn't wasted any time learning to summon creatures from the four elements.
   Message 26: *
   Message 27: *
   Message 28: *
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   Message 30: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 3, Y = 2

   Message 0: Untamed Region
   Message 1: Lake Venom                   
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
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   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 3, Y = 3

   Message 0: Demonclaw Valley
   Message 1: Rectangle 1
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   Message 3: Rectangle 3
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   Message 5: Rectangle 5
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   Message 9: Comment
   Message 10: *Begin special strs
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
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   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 3, Y = 4

   Message 0: Demonclaw Valley
   Message 1: Rectangle 1                  
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   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
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   Message 9: Comment
   Message 10: Inside this cave is a clan of giant, mutated creatures. Upon seeing you, they immediately rush out to attack.
   Message 11: You once again approach the cave. It seems to be empty now. Looking around, you find nothing of interest.
   Message 12: *
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   Message 107: 

  Section X = 3, Y = 5

   Message 0: West Zinlasia
   Message 1: Meikaprr Forest              
   Message 2: Rectangle 2                  
   Message 3: Rectangle 3                  
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   Message 6: Rectangle 6                  
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   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: Because of your knowledge in cave lore, you recognize this cave as the home of goblins. You can see their beady eyes staring out at you from inside. Do you want to enter the cave?
   Message 11: 
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   Message 16: As you attempt to enter the cave, a group of angry goblins rush out to attack you.
   Message 17: 
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   Message 22: 
   Message 23: As you attempt to enter this cave, a group of angry goblins rush out to attack you.
   Message 24: As you peer into the cave, you can see more goblins inside, waiting to see what you're going to do. What ARE you going to do?
   Message 25: 
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   Message 30: Another group of goblins rush out of the cave and attack you.
   Message 31: Peering into the cave once more, you can see more goblins lying in wait. It appears that there's an endless supply of goblins guarding this cave. It may be fruitless to continue to attempt to enter this cave. What do you do?
   Message 32: 
   Message 33: 
   Message 34: 
   Message 35: 
   Message 36: 
   Message 37: Once again, another group of goblins rush out of the cave to attack you.
   Message 38: You return to search the cave. It appears to be empty. As you're about to leave, you notice a small lump in the ground. Due to your knowledge of cave lore, you know that this is not a natural formation.
   Message 39: The dirt is loose, so you begin to dig away at it with your hands. This is a goblin stash. You unearth several valuable gems and a small bag of gold.
   Message 40: You carefully look into the cave. Inside, you think you see several pairs of yellow eyes looking out at you. Deep from the back of the cave you can hear snarls and gnashing of teeth. What do you want to do?
   Message 41: 
   Message 42: 
   Message 43: 
   Message 44: 
   Message 45: 
   Message 46: Inside are a group of goblin fighters and a pack of snarling worgs. They chase you out of the cave and then attack.
   Message 47: You return to search the cave. It appears to be empty. You look around but find nothing of value.
   Message 48: This is a Comfrey Bush. If you dig a little into the dirt, you can pull up some of it's roots which can be used as reagents for making potions. You do so, and you put some Comfrey Roots into your pack.
   Message 49: This is a Comfrey Bush. You dig up the dirt around it's base, but there are no new roots to be picked yet. You should wait a few days to let the roots grow.
   Message 50: There is no more room in your inventory for that item.
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
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   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
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   Message 98: *
   Message 99: *End of special strs
   Message 100: Lancaster Valley
      2 mi. SE
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 3, Y = 6

   Message 0: West Zinlasia
   Message 1: Meikaprr Forest              
   Message 2: Meikaprr Forest              
   Message 3: Lancaster Valley             
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: As you approach this newly built stockade, a guard walks up to the gate. "Are you a resident of Lancaster?" he asks. You tell him no. "Then I'm afraid you can't enter."
   Message 11: "Access through Lancaster Valley is limited to Lancaster residents and military personnel only due to the Nephilim uprising." 
   Message 12: The stockade has been deserted. There is a huge breach in the east wall that looks as if it was hit be a huge fireball. There are also several black scarred marks on the ground that could be the remains of the guards. 
   Message 13: You hurry through and exit out the other side as the smoke and smell of burnt flesh becomes too much for you.
   Message 14: As you look into this cave, you can sense the presence of some large creatures inside. But it's too dark to tell what they are. What do you want to do?
   Message 15: 
   Message 16: 
   Message 17: 
   Message 18: 
   Message 19: 
   Message 20: Oh! It's a family of Ursags. And a particularly mean group they are.
   Message 21: Entering the empty cave, you see some mushrooms growing along the floor. Due to your lack of cave lore, you don't know if they're edible or not, so you leave them alone.
   Message 22: This cave is empty.
   Message 23: Entering the empty cave, you see some mushrooms growing along the floor. Due to your knowledge of cave lore, you  know that they are edible, so you grab a bunch and put them in your pack.
   Message 24: You enter this small ranch house and discover it has been completely ransacked. Those who lived here have been murdered and the horses that were once kept here are gone. You hope they met a better fate than the owners of this ranch.
   Message 25: A group of Nephilim raiders jump out and immediately attack!
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 3, Y = 7

   Message 0: West Zinlasia
   Message 1: Meikaprr Forest              
   Message 2: Gumby Island                 
   Message 3: Hollis Island                
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: There are some young plants growing here but they have yet to bloom. You decide to leave them alone until they have matured.
   Message 11: You have no more room in your inventory for the flowers.
   Message 12: You find a patch of Ember Flowers growing here. You pick the mature plants and add them to your pack.
   Message 13: You notice there are berries growing on this bush. Due to your woodsman skill, you are able to recognize them as being edible. You quickly gather them up.
   Message 14: You notice there are berries growing on this bush. But due to your lack of woodsman skill, you don't know if they are poisonous or not. You leave them alone.
   Message 15: You board the ferry and in a few minutes it pulls out of the port. In a short while, it docks at the Hollis Island Ferry Landing and you quickly disembark.
   Message 16: There is a small patch of Ember Flowers growing by the shore. You take a small handful and put it in your pack.
   Message 17: There is a patrol of Zinlasian guards standing watch at the ferry landing. "The ferry is closed to the general public," one of the guards tells you. You have no choice but to turn around and leave.
   Message 18: 
   Message 19: 
   Message 20: 
   Message 21: 
   Message 22: 
   Message 23: 
   Message 24: You approach the guards standing watch at the ferry landing. You tell them you have orders from Col. Blumstedt to take the ferry to the mainland. "We know all about it," says one of the guards. "Please proceed."
   Message 25: There is a ferry waiting at the dock. Do you want to board now and take it across the bay to the mainland?
   Message 26: 
   Message 27: 
   Message 28: 
   Message 29: 
   Message 30: 
   Message 31: You board the ferry and in a few minutes it pulls out of the port. In a short while, it docks at the Mainland Ferry Landing and you quickly disembark.
   Message 32: There is a small patch of young Ember Flowers growing here by the shore. They are not ready for picking yet.
   Message 33: There is no more room in your inventory for that item.
   Message 34: You ask the ferry captain if he will take you to Gumby Island. "Absolutely not," he answers sternly. "This ferry is used only for military purposes now. Its sole use is to transport soldiers to and from the mainland."
   Message 35: You ask if there's any other way to get there. "I don't know," he answers. "All I know is that the island is southeast of here. You can barely see the island from the the lower eastern tip of Hollis Island."
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
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   Message 50: *
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   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 3, Y = 8

   Message 0: Hollis Island
   Message 1: West Zinlasia                
   Message 2: West Zinlasia                
   Message 3: Gumby Island                 
   Message 4: Gumby Island                 
   Message 5: Gumby Island                 
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: Due to your woodsman skill, you recognize this as the stash of a small animal. You remove the rocks and find a nice collection of nuts and berries. This will make some nice rations for your travels.
   Message 11: You scoop them up and put them into your pack.
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
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   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 3, Y = 9

   Message 0: Hollis Island
   Message 1: West Zinlasia                
   Message 2: Rectangle 2                  
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: You peek inside this cave and you think you can make out a few pairs of glowing eyes. As you quietly listen, you hear a snarl or two. This is probably a den of wolves. What do you want to do?
   Message 11: 
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: Well, they're not wolves. It's a pack of worgs. And they're not too happy that you disturbed their sleep.
   Message 17: This small cave is empty, except for an old bone or two lying about.
   Message 18: There is a crate lying amongst the rocks here. It must have fallen off a ship and washed up on the shore. You pry open the crate and inside find that it is full of jewels! 
   Message 19: Perhaps it was to be a shipment to a jewelry store, or maybe the possessions of some rich debutante. Either way, it doesn't really matter cause it's all yours now! You take as much as you can stuff into your inventory.
   Message 20: 
   Message 21: 
   Message 22: 
   Message 23: 
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
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   Message 40: *
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   Message 50: *
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   Message 81: *
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   Message 84: *
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   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 4, Y = 0

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
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   Message 21: *
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   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 4, Y = 1

   Message 0: Untamed Region
   Message 1: Lake Venom                   
   Message 2: Lake Venom                   
   Message 3: Lake Venom                   
   Message 4: Pelzbarii Forest             
   Message 5: Pelzbarii Forest             
   Message 6: Pelzbarii Forest             
   Message 7: Pelzbarii Forest              
   Message 8: Pelzbarii Forest             
   Message 9: Comment
   Message 10: Up ahead, you see a large group of Gremlins preparing to battle a group of Doughboys. As you approach, both groups see you. Each beckons to you to join them in battle. 
   Message 11: As you've grown to hate both creatures, you're not sure what you want to do.
   Message 12: 1) Join the Gremlins.
   Message 13: 2) Join the Doughboys.
   Message 14: Leave) Don't join either and turn to leave.
   Message 15: 
   Message 16: You join the Gremlins side and the battle begins.
   Message 17: You jon the Doughboys side and the battle begins.
   Message 18: As you turn to leave, the two groups decide it would be much more fun to attack you. So they join together and do so.
   Message 19: It looks like you've found what the creatures were fighting over. It appears one of the groups dug up a buried chest here and the other wanted it for themselves. You open the chest and find it full of gold.
   Message 20: You quickly scoop it up and add it to your pack. 
   Message 21: You find the remains of some unfortunate mage. You wonder of he was a victim of the Doughboys. Looking closer, you find a potion lying nearby on the ground. Figuring it will come in handy, you pick it up and place it in your pack.
   Message 22: Unfortunately, there's no more room in your inventory for that item.
   Message 23: It looks like there could be something buried under these rocks. Do you want to check?
   Message 24: 
   Message 25: 
   Message 26: 
   Message 27: 
   Message 28: 
   Message 29: A group of Doughboys see what you're doing and decide THEY want what's buried under the rocks.
   Message 30: Uncovering the rocks, all you find are more rocks. But one looks a little different. You pick it up and place it in your pack.
   Message 31: Unfortunately, there's not enough room in your inventory for that item.
   Message 32: Uncovering the rocks, all you find are more rocks.
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
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   Message 48: *
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   Message 50: *
   Message 51: *
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   Message 53: *
   Message 54: *
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   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 4, Y = 2

   Message 0: Untamed Region
   Message 1: Lake Venom                   
   Message 2: Lake Venom                   
   Message 3: Lake Venom                   
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
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   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
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   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
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   Message 65: *
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   Message 84: *
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   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 4, Y = 3

   Message 0: Demonclaw Valley
   Message 1: Untamed Region               
   Message 2: Untamed Region               
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: Inside this cave is a clan of giant, mutated creatures. Upon seeing you, they immediately rush out to attack.
   Message 11: You once again approach the cave. It seems to be empty now. Looking around, you find nothing of interest.
   Message 12: As you approach the cave, you hear the familiar hissing of Hydras. A LOT of them. Do you want to proceed into the cave?
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: 
   Message 17: 
   Message 18: A small army of Hydras charges out of the cave and attacks you. What did you expect?
   Message 19: The Hydras are still here waiting for you. Once again, they rush out of the cave to attack.
   Message 20: Entering the cave, you find it completely empty. Besides a few piles of bones from the unfortunate victims of the Hydras, there is nothing here of any value.
   Message 21: The Hydras have returned to the cave and are awaiting your approach. Do you want to enter the cave again?
   Message 22: 
   Message 23: 
   Message 24: 
   Message 25: 
   Message 26: 
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
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   Message 99: *End of special strs
   Message 100: 
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   Message 107: 

  Section X = 4, Y = 4

   Message 0: Demonclaw Valley
   Message 1: Rectangle 1                  
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   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: This cave doesn't look very inviting. It's probably best that you don't go inside unless you have a good reason.
   Message 11: This cave is empty. There is nothing in here that interests you.
   Message 12: You once again peer inside the cave. To your surprise, you find that this cave is actually a diamond mine. There are many diamonds embedded in the walls. The giants most likely were not the least bit aware of the value of the gems.
   Message 13: You quickly grab as many of the diamonds as you can find.
   Message 14: You have no room in your inventory for any more objects.
   Message 15: Inside this cave is a clan of giant, mutated creatures. Upon seeing you, they immediately rush out to attack.
   Message 16: *
   Message 17: *
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   Message 107: 

  Section X = 4, Y = 5

   Message 0: West Zinlasia
   Message 1: Rectangle 1                  
   Message 2: Rectangle 2                  
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: A troop of soldiers blocks your path. One of the soldiers walks up to you and says, "This area is off limits to all civilian traffic. Only military personnel are allowed beyond this point," You have no choice but to turn around.
   Message 11: As you enter a small valley between the mountains, you notice a lot of strange looking rocks lying on the ground. Up ahead, you can see the body of some unfortunate adventurer lying in the dust.
   Message 12: Do you want to enter the valley?
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: 
   Message 17: As you slowly enter the valley, the rocks come to life and begin moving towards you. 
   Message 18: The body of a dead adventurer lies here, probably a victim of the Mimics. He's wearing a nice set of chain armor which you decide he obviously doesn't need anymore. As you remove it, some gold falls out of his pockets and you take that as well.
   Message 19: You don't have enough room in your inventory for that item.
   Message 20: This is the home of Lancaster Simms, the founder of Lancaster Valley. The front door is wide open. You look inside and call his name. There is no response. The furniture and all his belongings are still here, though.
   Message 21: You figure he either left in a hurry, or was taken against his will. There's not much to do here now, so you continue on your way.
   Message 22: *
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   Message 99: *End of special strs
   Message 100: Lancaster Valley
       2 mi. S
   Message 101: The Farm
 3 mi. NE
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   Message 107: 

  Section X = 4, Y = 6

   Message 0: West Zinlasia
   Message 1: Lancaster Valley             
   Message 2: Lancaster Valley             
   Message 3: Lancaster Valley             
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
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   Message 9: Comment
   Message 10: You enter what's left of the stockade that was built to keep the Nephilim out of Lancaster Valley. It looks like it has been blasted with fireballs. There are gaping holes in the walls and scorch marks everywhere.
   Message 11: Flames are still burning in many parts of the fort. And there are bodies everywhere, some burned beyond recognition. You hurry through, and exit into the valley.
   Message 12: As you walk along the dusty road, you think you catch a glimpse of a small cave to the southeast of you. A strange feeling comes over you and you feel compelled to investigate.
   Message 13: A hydra emerges from the cave and attacks.
   Message 14: You peer into the now empty cave. You notice a moldy smell. Looking down, you see some graymold growing along the damp floor. You grab a handful and put it in your pack.
   Message 15: There's no more room in your inventory for that item.
   Message 16: You notice the moldy smell of this cave. You look around for more Graymold, but there is none to be found. Maybe some will grow back in a few days.
   Message 17: *
   Message 18: *
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   Message 99: *End of special strs
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   Message 107: 

  Section X = 4, Y = 7

   Message 0: West Zinlasia
   Message 1: Rectangle 1
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   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You recognize this cave as the former home of Priestess Rasashuprr and her granddaughter, Meirinkaprr. The cave is now empty. 
   Message 11: This cave is heavily guarded by Nephilim warriors. From your vantage point, this cave doesn't look very deep, so there can't be too many Nephilim inside. You might be able to rush the guards and overcome the inhabitants of this cave.
   Message 12: What do you want to do?
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: 
   Message 17: You rush to attack. The guards are joined by the others in the cave and the fight begins.
   Message 18: This cave is empty.
   Message 19: There is no more room in your inventory for that item.
   Message 20: You carefully peer into the cave. You were right. It is a very shallow cave and it appears that no one is left. Well... might as well go treasure hunting now.
   Message 21: Searching through the cave, you find several hundred gold coins and one very deadly spear in excellent shape. You grab the spear and the gold. 
   Message 22: This is where Mayor Brundig used the dynamite to blow a hole in the side of the mountain. This is THE spot where the war began.
   Message 23: This cave is heavily guarded by Nephilim warriors. You stand away from the entrance so as not to be seen. "Okay Quib," you say. "Do your thing." Quib uses his mind warp on the guards.
   Message 24: He nods to you when done. You take a deep breath and boldly walk towards the guards. One sees you and immediately yells, "Halt!" Your heart skips a beat as he walks toward you. "What do you want?" he demands.
   Message 25: In your best Nephilim voice, you say, "We've come to see Chief Menieklaws. We have important news for him." He gives you a funny look and says, "This isn't the Chief's cave. It's south of here."
   Message 26: "Oh, okay. My mistake," you say. You turn around to leave but are stopped by the guard's loud cry. "Hey soldier." A feeling of dread comes over you. "What's the matter with your voice?" he asks.
   Message 27: "Umm," you stammer. "I have a bit of a cold." You wait for his response, which seems to take forever. "Okay," he finally says. "Be careful on your travels. I hear there are dangerous humans about."
   Message 28: "Will do," you say, relieved. You continue on your way.
   Message 29: This cave is heavily guarded by Nephilim warriors. "Okay Quib," says Savel. "Do your thing." Quib uses his mind warp on the guards. "Now, to them, we'll look just like a group of Nephilim soldiers," says Savel.
   Message 30: "Okay, he's done," says Savel. You take a deep breath and boldly walk towards the guards. One sees you and immediately yells, "Halt!" Your heart skips a beat as he walks toward you. "What do you want?" he demands.
   Message 31: In your best Nephilim voice, you say, "We've come to see Chief Menieklaws. We have important news for him." He gives you a funny look and says, "This isn't the Chief's cave. It's south of here."
   Message 32: "Oh, okay. My mistake," you say. You turn around to leave but are stopped by the guard's loud cry. "Hey soldier." A feeling of dread comes over you. "What's the matter with your voice?" he asks.
   Message 33: "Umm," you stammer. "I have a bit of a cold." You wait for his response, which seems to take forever. "Okay," he finally says. "Be careful on your travels. I here there are dangerous humans about."
   Message 34: "Will do," you say, relieved. You continue on your way.
   Message 35: It's probably best to stay away from this cave or the guards are going to get suspicious.
   Message 36: *
   Message 37: *
   Message 38: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
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   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 4, Y = 8

   Message 0: West Zinlasia
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: As you approach the entrance to the cave, you can see that it is well guarded by troops of Nephilim warriors and archers. What do you do?
   Message 11: 
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: The army of Nephilim immediately attack!
   Message 17: Another group of Nephilim stand ready at the entrance to the cave. What do you do?
   Message 18: 
   Message 19: 
   Message 20: 
   Message 21: 
   Message 22: 
   Message 23: As you approach the entrance to the cave, you can see that it is well guarded by troops of Nephilim warriors and archers. Savel cautions the party to stay out of view of the guards.
   Message 24: "Okay Quib," he begins. "This is your big moment. You need to get these guys past the guards and into that cave." Quib nods. "Now, he's going to use the T'Lanhg mind warp technique on these cats," says Savel.
   Message 25: "He'll make them think that you guys are just another group of Neph troops." You stop him for a second and ask him, "Why do you keep saying 'you guys'? Aren't you coming along?"
   Message 26: "Hell, no," he answers. "My part of the mission is over. You're on your own now." You ask him how you'll be able to communicate with Quib. "He can understand you just fine," Savel answers.
   Message 27: "And believe me, there's nothing he has to say that you'd want to hear. Now, it's been fun, guys, but I must be off. Good luck. Maybe we'll meet again sometime." Savel then turns around and disappears around the bend.
   Message 28: "Okay, Quib," you say. "I hope you know what you're doing."
   Message 29: 
   Message 30: 
   Message 31: 
   Message 32: 
   Message 33: 
   Message 34: 
   Message 35: Savel leaves the party.
   Message 36: Just then, your talking crystal begins to glow. You look into it and at first, can't make out who it is. "Hello, is anybody there?" a voice says. "Testing... one, two, three. Is this thing working?"
   Message 37: A face finally fades into view. It's Bonnie, from the Adventurer's Club in Harper. "Are you there?" she asks again. You answer her. "Hey, this thing is pretty neat. I picked one up at Grover's the other day and this is the first time I've used it."
   Message 38: "Anyway, the reason I contacted you is because I have a quest for you. They're offering a reward of 800 gold pieces, so I thought you might be interested. Come and see me at the club and I'll tell you about it."
   Message 39: You tell her that you'll be there when you can. She says goodbye and the crystal goes dark. You figure while you've got the crystal out, you might as well contact General Vargas. He answers with his typically gruff, "What is it?"
   Message 40: You tell him about Grimly. "Get back here when you can and we'll discuss our next move," he says. Then you tell him about Quib. There is silence on the other end. Then Vargas pipes up with, "That's not good. That's not good at all... Damn it!" 
   Message 41: Then the crystal again goes dark, and you put it away. 
   Message 42: *
   Message 43: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 4, Y = 9

   Message 0: West Zinlasia
   Message 1: Rectangle 1                  
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   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
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   Message 9: Comment
   Message 10: This is where the Rakshasa used to live. There seems so be no sign of them now. Looking up into the tree, you can't even see any of the little huts that were once there. It's as if the whole tree village just disappeared.
   Message 11: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
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   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 5, Y = 0

   Message 0: Area name
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   Message 10: *Begin special strs
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
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   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 5, Y = 1

   Message 0: Untamed Region
   Message 1: Lake Venom                   
   Message 2: Lake Venom                   
   Message 3: Lake Venom                   
   Message 4: Lake Venom                   
   Message 5: Pelzbarri Forest             
   Message 6: Rectangle 6                  
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   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 5, Y = 2

   Message 0: Untamed Region
   Message 1: Lake Venom                   
   Message 2: Lake Venom                   
   Message 3: Lake Venom                   
   Message 4: Lake Venom                   
   Message 5: Lake Venom                   
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: There is a large patch of red, berry-shaped objects all along the ground. They look like some strange variety of fruit. You have no idea if they are edible or not. Do you want to pick some and have a taste?
   Message 11: 
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: There are more Blood Leeches below the surface, waiting for unsuspecting prey to come by. You decide to stay far away from them.
   Message 17: As you reach to pick one of the "berries," the ground beneath you begins to move. All around you, Blood Leeches rise from under the surface. The "berries" were actually their snouts, and you realize you have just walked into a trap.
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 5, Y = 3

   Message 0: Untamed Region
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You decide to contact General Vargas again. You take out your Talking Crystal and call his name. In a moment, you see his image appear. "What's going on?" he asks, sounding concerned. "Where are you?"
   Message 11: You tell him that you've just emerged from the underground city of Dhurnhold. You mention the hermit and tell him about the Magites that attacked you at the frozen river. He sounds disturbed by this bit of information.
   Message 12: "I'm not sure what to think about that," he says. "Why would you be attacked by Magites?" You ask him if he thinks Prime Minister Volton might have anything to do with it. "I certainly hope not," he answers.
   Message 13: "I must admit, I've never fully trusted him, but he's never done anything to make me feel that he could be a threat. And what would his motives be? Let's just hope those Magites were some independent group of rebels or something."
   Message 14: "But be extra careful, just in case. Oh, just a minute," he says. There is a short pause and then he says, "I've just spoken to Colonel Viatrix. The T'Lanhg scriers have picked you up. They say there's a large valley to the west of you."
   Message 15: "You should find the ruins of another city to the north of that valley. Past the city is a narrow pass between the mountains. It will lead to the heart of the Untamed Region and closer to the energy source which we believe is Lucivius."
   Message 16: "Well, that's all for now. You're doing great, so far. Keep up the good work and I'll talk to you later." The crystal goes dark and you put it away.
   Message 17: 
   Message 18: 
   Message 19: 
   Message 20: 
   Message 21: 
   Message 22: "This is it!" cries Gumby. "Gumby Sanctuary is straight ahead!"
   Message 23: 
   Message 24: 
   Message 25: 
   Message 26: 
   Message 27: 
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: This sign says, "This Way," with an arrow pointing north.
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 5, Y = 4

   Message 0: Halmeni Mountains
   Message 1: Lake Pentaglas               
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You should probably follow the main mountain passage. This trail leads back up into the mountains and you have no reason to go up there.
   Message 11: You pull out your talking crystal and call General Vargas to give him the bad news. "Yes, go ahead," he says. You tell him that another barrier has appeared, blocking your way. "I was afraid of that," he says. "I guess Lucivius IS aware of your intent."
   Message 12: You ask him if he's going to send another army to help dispel this one. "There'd be no point," he answers, sounding frustrated. Lucivius obviously knows you're coming. He'll just send barrier after barrier to stop you."
   Message 13: "Now listen. I've been talking to Colonel Viatrix and he tells me the T'Lanhg scriers have been following your movement. They report that there is an underground passage that leads to the valley beyond the barrier."
   Message 14: "The entrance is south of your position. Perhaps if you take this route, he may lose sight of you. I know, it's a long shot. But we have no other choice. Now let me just tell you a little about this passage."
   Message 15: "According to the T'Lanhg, it's a very steep descent and won't be an easy journey. It leads deep below the surface. In fact, at one point, you'll be underneath Tel'moria, directly below Frosgaard's Blowhole."
   Message 16: Then the passage will lead you north, beyond the Halmeni Mountains and up into the heart of the Untamed Region. I wish you the best of luck. Keep me posted on your progress." The crystal goes dark.
   Message 17: The cave is empty. There is no need to explore it further.
   Message 18: Before you have a chance to enter the cave, a huge drake flies out and attacks you.
   Message 19: The drake continues to pursue you after you ran away like cowards.
   Message 20: You carefully peek into the cave. There are many more drakes inside. They would most assuredly attack if you entered the cave. But they could be guarding great treasures. What do you want to do?
   Message 21: 
   Message 22: 
   Message 23: 
   Message 24: 
   Message 25: 
   Message 26: As you expected, the drakes attack the moment you attempt to enter the cave.
   Message 27: Once again you try to enter the cave. But the drakes have no intention of letting you into their cave.
   Message 28: With all the drakes dead, you enter the cave and search for the treasure. After quite a while of fruitless searching, it seems there is nothing of value here. An odd rock catches your eye, which you believe has magic properties.
   Message 29: You pick it up and place it in your pack. There's nothing else worth taking, so you leave the cave, somewhat disappointed.
   Message 30: There's no more room in your inventory for the rock. You'll have to make some room before you can take it.
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 5, Y = 5

   Message 0: Mt. Urlek
   Message 1: East Zinlasia                
   Message 2: East Zinlasia                
   Message 3: East Zinlasia                
   Message 4: East Zinlasia                
   Message 5: East Zinlasia                
   Message 6: Lake Pentaglas               
   Message 7: East Zinlasia                
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: You lift this large rock and find a small wooden box buried under it. Inside the box is a piece of paper. You take it out and open it. On it, is a note, written in the ancient script of the mages.
   Message 11: It reads, "The third number is '2'. This is the last of the clues. Return to my cottage in the forest and unlock the door to claim your prize."
   Message 12: Unfortunately, your mage lore is not high enough to read what it says.
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: <-- Mt. Urlek (Shrine of Odashai)
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 5, Y = 6

   Message 0: Mt. Beshara
   Message 1: East Zinlasia                
   Message 2: East Zinlasia                
   Message 3: East Zinlasia                
   Message 4: East Zinlasia                
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: "This path goes up to the summit of Mt. Beshara," says Sister Elysia. "It's much too steep a climb for me. Please, continue north to Mt. Urlek."
   Message 11: 
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: "Where are we going?" asks Sister Elysia. You tell her you'd like to check out this cave. "Well, do it on your own time, please," she says. "We must continue on to the shrine."
   Message 17: 
   Message 18: 
   Message 19: 
   Message 20: 
   Message 21: 
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: <-- Mt. Beshara

Mt Urlek 4 mi. N.
   Message 101: Mt. Beshara summit
   Message 102: <-- Mt. Beshara
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 5, Y = 7

   Message 0: Delta Region
   Message 1: East Zinlasia                
   Message 2: Mt. Beshara                  
   Message 3: East Zinlasia                
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: "This path goes up to the summit of Mt. Beshara," says Sister Elysia. "It's much too steep a climb for me. Please, continue north along the road to Mt. Urlek."
   Message 11: 
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: "Oh no!" cries Sister Elysia. "Look over there." She points to a group of large reptilian creatures, lumbering out of the swamp. They're swamp gators, and they look pretty hungry!
   Message 17: 
   Message 18: 
   Message 19: 
   Message 20: 
   Message 21: 
   Message 22: There's no more room in your inventory for that item.
   Message 23: There's a small bottle floating in the water. You pick it out of the water and notice that a small piece of paper has been put inside. You open the bottle and pull out the paper.
   Message 24: It's not a piece of paper. It's a ticket for the Press Your Luck Show. You put the ticket into your pack and toss the bottle back in the water.
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: <--Mt Beshara
  7 mi. NW

Mt Urlek
16 mi. N
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 5, Y = 8

   Message 0: Delta Region
   Message 1: Talmini Isles                
   Message 2: Talmini Isles                
   Message 3: Talmini Isles                
   Message 4: East Zinlasia                
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: You don't have enough room in your inventory for that item.
   Message 11: There is a pile of rocks sitting here by the shore. You remove some of the rocks to discover... more rocks underneath. But at second glance, these rocks look different. You pick them up and put them in your inventory.
   Message 12: There's not enough room in your inventory for all the items.
   Message 13: It looks as if something might be buried under this pile of rocks. You pull up the rocks, and as you suspected, you find a small cloth bag that is filled with some sort of powder.
   Message 14: What do you want to do?
   Message 15: 1) Open the bag to see what's inside.
   Message 16: 2) Place the bag into your inventory.
   Message 17: Leave) Put it back.
   Message 18: 
   Message 19: You put the bag back and cover it up with the rocks.
   Message 20: As you open the bag, a gust of wind blows the powder out and you are engulfed in a yellow cloud. Your eyes begin to water and then you all begin to feel quite nauseous. It was Dust of Choking!
   Message 21: You place the cloth bag into your pack. 
   Message 22: There's not enough room in your inventory for that item.
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 5, Y = 9

   Message 0: Talmini Isles
   Message 1: East Zinlasia                
   Message 2: Rectangle 2                  
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: Climbing the tree, you find a small sack tied to one of the fronds. Opening it, you find a crumpled piece of paper. On it, is a note, written in the ancient script of the mages.
   Message 11: Unfortunately, your mage lore is not high enough to read what it says.
   Message 12: It reads, "The fourth dial is set to a letter. Next... The king has lost his throne. You better hope that it's fireproof!"
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
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   Message 98: *
   Message 99: *End of special strs
   Message 100: Talmini Pier

no fishing
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 6, Y = 0

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
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   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 6, Y = 1

   Message 0: Untamed Region
   Message 1: Lake Venom                   
   Message 2: Lake Venom                   
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You decide it's best to stay out of the underground base. 
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
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   Message 20: *
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   Message 30: *
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   Message 33: *
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   Message 37: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 6, Y = 2

   Message 0: Untamed Region
   Message 1: Lake Venom                   
   Message 2: Lake Venom                   
   Message 3: Lake Venom                   
   Message 4: Lake Venom                   
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: uh oh!
   Message 11: You should probably go back and check out that cottage before you continue.
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
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   Message 48: *
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   Message 79: *
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   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
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   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 6, Y = 3

   Message 0: Untamed Region
   Message 1: Lake Venom                   
   Message 2: Lake Venom                   
   Message 3: Lake Venom                   
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
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   Message 22: *
   Message 23: *
   Message 24: *
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   Message 31: *
   Message 32: *
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   Message 40: *
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   Message 48: *
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   Message 50: *
   Message 51: *
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   Message 76: *
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   Message 80: *
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   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 6, Y = 4

   Message 0: Lake Pentaglas
   Message 1: Halmeni Mountains               
   Message 2: Halmeni Mountains              
   Message 3: Halmeni Mountains             
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
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   Message 90: *
   Message 91: *
   Message 92: *
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   Message 94: *
   Message 95: *
   Message 96: *
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   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 6, Y = 5

   Message 0: Halmeni Mountains
   Message 1: Lake Pentaglas               
   Message 2: Rectangle 2                  
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: You come across a small cottage amongst the hills. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 11: "Hello," he says, "can I help you?" You introduce yourselves and tell him that you're just passing through. "I'm Jak," he says. "Did you want something?" You tell him that you're just nosey adventurers and were curious to see who lived here.
   Message 12: "Well, I do," he says, somewhat irritated. "Now if you'll excuse me, I have things to do." He shuts the door and you continue on your way.
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: You come across a small cottage amongst the hills. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 17: "Hello," he says, "can I help you?" You introduce yourselves and tell him that you're just passing through. "I'm Jak," he says. "Did you want something?" You tell him that you're looking for pages from an Ormanipu recipe book.
   Message 18: "My friend, Kip, gave me a page at his last party," he answers. You tell him that you heard a different story. "Well, it doesn't matter what you heard," he says, defiantly. "It's mine, now."   What do you do?
   Message 19: 1) Threaten him with bodily harm.
   Message 20: 2) Ask him nicely for the page.
   Message 21: Leave) Walk away.
   Message 22: He slams the door and quickly locks it. "You can't scare me," he cries from inside the cottage. You try to unlock the door, but neither magic nor lockpicks have any effect.
   Message 23: "Well, if you really want it,' he begins, "I might be willing to let it go...for a price, that is." You ask him how much. "200 gold coins," he answers.
   Message 24: What do you do?
   Message 25: 1) Pay the 200 gold.
   Message 26: 2) Offer 100 gold.
   Message 27: Leave) Threaten him with bodily harm.
   Message 28: 
   Message 29: You reach into your pocket and realize that you don't have enough gold. You tell him that you'll have to come back later.
   Message 30: "No way," he cries. "I said 200 gold and I won't accept a penny less." He closes the door and locks it behind him. 
   Message 31: You hand him the gold and he disappears into the cottage. He reappears with the page in hand. "Here you go," he says. You take the page from him and put it in your pack. "Bye now," he says, closing the door behind him.
   Message 32: You think about knocking on the door again, but then change your mind. There's no use bothering him unless you have a reason.
   Message 33: You knock on the door and you hear a voice call out, "What do you want now?" You tell him that you want to discuss the recipe page. "What about it?" he asks.
   Message 34: What do you do?
   Message 35: 1) Threaten him with bodily harm.
   Message 36: 2) Ask him nicely for the page.
   Message 37: Leave) Never mind.
   Message 38: 
   Message 39: "Oh, I'm soooo scared," he cries from behind the door. You bang on the door and try to unlock it, but it's impossible.
   Message 40: "Well, if you really want it,' he begins, "I might be willing to let it go...for a price, that is." You ask him how much. "200 gold coins," he answers.
   Message 41: What do you do?
   Message 42: 1) Pay the 200 gold.
   Message 43: 2) Offer 100 gold.
   Message 44: Leave) Threaten him with bodily harm.
   Message 45: 
   Message 46: "No way," he cries. "I said 200 gold and I won't accept a penny less."
   Message 47: You come across a small cottage amongst the hills. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you. "Hello," she says, "can I help you?"
   Message 48: You introduce yourselves and tell her that you're just passing through. "I'm Min," she says. "Did you want something?" You ask her if she knows anything about a recipe book. "Sorry," she answers. "I don't know anything about that."
   Message 49: "You look like adventurers," she says.  "Maybe you could help me. I've been trying to grow berries in my garden, but the birds keep eating them. I was thinking that I need a scarecrow and I got this really good idea."
   Message 50: "If I put one of the Magite's gumbies in my garden, it would make a perfect scarecrow. But I can't get one because Hobblings aren't allowed in Magestica. We make the Magite's nervous, I guess."
   Message 51: "You could get one for me. But not one that's finished. I don't want one that can move or talk. You could steal one from the factory that makes them and sneak it out for me. You will be well rewarded."
   Message 52: "Well, I have to go now. It's up to you if you want to help me or not. But I hope you do." She bats her big, blue eyes at you, and then disappears into her cottage."
   Message 53: You come across a small cottage amongst the hills. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 54: "Hello," she says, "can I help you?" You introduce yourselves and tell her that you're just passing through. "I'm Min," she says. "Did you want something?" You tell her that you're just nosey adventurers and were curious to see who lived here.
   Message 55: "So you're adventurers," she says. "Maybe you could help me. I've been trying to grow berries in my garden, but the birds keep eating them. I was thinking that I need a scarecrow and I got this really good idea."
   Message 56: "If I put one of the Magite's Gumbies in my garden, it would make a perfect scarecrow. But I can't get one because Hobblings aren't allowed in Magestica. We make the Magite's nervous, I guess."
   Message 57: "You could get one for me. But not one that's finished. I don't want one that can move or talk. You could steal one from the factory that makes them and sneak it out for me. You will be well rewarded."
   Message 58: "Well, I have to go now. It's up to you if you want to help me or not. But I hope you do." She bats her big, blue eyes at you, and then disappears into her cottage.
   Message 59: You walk up to the little cottage and knock on the door. The door opens and Min peeks her head out and says, "Oh, it's you. Did you get a Gumby for me?" You tell her not yet. "Oh, too bad," she pouts. "Well, nice seeing you." She closes the door.
   Message 60: 
   Message 61: 
   Message 62: 
   Message 63: 
   Message 64: 
   Message 65: You walk up to the little cottage and knock on the door. The door opens and Min peeks her head out and says, "Oh, it's you. Did you get a Gumby for me?" You tell her yes and show it to her.
   Message 66: "Oh, this is just perfect," she cries. "The birds won't come near my garden with this outside. Now, I promised you a reward." She runs back into the cottage, and after a moment, reappears at the door.
   Message 67: "This is for you." She hands you a tiny, silver key. "What's this?" you ask, a little disappointed. "This is the only key that will open a chest that contains a magical item. One perfect for adventurers like yourself."
   Message 68: "My grandfather hid the chest away, deep within Tel'moria, many years ago. But he has since passed away, and it is silly to keep it there, where it is no use to anyone. Take this key and find the large lake in the north part of Tel'moria.
   Message 69: "A river leads out of the lake and into a secret cavern to the south. You'll need to take a boat down this river to get there. The chest is inside this cavern. I know my grandfather kept a boat down there, but I'm not sure where." 
   Message 70: "But you're adventurer's. I'm sure you'll find it. Anyway, thanks again for the scarecrow. Bye-bye now," she says, closing the door behind her.
   Message 71: As you approach the cottage, you notice the tall, green Gumby propped up in the middle of the little garden. There are dozens of small birds perched on it as they happily devour the berries they have taken.
   Message 72: You knock on the door, but there is no answer.
   Message 73: There are a group of booths circling a grassy field. In the center, stands what looks to be a small stage. A sign says, "Hobbling Arts and Crafts Fair." It appears to be closed at this time.
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 6, Y = 6

   Message 0: East Zinlasia
   Message 1: Halmeni Mountains            
   Message 2: Halmeni Mountains            
   Message 3: Halmeni Mountains            
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: As you peer into this cave, it appears to be quite shallow. Dozens of glowing eyes peer back at you... probably Mongbats. Do you want to enter?
   Message 11: 
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: As you expected, (or maybe not) a flock of Mongbats flies out of the cave to attack you.
   Message 17: Before you even have a chance to enter this cave, a huge flock of Mongbats swarms out of the cave and attacks.
   Message 18: This cave is empty. Looking around, you see nothing of interest.
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
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   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 6, Y = 7

   Message 0: Delta Region
   Message 1: East Zinlasia                
   Message 2: Rectangle 2                  
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: A band of crazed chickens attacks the party!
   Message 11: You come across a small cottage with a little garden beside it. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 12: "Hello," he says, "can I help you?" You introduce yourselves and tell him that you're just passing through. "I'm Cal," he says. "Did you want something?" You tell him that you're just nosey adventurers and were curious to see who lived here.
   Message 13: "Well, I do," he says, somewhat irritated. "Now if you'll excuse me, I have things to do." He shuts the door and you continue on your way.
   Message 14: 
   Message 15: 
   Message 16: 
   Message 17: You come across a small cottage with a little garden beside it. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 18: "Hello," he says, "can I help you?" You introduce yourselves and tell him that you're just passing through. "I'm Cal," he says. "Did you want something?" You tell him that you're looking for pages from an Ormanipu recipe book.
   Message 19: "You mean from the book that Kip stole?" he asks. You tell him yes. "Well, I did have one, but I sold it. A Magite from the city of Magestica came by the other day, and I offered it to him."
   Message 20: "Now normally, Magites won't give Hobblings the time of day, but he was very interested in this recipe page. They can be almost civil, when they want something from you. He paid me 250 gold for it. I couldn't believe it."
   Message 21: "But you know how those Magites are, always looking to master new magic. So I guess you'll have to talk to him if you want to get it back. His name was Tobias, I think. Good luck getting into Magestica, though."
   Message 22: "Entry is restricted and is it's very difficult to get permission to enter the city. Well, if that's all, I have things to do." He says good-bye and shuts the door behind him.
   Message 23: You think about knocking on the door again, but then change your mind. There's no use bothering him unless you have a reason.
   Message 24: A group of the Zinlasian Cavalry rides up and checks to see if all is well. You tell them everything's fine and they wave as they turn to continue on their way.
   Message 25: A group of soldiers on horseback ride up to you and say, "Hello, citizen. Is everything all right?" You tell them everything's fine. "Well, just give a holler if you ever need help."
   Message 26: "As members of the Zinlasian Cavalry, it is our job to patrol the lands and keep them safe for all to traverse." And with that, they continue on their way.
   Message 27: You find the skeleton of a small humanoid half buried in the swamp. It could have been a child or perhaps a Hobbling. It must have been overcome by the poisonous plants growing here.
   Message 28: Looking closer, you discover a silver ring upon one of its boney fingers. Well, it obviously isn't a ring of poison protection, but it might be valuable nonetheless. You slip it off and put it in your pack.
   Message 29: There's no more room in your inventory for that item.
   Message 30: A troup of Zinlasian soldiers riding horseback gallops up to you and they ask, "Is everything okay?" You tell them you're fine. "Well, you've got to be carefull around these swamps," says one of the soldiers.
   Message 31: "We get Swamp Gators in the Delta Area occasionally. "We do our best to keep them under control, but we can't get them all." When they're sure you're okay, they continue on their way.
   Message 32: The plants growing in this area look unusual. You examine them closer, but decide that there's nothing special about them. Too bad you didn't notice the large, reptilian creature coming out of the water straight for you.
   Message 33: A crate has washed up here on the shore, among the rocks. You carefully pry open the lid and inside is a neatly packed, brand new crossbow. How nice... and it isn't even your birthday. You take it out of the crate and put it in your pack.
   Message 34: There's not enough room in your inventory for that item.
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
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   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
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   Message 53: *
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   Message 55: *
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   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
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   Message 67: *
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   Message 74: *
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   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: Riddenport
  9 mi. SE

 Zenith
12 mi. E
   Message 101: Minobi
3 mi. N

 Mt. Urlek
25 mi. NW
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 6, Y = 8

   Message 0: East Zinlasia
   Message 1: Talmini Isles                
   Message 2: Delta Region                 
   Message 3: Delta Region                 
   Message 4: Talmini Isles                
   Message 5: Montawba Island              
   Message 6: Delta Region                 
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You come across a small cottage with a little garden beside it. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 11: "Hello," he says, "can I help you?" You introduce yourselves and tell him that you're just passing through. "I'm Pat," he says. "Did you want something?" You tell him that you're just nosey adventurers and were curious to see who lived here.
   Message 12: "Well, I do," he says, somewhat irritated. "Now if you'll excuse me, I have things to do." He shuts the door and you continue on your way.
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: You think about knocking on the door again, but then change your mind. There's no use bothering him unless you have a reason.
   Message 17: You come across a small cottage with a little garden beside it. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 18: "Hello," he says, "can I help you?" You introduce yourselves and tell him that you're just passing through. "I'm Pat," he says. "Did you want something?" You tell him that you're looking for pages from an Ormanipu recipe book.
   Message 19: "You mean from the book that Kip stole?" he asks. You tell him yes. "Well, I did have one, but, well, it got stolen from me. After the party, me and my friend, Mel, went to Tel'Moria to go diamond hunting."
   Message 20: "We had a little bit too much to drink and were feeling adventurous. Well, to make a long story short, we got jumped by some Rogue T'Lanhg and they stole everything we had, including the recipe page."
   Message 21: "Well, we high tailed it out of there as quick as we could. I think the Rogue T'Lanhg work out of one of the caves down there, near the city of Sariminsun. Unless they've thrown it away, that's probably where it is."
   Message 22: "Now if you'll excuse me, I have things to do." He shuts the door behind him.
   Message 23: A group of the Zinlasian Cavalry rides up and checks to see if all is well. You tell them everything's fine and they wave as they turn to continue on their way.
   Message 24: A group of soldiers on horseback ride up to you and say, "Hello, citizen. Is everything all right?" You tell them everything's fine. "Well, just give a holler if you ever need help."
   Message 25: "As members of the Zinlasian Cavalry, it is our job to patrol the lands and keep them safe for all to traverse." And with that, they continue on their way.
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
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   Message 51: *
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   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: Riddenport
 1/2 mi. S

  Minobi
10 mi. NW
   Message 101: Riddenport
 2 mi. S.

  Minobi
9 mi. NW
   Message 102: Grah'Mok
5 mi. SW
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 6, Y = 9

   Message 0: Montawba Island
   Message 1: Talmini Isles                
   Message 2: Talmini Isles                
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: Among the rocks you see a crate which has apparently washed up onto the shore. You open the crate and find it packed with old clothes and other personal belongings of some unfortunate woman. 
   Message 11: It probably fell off a ferry and may have been sitting here for years. Looking further, you come across a gold ring. This is worth a nice amount of gold, so why not take it.
   Message 12: There's not enough room in your inventory for that item.
   Message 13: *
   Message 14: *
   Message 15: *
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   Message 17: *
   Message 18: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 7, Y = 0

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 7, Y = 1

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
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   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 7, Y = 2

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 7, Y = 3

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 7, Y = 4

   Message 0: Lake Pentaglas
   Message 1: Halmeni Mountains            
   Message 2: Halmeni Mountains            
   Message 3: Halmeni Mountains              
   Message 4: Halmeni Mountains             
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: hello
   Message 11: As you continue along the pass, a strong wind almost blows you off your feet. Looking up, you realize that it was not caused by a change in the weather, but from the flock of huge Drakes coming towards you from out of the sky.
   Message 12: "Well," you think as you're brushing the dust off yourselves, "this place is becoming less beautiful and serene by the minute." 
   Message 13: *
   Message 14: *
   Message 15: *
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   Message 20: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 7, Y = 5

   Message 0: Halmeni Mountains
   Message 1: Lake Pentaglas               
   Message 2: East Zinlasia                
   Message 3: East Zinlasia                
   Message 4: East Zinlasia                
   Message 5: East Zinlasia                
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You come across a small cottage amongst the hills. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 11: "Hello," he says, "can I help you?" You introduce yourselves and tell him that you're just passing through. "I'm Tod," he says. "Did you want something?" You tell him that you're just nosey adventurers and were curious to see who lived here.
   Message 12: "Well, I do," he says, somewhat irritated. "Now if you'll excuse me, I have things to do." He shuts the door and you continue on your way.
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: You think about knocking on the door again, but then change your mind. There's no use bothering him unless you have a reason.
   Message 17: You come across a small cottage amongst the hills. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 18: "Hello," he says, "can I help you?" You introduce yourselves and tell him that you're just passing through. "I'm Tod," he says. "Did you want something?" You tell him that you're looking for pages from an Ormanipu recipe book.
   Message 19: "Well, I don't have one. Kip's a liar if he says I do." You tell him that you never mentioned Kip's name. "Well, er, I wouldn't give it to you, even if I DID have it," he cries. What do you do?
   Message 20: 1) Threaten him with bodily harm.
   Message 21: 2) Ask him nicely for the page.
   Message 22: Leave) Leave.
   Message 23: He slams the door and quickly locks it. "You can't scare me," he cries from inside the cottage. You try to unlock the door, but neither magic nor lockpicks have any effect.
   Message 24: "Well, if you really want it, maybe we can make a trade. A while back, I came across a Magite's red orb. It was in perfect condition and would probably be worth a lot of gold to a collector."
   Message 25: "You see, the Magite's stopped using the magic orbs decades ago. I believe they were used as keys to open locks or dispel barriers. These days, they're really hard to find, so like I said, I think it's worth a lot of gold."
   Message 26: "I have a small cottage, south of here, in the Velkala Forest. There, I thought, I could be 'one with nature', so to speak. Well, let me tell you something. Nature SUCKS! There's all sorts of nasty creatures living there and they all wanted to eat me."
   Message 27: "I high tailed it out of there one day and left all my possessions behind... including the red orb. If you can retrieve that orb and bring it to me, I'll give you the recipe page. The cottage is just north of a small lake, deep inside the forest."
   Message 28: "You'll need a key to get in." He hands you a small key and you take it from him and place it in your pack. "Oh, and the forest is off limits to everyone. It's guarded by a Zinlasian outpost."
   Message 29: "I was able to sneak in and out because of my size, but you may not be able to get in so easily. But that's your problem." And with that, he says, "so long," and closes the door behind him.
   Message 30: You knock on the door and you hear a voice call from inside, "Who is it?" When you tell him who you are, he calls, "Did you find the red orb?" You answer 'no'. "Then don't bother me," he cries.
   Message 31: "Go find my hut in the Velkala Forest and use the key I gave you to get inside and get the red orb. I think I left it in a chest. The key will unlock that as well."
   Message 32: You knock on the door and you hear a voice call from inside, "Who is it?" When you tell him who you are, he calls, "Did you find the red orb?" You tell him 'yes'. He opens the door and you show him the orb.
   Message 33: "It took you long enough," he says. He hands you the recipe page and you give him the orb. "Thanks a lot," he says, closing the door. "Now, don't bother me anymore."
   Message 34: You knock on the door, once again. "What do you want?" he calls from inside. You tell him that you really need the recipe page. "So what?" he says.
   Message 35: What do you do?
   Message 36: 1) Threaten him some more.
   Message 37: 2) Ask nicely for the recipe page.
   Message 38: Leave) Call him naughty names and run away.
   Message 39: 
   Message 40: "That's just typical, coming from big people like you. Threaten the little guy! Well, you're out there and I'm in here and this is one strong door. So threaten all you like and see where it gets you."
   Message 41: You don't have enough room in your inventory for his key.
   Message 42: A group of the Zinlasian Cavalry rides up and checks to see if all is well. You tell them everything's fine and they wave as they turn to continue on their way.
   Message 43: A group of soldiers on horseback ride up to you and say, "Hello, citizen. Is everything all right?" You tell them everything's fine. "Well, just give a holler if you ever need help."
   Message 44: "As members of the Zinlasian Cavalry, it is our job to patrol the lands and keep them safe for all to traverse." And with that, they continue on their way.
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 7, Y = 6

   Message 0: East Zinlasia
   Message 1: Velkala Forest               
   Message 2: Velkala Forest               
   Message 3: Velkala Forest               
   Message 4: Velkala Forest               
   Message 5: Velkala Forest               
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: You find a stash of food hidden under these rocks. It probably belongs to a hunter... maybe one of the Haurathi. He might come back looking for it, or for all you know, he might be dead. Do you want to take the food for yourself?
   Message 11: 
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: You gather up the food and place it in your pack.
   Message 17: Just then, you hear a rustling of leaves. Coming out of the forest are a herd of wild boar. It seems that they wanted the food, too. But it looks as if they'll be happy to settle for you instead. 
   Message 18: A group of the Zinlasian Cavalry rides up and checks to see if all is well. You tell them everything's fine and they wave as they turn to continue on their way.
   Message 19: A group of soldiers on horseback ride up to you and say, "Hello, citizen. Is everything all right?" You tell them everything's fine. "Well, just give a holler if you ever need help."
   Message 20: "As members of the Zinlasian Cavalry, it is our job to patrol the lands and keep them safe for all to traverse." And with that, they continue on their way.
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
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   Message 30: *
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   Message 96: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 7, Y = 7

   Message 0: East Zinlasia
   Message 1: Delta Region                 
   Message 2: Delta Region                 
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You come across a small cottage surrounded by a large garden. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 11: "Hello," he says, "can I help you?" You introduce yourselves and tell him that you're just passing through. "I'm Tak," he says. "Did you want something?" You tell him that you're just nosey adventurers and were curious to see who lived here.
   Message 12: "Well, I do," he says. "So you're adventurers. That sounds like fun. I'm the ambassador for the Hobbling race. I represent my people at meetings at the League of Zinlasian Nations. It's a lot of responsibility."
   Message 13: "I can't go running around the countryside, looking for quests like you must get to do. Oh well. Now, if you'll excuse me, I have things I must do." You say good-bye and continue on your way.
   Message 14: 
   Message 15: 
   Message 16: You come across a small cottage surrounded by a large garden. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 17: "Hello," he says, "can I help you?" You introduce yourselves and tell him that you're just passing through. "I'm Tak," he says. "Did you want something?" You ask him if he knows anything about a recipe book.
   Message 18: You tell him about Kip's party and how the pages got torn out and separated. "I'm the ambassador for the Hobbling race. I represent my people at meetings at the League of Zinlasian Nations."
   Message 19: "It's a lot of responsibility and I don't have much time for parties. Sorry I couldn't help you." You apologize for disturbing him and continue on your way.
   Message 20: 
   Message 21: 
   Message 22: You come across a small cottage surrounded by a large garden. You knock on the door and you hear a little voice say, "Just a minute." The door opens, and a small Hobbling looks up at you.
   Message 23: "Hello again," says Tak. You ask him if he knows anything about a recipe book. You tell him about Kip's party and how the pages got torn out and separated. "I don't have much time for parties," he says.
   Message 24: "Sorry I couldn't help you." You apologize for bothering him and continue on your way.
   Message 25: 
   Message 26: 
   Message 27: 
   Message 28: As you approach the small cottage and get ready to knock, you remember that this is Ambassador Tak's place and decide not to bother him.
   Message 29: A group of the Zinlasian Cavalry rides up and checks to see if all is well. You tell them everything's fine and they wave as they turn to continue on their way.
   Message 30: A group of soldiers on horseback ride up to you and say, "Hello, citizen. Is everything all right?" You tell them everything's fine. "Well, just give a holler if you ever need help."
   Message 31: "As members of the Zinlasian Cavalry, it is our job to patrol the lands and keep them safe for all to traverse." And with that, they continue on their way.
   Message 32: "Where are we going?" cries Sister Elysia. "Turn around and go to the Transport Center and take me to Sariminsum!"
   Message 33: 
   Message 34: 
   Message 35: 
   Message 36: 
   Message 37: 
   Message 38: This is one of the several farms that dot the landscape around the city of Zenith. These supply the busy metropolis with food and other goods that are necessary to keep such a large city prosperous. After a short visit, you continue on your way.
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
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   Message 52: *
   Message 53: *
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   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: Riddenport
 6 mi. SW

  Minobi
10 mi. NW
   Message 101: Minobi
 9 mi. W
   Message 102:   Minobi
11 mi. SW

Riddenport
  8 mi. S
   Message 103: Zenith-->
 6 mi. E
   Message 104: East Zinlasia Border
Blockade  12 mi. N
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 7, Y = 8

   Message 0: East Zinlasia
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: The door to this stately manor is locked. You attempt to pick the lock, but that doesn't work. Then you try a Magic Unlock spell, but that doesn't work. You contemplate trying to bash down the door, but then change your mind.
   Message 11: A member of your party suggests knocking. "What a novel idea," you think to yourself. You knock on the door and wait. Nothing happens. You pound on the door again and again. The door does not open.
   Message 12: "Forget it," you say in disgust. You turn to walk away.
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: The door flies open. "What the heck is all the racket down here?" cries the man standing there. He is dressed in purple robes and a pointy, purple hat. He is obviously a mage... possibly a Magite.
   Message 17: "Sorry," you say, feeling a little embarrassed. "You see, we adventurers have to explore every nook and cranny of the world. You never know what neat treasure or cool encounter we might discover."
   Message 18: "Yes, I see," he says, looking at you as if you were a nutjob. "My name is Magus Bagarnis, the third," he says, proudly. I come from a long line of Magite hermits. My grandfather was the great, Magus Bagarnis."
   Message 19: "He lived inside the Halmeni Labyrinth for almost his entire life in the pursuit of solitude. Now that he's dead, treasure hunters delve into the twisting tunnels, certain that he has left untold magical treasures behind."
   Message 20: "I myself would live there, if it wasn't for the fact that the place is crawling with Mongbats. I hate the grimy scavengers. My father is a hermit too. He lives somewhere in the Untamed Region. He's certain not to be disturbed there."
   Message 21: "Again, I would live there too, if it weren't for all the nasty monsters afoot. I just don't care for that kind of environment. You can understand that. So I built this lovely manor house, here on this isolated island. Well, it's not THAT isolated."
   Message 22: "It's just a short hop over to Riddenport. And Zenith is just a few miles north of here. It's nice to know civilization is close by, just in case of an emergency or something. One can only take this hermit business so far, you know."
   Message 23: "Well, it was lovely talking to you. I'd invite you in, but... you know. Hermit is, what hermit does. Oh, by the way. If you're going into town, would you, um, nevermind. I'll just make do. Yes, of course I will." 
   Message 24: He closes the door, but you can still hear him chattering away to himself from within the manor. You decide to continue on your way.
   Message 25: 
   Message 26: 
   Message 27: 
   Message 28: This is the manor of Magus Bagarnis, the third... struggling hermit. You decide to leave him be.
   Message 29: "Where are we going?" cries Sister Elysia. "Turn around and go to the Transit Center and take me to Sariminsum!"
   Message 30: 
   Message 31: 
   Message 32: 
   Message 33: 
   Message 34: 
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
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   Message 46: *
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   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: Zenith -->
 8 mi. NE

<--Riddenport
     4mi. W
   Message 101: Zenith
7 mi. N

Wantanaku Ferry Landing
2 mi. E
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 7, Y = 9

   Message 0: Montawba Island
   Message 1: East Zinlasia                
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 8, Y = 0

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
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   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 8, Y = 1

   Message 0: Area name
   Message 1: Rectangle 1
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   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
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   Message 9: Comment
   Message 10: *Begin special strs
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   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 8, Y = 2

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 8, Y = 3

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
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   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 8, Y = 4

   Message 0: Halmeni Mountains
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: As you hike along the mountain trail, you notice how quiet and peaceful this area is. From what you had heard of the Untamed Region, you expected to be attacked by all manner of beasts the minute you entered the area.
   Message 11: You look up in the sky and notice a lone bird flying gracefully overhead. You breathe in the fresh mountain air. This area truly is a beautiful and serene place.
   Message 12: Until the bird swoops down at you, poised to attack. As it closes in, you see that it is not a bird, but a Homunculus!
   Message 13: Well, that was easy, you think to yourself. But then the sudden realization hits you that it most probably was a spy for Lucivius and now he knows you're coming after him.
   Message 14: You run away and hide behind some boulders. After a while, the Homunculus flies off into the sky. You continue on your way, feeling relieved.
   Message 15: But then the sudden realization hits you that it most probably was a spy for Lucivius and now he knows you're coming after him.
   Message 16: As you turn the bend, a flock of Homunculi swoop down and attack!
   Message 17: As you are cleaning the green goo off your weapons from the dead Homunculi, you notice that your talking crystal is beginning to glow.
   Message 18: "How are things going?" you hear a voice ask. You peer into the crystal to see the face of General Vargas. You tell him about the Homunculi and your worries that Lucivius knows you're heading his way.
   Message 19: "I didn't think he'd pick up your trail so soon," responds Vargas. "But he may not know your intent. You're not wearing the Guardian uniforms so he may not figure you're much of a threat."
   Message 20: "Sending a bunch of Homuculi to attack you may have just been a way to scare you off. If he thought you were any more of a threat, I'm sure he could have disposed of you quite easily. Still, you must be on your guard."
   Message 21: "Anyway, I just wanted to give you some directions to get you to the heart of the Untamed Region. It shouldn't be difficult. You should come across a large pass that cuts through the Halmeni Mountains."
   Message 22: "Just follow this pass to the west and it should eventually twist to the north. The trail should grow more narrow as it leads down into the valley and out of the mountains."
   Message 23: "Once you've entered the valley, contact me and I'll give you further instructions. Good luck, and be careful." The crystal goes dark and you put it away. Vargas makes it sound so easy, you think to yourself. 
   Message 24: As you emerge from your hiding place, you notice that your talking crystal is beginning to glow.
   Message 25: "Gumby Sanctuary should be right beyond the mountains," says Gumby. "You won't forget to take me there, will you?" he asks. You tell him not to worry.
   Message 26: 
   Message 27: 
   Message 28: 
   Message 29: 
   Message 30: 
   Message 31: There's no more room in your inventory for that item.
   Message 32: Looking down, you see a small scroll wedged between the rocks. Examining it closer, you see that it's a magic scroll. You wonder how it got here. Not particularly caring to know the answer, you pick it up and place it in your pack.
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
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   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 8, Y = 5

   Message 0: East Zinlasia
   Message 1: Halmeni Mountains               
   Message 2: Rectangle 2                  
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: You find a bush growing here that is full of berries. Because of your woodsman skill, you know that these are of the poisonous variety. You leave them alone.
   Message 11: You find a bush here that has some tasty looking berries growing on it. Do you want to pick the berries?
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: 
   Message 17: You pick a bunch of berries and pop them in your mouth. They are pretty good, except for a slight bitter aftertaste. 
   Message 18: As you approach the blockade, a guard comes up to the gate and says, "This area is off limits. Beyond this point is the Untamed Region. There are dangerous creatures living there." You have no choice but to turn around.
   Message 19: As you approach the blockade, a guard comes up to the gate and says, "This area is off limits. It's dangerous to even come near here. A huge barrier has appeared and is shooting deadly bolts of electricity at anyone who gets too close."
   Message 20: "At least a dozen men have been killed already. For your own good, turn around and stay away from here." You decide to do what he says.
   Message 21: "Umm, me been thinking," begins Grimly. "Barrier was very powerful. It took much energy to destroy. Me feeling very tired now. Me no think me want to go with you any farther."
   Message 22: "What!" you cry. But deep down, you really didn't expect him to accompany you on the long journey ahead. "Me did favor for you. Now it your turn. Me ready to go see Sister Elysia and be cured now."
   Message 23: Reluctantly, you agree to his request. He DID deliver on his side of the bargain, and you never would have been able to destroy the barrier without his help. "Okay," you say. "Let's go to Sariminsum to see Sister Elysia."
   Message 24: As you turn around and head back to the blockade, a slight feeling of sadness comes over you. You actually feel that you're going to miss Grimly after he's gone.
   Message 25: 
   Message 26: 
   Message 27: "Me tell you already that me not want to go to Untamed Region," says Grimly. "Please, take me to see Sister Elysia now."
   Message 28: 
   Message 29: 
   Message 30: 
   Message 31: 
   Message 32: 
   Message 33: This is the end of  "Adventurer's Club 3: Retribution, Part 1." You may continue to play and finish any side quests you may have started. When you're done adventuring, make a save game and keep it until Retribution, Part 2 is released.
   Message 34: Part 2 will NOT be a separate game. It will be incorporated into this one and will contain both games. You can not start Part 2 with a new party. You must use a save game from Part 1 to continue.
   Message 35: "Is this it? asks Gumby. "Is this the Untamed Region?" You tell him that this is the border. Just up ahead, lies the Untamed Region. "Let's hurry!" he cries. "I've heard such wonderful things about it."
   Message 36: "Wonderful things?" you ask. You describe everything you know about the Untamed Region.... About how dangerous a place it is with ferocious monsters roaming all about.
   Message 37: All the color drains from Gumby's face. "Really?" he says in a tiny, scared voice. "Yes, really," you answer. "Well, then. I'll just stay with you guys then. I'm sure Gumby Sanctuary can't be far. It's probably in the nicer part of the region."
   Message 38: You tell him that you don't think that there are any NICE parts of the Untamed Region. "Well, then I'll just stay with you... forever if necessary. I think you'll make a much nicer master than my previous one." 
   Message 39: "Just wonderful," you think to yourself.
   Message 40: 
   Message 41: "I think I've had enough," says Homer, his voice sounding a bit shaky. "I've had lot's of fun with you guys, but I'm not sure I can handle what might be out there," he says, pointing to the Untamed Region.
   Message 42: "Besides, I think it's about time I went home to my wife in Independence City. She must be worried sick by now." You say goodbye and wish him the best of luck. "Come and visit me sometime, if you like," he says as he turns to head back.
   Message 43: 
   Message 44: 
   Message 45: 
   Message 46: 
   Message 47: Homer leaves the party.
   Message 48: "As members of the Zinlasian Cavalry, it is our job to patrol the lands and keep them safe for all to traverse." And with that, they continue on their way.
   Message 49: A group of soldiers on horseback ride up to you and say, "Hello, citizen. Is everything all right?" You tell them everything's fine. "Well, just give a holler if you ever need help."
   Message 50: A group of the Zinlasian Cavalry rides up and checks to see if all is well. You tell them everything's fine and they wave as they turn to continue on their way.
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
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   Message 62: *
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   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: East Zinlasia Border
Blockade 1/2 mi. N

Zenarbial Island Province -->
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 8, Y = 6

   Message 0: Velkala Forest
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You find a bush growing here that is full of berries. Because of your woodsman knowledge, you know the berries to be edible, so you pick all the ripe ones and put them in your pack.
   Message 11: You find a bush growing here that is full of berries. But, due to your lack of woodsman knowledge, you don't know if they're poisonous or not. So you leave them alone.
   Message 12: You come across an old, abandoned shack. But what catches your eye is the huge field of boulders just beyond it. You wonder if it is a natural formation or if they were placed here for some unknown reason.
   Message 13: You come across several bushes covered with berries. But since you have no knowledge of woodsman lore, you don't know if they're edible or not, so you leave them be.
   Message 14: You come across several bushes covered with berries. Due to your knowledge of woodsman lore, you know them to be edible so you pick as many ripe ones as you can find.
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
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   Message 96: *
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   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 8, Y = 7

   Message 0: East Zinlasia
   Message 1: Velkala Forest               
   Message 2: Velkala Forest               
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: A group of the Zinlasian Cavalry rides up and checks to see if all is well. You tell them everything's fine and they wave as they turn to continue on their way.
   Message 11: A group of soldiers on horseback ride up to you and say, "Hello, citizen. Is everything all right?" You tell them everything's fine. "Well, just give a holler if you ever need help."
   Message 12: "As members of the Zinlasian Cavalry, it is our job to patrol the lands and keep them safe for all to traverse." And with that, they continue on their way.
   Message 13: "Where are we going?" cries Sister Elysia. "Turn around and go to the Transit Center and take me to Sariminsum!"
   Message 14: 
   Message 15: 
   Message 16: 
   Message 17: 
   Message 18: 
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
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   Message 98: *
   Message 99: *End of special strs
   Message 100:   Welcome to Zenith
Capital City of Zinlasia
   Message 101:   Welcome to Zenith
Capital City of Zinlasia
   Message 102:   Welcom to Zenith
Capital City of Zinlasia
   Message 103:   Welcome to Zenith
Capital City of Zinlasia
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 8, Y = 8

   Message 0: East Zinlasia
   Message 1: Dorfin Island                
   Message 2: Dorfin Island                
   Message 3: Dorfin Island                
   Message 4: Maldarius Island             
   Message 5: Maldarius Island             
   Message 6: Maldarius Island             
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: You arrive at the Wantanaku Bay Ferry Landing. For 10 gold, you can purchase a round trip ticket to take a ferry that stops at both Maldarius and Dorfin Island. Do you want to buy a ticket?
   Message 11: 
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: You don't have enough gold.
   Message 17: The ferry is about to depart. Where would you like to go?
   Message 18: 1) Maldarius Island
   Message 19: 2) Dorfin Island
   Message 20: 
   Message 21: 
   Message 22: 
   Message 23: You board the ferry and are soon on your way. In a short while, you arrive at the port on Maldarius Island.
   Message 24: You board the ferry and are soon on your way. In a short while, you arrive at the port on Dorfin Island.
   Message 25: 
   Message 26: 
   Message 27: 
   Message 28: 
   Message 29: 
   Message 30: 
   Message 31: As you arrive at the Maldarius Ferry Landing, a ferry is about to leave. Where would you like to go?
   Message 32: 1) Dorfin Island
   Message 33: 2) Wantanaku Bay Ferry Landing (Zenith)
   Message 34: 
   Message 35: 
   Message 36: 
   Message 37: You board the ferry and are soon on your way. In a short while, you arrive at the Wantanaku Bay Ferry Landing.
   Message 38: You board the ferry and are soon on your way. In a short while, you arrive at the port on Dorfin Island.
   Message 39: As you arrive at the Dorfin Island Ferry Landing, a ferry is about to leave. Where do you want to go?
   Message 40: 1) Maldarius Island
   Message 41: 2) Wantanaku Bay Ferry Landing (Zenith)
   Message 42: 
   Message 43: 
   Message 44: 
   Message 45: You board the ferry and are soon on your way. In a short while, you arrive at the port on Maldarius Island.
   Message 46: You board the ferry and are soon on your way. In a short while, you arrive at the Wantanaku Bay Ferry Landing.
   Message 47: A group of soldiers on horseback ride up to you and say, "Hello, citizen. Is everything all right?" You tell them everything's fine. "Well, just give a holler if you ever need help."
   Message 48: "As members of the Zinlasian Calvary, it is our job to patrol the lands and keep them safe for all to traverse." And with that, they continue on their way.
   Message 49: A group of the Zinlasian Calvary rides up and checks to see if all is well. You tell them everything's fine and they wave as they turn to continue on their way.
   Message 50: "Where are we going?" cries Sister Elysia. "Turn around and go to the Transit Center and take me to Sariminsum!"
   Message 51: 
   Message 52: 
   Message 53: 
   Message 54: 
   Message 55: 
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
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   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 8, Y = 9

   Message 0: Dorfin Island
   Message 1: Montawba Island              
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: The path is too narrow to squeeze through here
   Message 11: "We must find my friend in Kunjirra," cries Sister Elysia. "We can go back to Liberty later."
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: 
   Message 17: *
   Message 18: *
   Message 19: *
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   Message 62: *
   Message 63: *
   Message 64: *
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   Message 67: *
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   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
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   Message 75: *
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   Message 78: *
   Message 79: *
   Message 80: *
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   Message 90: *
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   Message 92: *
   Message 93: *
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   Message 95: *
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   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 9, Y = 0

   Message 0: Zenarbial
   Message 1: Mount Zsarnek                
   Message 2: Mount Zsarnek                
   Message 3: Mount Zsarnek                
   Message 4: Mount Zsarnek                
   Message 5: Mount Zsarnek                
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: As you arrive at the ferry landing, the Slithzerikai working there have a stunned look on their faces. "Did you ssee that?" one cries to you. The ferry went down! A huge whirlpool appeared in the ocean and sswallowed it up?"
   Message 11: "Firsst the earthquake, now thiss," cries another. "What iss going on?" Now what are you going to do? Well, you could use... And then is hits you. Your priest skill knowledge was drained so you'd have no chance to cast "Word of Recall". 
   Message 12: Being that the ferry was sucked under the ocean by Lucivius' whirlpool, you won't be getting off this island this way.
   Message 13: Lucivius does NOT want you to leave this island!
   Message 14: You find a spot where the mountain isn't as steep as other places. With a little difficulty, you could probably climb up a ways.
   Message 15: You find a narrow pass
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
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   Message 35: *
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   Message 37: *
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   Message 40: *
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   Message 50: *
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   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 9, Y = 1

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 9, Y = 2

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
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   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
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   Message 34: *
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   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
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   Message 43: *
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   Message 51: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 9, Y = 3

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
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   Message 31: *
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   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
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   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 9, Y = 4

   Message 0: Area name
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: *Begin special strs
   Message 11: *
   Message 12: *
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
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   Message 25: *
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   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
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   Message 37: *
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   Message 40: *
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   Message 48: *
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   Message 50: *
   Message 51: *
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   Message 55: *
   Message 56: *
   Message 57: *
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   Message 59: *
   Message 60: *
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   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
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   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
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   Message 78: *
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   Message 82: *
   Message 83: *
   Message 84: *
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   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
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   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 9, Y = 5

   Message 0: East Zinlasia
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: There's not much reason to continue along this road. It leads to the outskirts of East Zinlasia and then to the east coast and the island province of Zenarbial. 
   Message 11: Perhaps you will visit these areas some other day, but for now, it's best not to wander too far... Unless you're ready to give up your adventures in Zinlasia and head off some place else. 
   Message 12: Would you like to leave this game now?
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: A group of the Zinlasian Cavalry rides up and checks to see if all is well. You tell them everything's fine and they wave as they turn to continue on their way.
   Message 17: A group of soldiers on horseback ride up to you and say, "Hello, citizen. Is everything all right?" You tell them everything's fine. "Well, just give a holler if you ever need help."
   Message 18: "As members of the Zinlasian Cavalry, it is our job to patrol the lands and keep them safe for all to traverse." And with that, they continue on their way.
   Message 19: There's not much reason to continue along this road. It leads to the outskirts of East Zinlasia and then to the east coast. And since the ferry is out of commission, you can't reach the island province of Zenarbial by this route, either.
   Message 20: So you have no choice but to turn back. Unless you're ready to give up your adventures in Zinlasia and head off some place else. 
   Message 21: Would you like to leave this game now?
   Message 22: 
   Message 23: 
   Message 24: 
   Message 25: There's not much reason to continue along this road. It leads to the outskirts of East Zinlasia and then to the east coast and the island province of Zenarbial. 
   Message 26: Though you are tempted to travel to Zenarbial to seek a new sanctuary for the Gumbies, it would take much too much time, and you have more important things to attend to... 
   Message 27: Unless you're ready to give up your adventures in Zinlasia and head off some place else. 
   Message 28: Would you like to leave this game now?
   Message 29: 
   Message 30: 
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
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   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
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   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
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   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
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   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: Zenarbial Island Province
        32 mi. E
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 9, Y = 6

   Message 0: Velkala Forest
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You come across an old, abandoned cottage. You listen at the door, but can make out no signs of life coming from within. What do you do?
   Message 11: 
   Message 12: 
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: You attempt to open the door, but it is locked tight. There is no way you can open it.
   Message 17: You use the key that Tod gave you and the door opens right up.
   Message 18: Upon entering the cottage, you see that the inside is in shambles. A small bed has been torn to shreds and the dresser beside it has had all it's drawers pulled out and thrown about the room.
   Message 19: A small chest in the corner has been pried open and is empty. There are deep scratch marks all over it. A window in the back wall has been smashed and glass shards cover the floor.
   Message 20: Some creature, or perhaps several, must have broken in through the window and taken everything. The window is big enough for you to crawl out and you notice there is a small path in back of the cottage, leading deeper into the forest.
   Message 21: There is a mound of rocks and trash sitting in the middle of the clearing. Several of the items look like they came from the Hobbling's cottage. As you begin to pilfer through the pile, you fail to notice the sound of footsteps behind you.
   Message 22: A twig snaps, and you turn to see a small army of Gibberlings rushing towards you.
   Message 23: You return to the pile of trash and continue to look through it. A slight glow emanates from the bottom of the pile. You reach in and pull out a red orb.
   Message 24: Unfortunately, you don't have enough room in your pack for another item. 
   Message 25: The Gibberlings are still swarming around the pile of trash. What do you want to do?
   Message 26: 
   Message 27: 
   Message 28: 
   Message 29: 
   Message 30: 
   Message 31: The Gibberlings rush to attack you.
   Message 32: You are surprised to see what looks like a small village out here, deep in the forest. As you get closer, you realize that no one's lived here for a very long time. The village is in complete ruins.
   Message 33: You find the body of a dead hunter lying by some rocks. On the ground beside him is a nice looking bow and a quiver of arrows. Well, he won't be needing these anymore.
   Message 34: There's not enough room in your inventory for that item.
   Message 35: There's not enough room in your inventory for all the items.
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
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   Message 90: *
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   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 9, Y = 7

   Message 0: Velkala Forest
   Message 1: East Zinlasia                
   Message 2: East Zinlasia                
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: A group of the Zinlasian Cavalry rides up and checks to see if all is well. You tell them everything's fine and they wave as they turn to continue on their way.
   Message 11: A group of soldiers on horseback ride up to you and say, "Hello, citizen. Is everything all right?" You tell them everything's fine. "Well, just give a holler if you ever need help."
   Message 12: "As members of the Zinlasian Cavalry, it is our job to patrol the lands and keep them safe for all to traverse." And with that, they continue on their way.
   Message 13: Lying upon the ground are the remains of what looks like some unfortunate mage. It's now just a skeleton, wearing a tattered wizard's robes. Clutched in its hand is a magic wand. This just might come in handy, you think to yourself as you take the wand.
   Message 14: There's not enough room in your inventory for that item.
   Message 15: This is one of the several farms that dot the landscape around the city of Zenith. These supply the busy metropolis with food and other goods that are necessary to keep such a large city prosperous. After a short visit, you continue on your way.
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
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   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
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   Message 40: *
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   Message 76: *
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   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 9, Y = 8

   Message 0: East Zinlasia
   Message 1: Dorfin Island                
   Message 2: Rectangle 2                  
   Message 3: Rectangle 3                  
   Message 4: Rectangle 4                  
   Message 5: Rectangle 5                  
   Message 6: Rectangle 6                  
   Message 7: Rectangle 7                  
   Message 8: Rectangle 8                  
   Message 9: Comment
   Message 10: As the guard sees you approach, he opens the gate and waves you through.
   Message 11: As you approach the guardhouse, the guard on duty looks you over and says, "This area is off limits to the general population. There are dangerous creatures beyond this gate." You have no choice but to turn around and go back.
   Message 12: As you approach the guardhouse, the guard on duty looks you over and says, "This area is off limits to the general population. There are dangerous creatures beyond this gate."
   Message 13: Do you want to try to bribe the guard to let you pass?
   Message 14: 
   Message 15: 
   Message 16: 
   Message 17: 
   Message 18: How much gold do you want to offer him?
   Message 19: 1) 100 gold
   Message 20: 2) 200 gold
   Message 21: Leave) 500 gold
   Message 22: 
   Message 23: 
   Message 24: "Nice try," says the guard. "But I ain't risking my job for a lousy hundred gold."
   Message 25: You don't have that much gold.
   Message 26: "Well, I guess it won't hurt to let you in just this once," says the guard as you slip him the gold. He opens the gate and lets you through.
   Message 27: "That's mighty generous of you," says the guard. "You can come and go as you please, as long as I'm on duty. Just don't get killed in there." You slip him the gold and he opens the gate and lets you through.
   Message 28: A group of the Zinlasian Cavalry rides up and checks to see if all is well. You tell them everything's fine and they wave as they turn to continue on their way.
   Message 29: A group of soldiers on horseback ride up to you and say, "Hello, citizen. Is everything all right?" You tell them everything's fine. "Well, just give a holler if you ever need help."
   Message 30: "As members of the Zinlasian Cavalry, it is our job to patrol the lands and keep them safe for all to traverse." And with that, they continue on their way.
   Message 31: It looks as if you've come across somebody's secret stash. Uncovering the rocks, you find a small bag. Opening the bag, you discover it filled with gold! Oh, well. Finders keepers, losers weepers.
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
   Message 82: *
   Message 83: *
   Message 84: *
   Message 85: *
   Message 86: *
   Message 87: *
   Message 88: *
   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: Wantanaku Bay Pier
   no fishing
   Message 101: <-- Zenith
10 mi. NW

Velkala Forest
   3 mi. N
   Message 102: Liberty
4 mi. S
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

  Section X = 9, Y = 9

   Message 0: Dorfin Island
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: A crate has washed up on the shore amongst the rocks. You open it and inside is a beautiful set of steel armor. And it's your size, too! 
   Message 11: There's no more room in your inventory for that item.
   Message 12: You have no more room in your inventory for any more items.
   Message 13: *
   Message 14: *
   Message 15: *
   Message 16: *
   Message 17: *
   Message 18: *
   Message 19: *
   Message 20: *
   Message 21: *
   Message 22: *
   Message 23: *
   Message 24: *
   Message 25: *
   Message 26: *
   Message 27: *
   Message 28: *
   Message 29: *
   Message 30: *
   Message 31: *
   Message 32: *
   Message 33: *
   Message 34: *
   Message 35: *
   Message 36: *
   Message 37: *
   Message 38: *
   Message 39: *
   Message 40: *
   Message 41: *
   Message 42: *
   Message 43: *
   Message 44: *
   Message 45: *
   Message 46: *
   Message 47: *
   Message 48: *
   Message 49: *
   Message 50: *
   Message 51: *
   Message 52: *
   Message 53: *
   Message 54: *
   Message 55: *
   Message 56: *
   Message 57: *
   Message 58: *
   Message 59: *
   Message 60: *
   Message 61: *
   Message 62: *
   Message 63: *
   Message 64: *
   Message 65: *
   Message 66: *
   Message 67: *
   Message 68: *
   Message 69: *
   Message 70: *
   Message 71: *
   Message 72: *
   Message 73: *
   Message 74: *
   Message 75: *
   Message 76: *
   Message 77: *
   Message 78: *
   Message 79: *
   Message 80: *
   Message 81: *
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   Message 87: *
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   Message 89: *
   Message 90: *
   Message 91: *
   Message 92: *
   Message 93: *
   Message 94: *
   Message 95: *
   Message 96: *
   Message 97: *
   Message 98: *
   Message 99: *End of special strs
   Message 100: 
   Message 101: 
   Message 102: 
   Message 103: 
   Message 104: 
   Message 105: 
   Message 106: 
   Message 107: 

Town Text:


  Town = 0: Harper                       

  Town Messages:
  Message 0: Harper                       
  Message 1: Rectangle 1                  
  Message 2: Rectangle 2                  
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You head over to Zenith, the capital city of Zinlasia, where you join with the rest of the members of the club. They've been waiting for you on the front steps of The Citadel, the main center of law and order in East Zinlasia.
  Message 21: You hurry up the stairs and through the hallways of the enormous building. When you reach the general's office, the guard outside stops you and asks you to state your business. You tell him you have an appointment with General Vargas.
  Message 22: You tell him your name and he says, " Oh, yes. He's been expecting you...for a while now." He opens the door and you enter the office. "You're late," says General Vargas. Before you can apologize, he gestures for you to be silent.
  Message 23: "Just have a seat," he says. "I wasn't expecting this many," he says, looking over the group. You're all interested in joining the Odashai Guardians?" You tell him yes. "I don't know how many openings we have, " he begins, "but, we'll see."
  Message 24: He looks down at his desk and shuffles through some papers. There is an uncomfortable silence that seems to last forever, and then he looks up and says, "I read your book, you know."
  Message 25: "Thank you," you tell him. "I hoped you would." He scratches his chin and then says, "Yes, it's a very good account of your recent adventures. It makes quite a good resume."
  Message 26: Several months have passed since your meeting with General Vargas. You returned to the small, farming town of Harper to stay with Clara and Bonnie at their little bed and breakfast.
  Message 27: Bonnie continued to insist on changing the inn into a place for adventurers to gather and for quests to be submitted by townspeople in need. As the war with the Nephilim raged over on the mainland, guests at the inn grew scarce.
  Message 28: Clara finally gave in to the idea and in a few months, the inn was converted into "The Adventurer's Club." The idea was slow to catch on, but eventually, would-be adventurer's began to appear at the doorstep.
  Message 29: Clara provided room and board for a fee, and Bonnie handled the front desk, where she took charge of distributing quests that were submitted from the local townspeople. 
  Message 30: She would then make sure that those adventurers that completed the quests were given their proper rewards, supplied by the quest givers. It was not a particularly profitable business, but it served it's purpose, and Bonnie loved it.
  Message 31: You took on very few of the quests yourself, as few really grabbed your interest. Then one day, you decided if you were ever going to get into the Odashai Guardians, you had better start questing. Something worthwhile was bound to come up.
  Message 32: This is your room at the club. You can store your items and sleep here as often as you like. Do you want to rest now?
  Message 33: 
  Message 34: 
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: You have a nice, peaceful rest.
  Message 39: Do you want to let Homer join your party?
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: "Really?" he says, looking surprised. "Oh, okay. I can help with a lot of things. I can carry your extra supplies and I can, um, be a lookout for trouble, and, um...We're not going to be doing much fighting, are we?
  Message 46: Homer joins your party.
  Message 47: You tell him he doesn't have to fight. "Oh good," he says, looking quite relieved.
  Message 48: It appears there's some trouble over at the McPearson farm. Apparently, it has to do with Mrs. McPearson's chickens. She couldn't leave the reward with me, so you'll have to collect it from her if you take the quest."
  Message 49: "To get to the farm, just leave Harper and follow the road east. Then go north at the third fork in the road. You can't miss it."
  Message 50: 
  Message 51: 
  Message 52: 
  Message 53: 
  Message 54: "This one just came in a short while ago and it's fairly urgent. Two young boys are missing. Their mother lives in Independence City and she's left a reward of 150 gold coins to whoever finds them."
  Message 55: "I think you should go see her right away. She lives in the residential part of the city right off the main road, south of the school."
  Message 56: 
  Message 57: 
  Message 58: 
  Message 59: 
  Message 60: You tell her that you found the two missing boys. "I knew you would," says Bonnie. "Here you go," she says, handing you a small bag. "One hundred and fifty gold coins."
  Message 61: The new couple across the street are very concerned about their Uncle Shamus. They want to talk with you right away. They're offering 800 gold if you can help them."
  Message 62: "We need someone to find our Uncle Shamus," says Monroe. "He lived in Minobi. We're pretty sure he was there when the flood hit, but they haven't been able to find him. I mean, not even a body."
  Message 63: "Don't say that!" cries Elsbeth. "He's got to be still alive." Monroe calms his wife and says, "The odds are that he's dead and we just have to accept that. But his body hasn't been recovered."
  Message 64: "All the bodies of the townspeople there have been recovered except his. I think that's very strange. And there's something else I should tell you about him. He was an Empath. There aren't many Empaths left in the world."
  Message 65: "Empaths are healers," interjects Elsbeth. "They are born with special powers. They can heal people with just a touch. But there is a price. The Empath takes on the victim's affliction."
  Message 66: "That is why the Empaths today keep their gift a secret. In the old days, Empaths traveled the land, selflessly healing the sick. But many died from the same afflictions they healed. The Empaths became a dying race."
  Message 67: "There is just a small number of them left," says Monroe. "They live their lives quietly and usually in seclusion. Just being touched by an individual with an illness can transfer that illness to the Empath and potentially kill him."
  Message 68: "Anyway, we've always been very protective of him and we'd just like to give him a proper burial. So please, we have 800 gold coins. It's yours if you find him. It means a lot to us."
  Message 69: You tell him that you'll do your best, but you can't promise anything. "We understand," says Monroe.
  Message 70: "Have you found Uncle Shamus?" he asks, hope in his eyes. You tell him that you haven't, but you'll keep looking.
  Message 71: The new couple across the street are very concerned about their Uncle Shamus. They want to talk with you right away. They're offering 800 gold if you can help them."
  Message 72: 
  Message 73: 
  Message 74: 
  Message 75: 
  Message 76: 
  Message 77: Stuffed into a crack along the window sill is a small piece of paper. You take it out and open it up. On it, is a note, written in the ancient script of the mages.
  Message 78: It reads, "The first letter is 'A'. Next... Sit down and read a good book. An OLD one from the Mage's Guild. Not a NEW one. No... forget the book. Just sit down."
  Message 79: Unfortunately, your mage lore is not high enough to read what it says.
  Message 80:                    Chapter One

             "Wrath of the Gods"
  Message 81: You tell him that you found Shamus and that he is dead. You add that he is buried in a small cemetery alongside the two other Empaths that were abducted. 
  Message 82: "Well, thank you for returning to us with this information," says Mason. "It's pretty much what we expected. It is some comfort to know that he received a decent burial."
  Message 83: "You've obviously gone well out of your way to come here to tell us this. Times have been tough for us, but we DID promise a reward of 800 gold. That is practically all he have, but I want you to have it, for what you have done for us."
  Message 84: Do you take his offering?
  Message 85: 
  Message 86: 
  Message 87: He hands you the gold coins and thanks you again for your time.
  Message 88: You refuse to take his gold. You tell him that you came here out of the goodness of your heart, and would feel guilty to accept any payment.
  Message 89: (You gain experience points)
  Message 90: "Thank you again for giving my wife and I some peace of mind about our Uncle Shamus. We can move on with our lives now."
  Message 91: "I don't have any more quests for you," she says. 
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: The Adventurer's Club
  Message 121: Bernie's Weapon Shop
  Message 122: Grocery Store
  Message 123: Harper
  Message 124: Combat Practice
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 0 name: Clara
  Personality 0 confused: "What are you talking about?"
  Personality 0 look    : You see a kindly, simple woman, dressed quite modestly, busily tidying up the place. She smiles as you greet her.
  Personality 0 ask name: "Don't be silly," she says. "Why you know perfectly well who I am."
  Personality 0 ask job : "I cook and clean and make sure the guests are well taken care of. It's not much different than when this was the bed and breakfast. Except for the combat training area."
  Personality 1 name: Bonnie
  Personality 1 confused: "What?"
  Personality 1 look    : It has been nearly three years since you first met Bonnie. She is in her late teens now, and is growing into a pretty, young woman.
  Personality 1 ask name: "What? You've forgotten my name?" she kids. "Soon, you'll forget Aunt Clara's and your own name as well."
  Personality 1 ask job : "I run the Adventurer's Club. I book rooms for the adventurers. I take quest submissions and I make sure the rewards are given when the quests are completed successfully. Are you interested in any quests today?"
  Personality 2 name: Bernie
  Personality 2 confused: "Can't help you there."
  Personality 2 look    : The young man behind the counter is busy sharpening a new knife he has crafted.
  Personality 2 ask name: "Hello. I'm Bernie. How are you this fine day?" 
  Personality 2 ask job : "I sell weapons. I make them myself, you know. Been selling more these days, what with the Nephilim war and all."
  Personality 3 name: Sarah
  Personality 3 confused: 
  Personality 3 look    : You see a young woman standing behind the counter. She is reading a book. As she hears you walk in, she puts the book down.
  Personality 3 ask name: "I'm Sarah. Hello to you." She puts a marker in the book and closes it.
  Personality 3 ask job : "I run the grocery store. There's not a lot of business, but it gets me out of the house. My husband, on the other hand, likes to stay at home. Actually, he's a writer."
  Personality 4 name: Robert
  Personality 4 confused: A blank expression crosses his face.
  Personality 4 look    : You see an intense looking man, sitting at his desk. He is so engrossed in his work, that he doesn't see you come in.
  Personality 4 ask name: He looks up at you, a bit startled. "Oh, it's you," he says. "Still barging into people's homes, I see. I'll have to get a lock on my door one of these days," he jokes. 
  Personality 4 ask job : "I am a writer. We moved here, my wife and I, because of the peace and isolation this place affords us. It allows me more time to write, while my wife maintains her own business."
  Personality 5 name: Paul
  Personality 5 confused: "I don't know."
  Personality 5 look    : You see a friendly, well-built man. He is wearing overalls and smells a bit like manure.
  Personality 5 ask name: "Hi. My name's Paul," he says. "We've met before, I'm sure. Everyone knows everyone, here in Harper. Though I don't know those new people too well."
  Personality 5 ask job : "I raise cattle. Mostly for milking. We sell the milk to vendors up in Independence. It's a nice living.
  Personality 6 name: Mariette
  Personality 6 confused: "Don't ask me."
  Personality 6 look    : You see a young woman who seems to be out of breath and there's a bead of sweat at her brow.
  Personality 6 ask name: "I'm Mariette," she says, catching her breath. "Excuse me. I've been churning butter and I'm a bit tired out."
  Personality 6 ask job : "I help my husband with the business."
  Personality 7 name: Kyle
  Personality 7 confused: "I dunno."
  Personality 7 look    : You see a small child, playing by himself in his room.
  Personality 7 ask name: "I'm Kyle," he says, shyly.
  Personality 7 ask job : "I'm just playing by myself," he says. "I miss my friends."
  Personality 8 name: Mason
  Personality 8 confused: "I don't know."
  Personality 8 look    : You see a man, sitting at the dining room table, waiting for his wife to serve the meal.
  Personality 8 ask name: "My name's Mason," he says. "It's nice to meet you."
  Personality 8 ask job : "I haven't found a job yet," he answers. "I've just moved here recently from East Zinlasia. We used to live in Zenith, but got tired of the crowds."
  Personality 9 name: Elsbeth
  Personality 9 confused: "I don't know about that."
  Personality 9 look    : You see a woman, busily working in the kitchen, preparing a meal.
  Personality 9 ask name: "My name's Elsbeth," she says. "You're from across the street, aren't you? It's nice to finally meet you."
  Personality 9 ask job : "I'm looking into a teaching job in Independence City. That's what I did back home, in Zenith."
  Node 0 person  : 0- Clara
  Node 0 keywords: comb trai
  Node 0 type    : 0
  Node 0 text0   : "I know it's good for our beginner adventurers, but I won't set foot in the place. That's where those creatures came from that abducted Bonnie three years ago. Of course, now it's only home to cave slimes and things like that.
  Node 0 text1   : But it still needs to be cleaned, now and then. But I'm not touching those slime guts. That's your job."
  Node 1 person  : 0- Clara
  Node 1 keywords: slim guts
  Node 1 type    : 0
  Node 1 text0   : "Yuuuccckk," she cries.
  Node 1 text1   : 
  Node 2 person  : 0- Clara
  Node 2 keywords: cook food
  Node 2 type    : 0
  Node 2 text0   : "If you're hungry, check the kitchen. The cupboard's never bare. Just don't expect anything fancy."
  Node 2 text1   : 
  Node 3 person  : 1- Bonnie
  Node 3 keywords: aunt clar
  Node 3 type    : 0
  Node 3 text0   : "I've been living with my Aunt Clara ever since my parents died. She's like a mother to me, now."
  Node 3 text1   : 
  Node 4 person  : 1- Bonnie
  Node 4 keywords: pare died
  Node 4 type    : 0
  Node 4 text0   : "I don't like to talk about it," she says seriously. "It brings back sad memories."
  Node 4 text1   : 
  Node 5 person  : 2- Bernie
  Node 5 keywords: purc weap
  Node 5 type    : 7
  Node 5 text0   : Bernie's Weapon Shop
  Node 5 text1   : 
  Node 6 person  : 3- Sarah
  Node 6 keywords: husb writ
  Node 6 type    : 0
  Node 6 text0   : "Oh, yes. He spends hours upon hours, sitting at home, working on his latest novel. I'm reading one of them now. They're quite good."
  Node 6 text1   : 
  Node 7 person  : 3- Sarah
  Node 7 keywords: nove xxxx
  Node 7 type    : 0
  Node 7 text0   : "It's about the quest for inner peace or something. He won't tell me the plot, so I have to wait and see. The main reason we live in this sleepy town is so he could have the time to write. He has a good imagination."
  Node 7 text1   : 
  Node 8 person  : 3- Sarah
  Node 8 keywords: imag xxxx
  Node 8 type    : 0
  Node 8 text0   : "You need a good imagination to come up with stories when you live in Harper. It can be a very dull town. But I'm not really complaining. I have my business. Well, enough about me and my husband. What would you like to buy?"
  Node 8 text1   : 
  Node 9 person  : 3- Sarah
  Node 9 keywords: purc xxxx
  Node 9 type    : 7
  Node 9 text0   : Grocery Store
  Node 9 text1   : 
  Node 10 person  : 4- Robert
  Node 10 keywords: wife busi
  Node 10 type    : 0
  Node 10 text0   : "Sarah is my wife. She runs the grocery store next door. It keeps her busy and out of my hair so I can write."
  Node 10 text1   : 
  Node 11 person  : 4- Robert
  Node 11 keywords: writ xxxx
  Node 11 type    : 0
  Node 11 text0   : "My books are all on the philosophical side. Mostly about finding oneself and inner peace. The things we are all looking for. What about you? What are you searching for?"
  Node 11 text1   : 
  Node 12 person  : 4- Robert
  Node 12 keywords: sear ques
  Node 12 type    : 0
  Node 12 text0   : You tell him you are looking for quests. "I see," he says. "Well, if I have any quests, I'll submit them at The Adventurer's Club. Normally, the only quests I've found are those I've made up in my head. Then I put them down on paper.
  Node 12 text1   : "Well, once again, good luck to you. And let me know what you find."
  Node 13 person  : 5- Paul
  Node 13 keywords: adve xxxx
  Node 13 type    : 0
  Node 13 text0   : You tell him you're looking for quests. "I don't know of anything I need right now," he says, scratching his head. "But if I need a job done, I'll keep you in mind."
  Node 13 text1   : 
  Node 14 person  : 1- Bonnie
  Node 14 keywords: adve club
  Node 14 type    : 0
  Node 14 text0   : "It's much more fun running this club than it was when this was just an inn. We get much more interesting guests. But what I really want to do is stop working here and become an actual member."
  Node 14 text1   : You tell her she's too young to go on quests. "Oh, p-lease," she says, rolling her eyes. "I'm almost seventeen. And I've made up my mind that one day I will be an adventurer like you."
  Node 15 person  : 5- Paul
  Node 15 keywords: acti xxxx
  Node 15 type    : 0
  Node 15 text0   : "Big city, industry, entertainment, lot's of people. I take my wife there once a month for dinner or a show. It's fun for a day, but we prefer the slower paced life down here in Harper."
  Node 15 text1   : 
  Node 16 person  : 6- Mariette
  Node 16 keywords: husb xxxx
  Node 16 type    : 0
  Node 16 text0   : "Paul is my husband. He's a hard working man. We can't afford to hire anyone and he'd do everything by himself if I didn't insist on helping."
  Node 16 text1   : 
  Node 17 person  : 6- Mariette
  Node 17 keywords: busi xxxx
  Node 17 type    : 0
  Node 17 text0   : "We raise milk cows. He takes care of the cows and I do most of the milking. And butter churning, when I'm feeling ambitious." She stops what she's doing and takes a break. "Terrible thing about this war," she says, out of the blue.
  Node 17 text1   : "These aren't good times. And now, on top of everything else, we have to be wary of strangers moving into town."
  Node 18 person  : 6- Mariette
  Node 18 keywords: butt xxxx
  Node 18 type    : 0
  Node 18 text0   : "The sweetest butter you've ever had. Here, have a taste." You take a small taste and it is good.
  Node 18 text1   : 
  Node 19 person  : 5- Paul
  Node 19 keywords: inde xxxx
  Node 19 type    : 0
  Node 19 text0   : "Independence City is the capital city of West Zinlasia. It's actually the only big city in these parts. Most of Lohkit Island is comprised of small farms and this town, while lower Hollis Island is not developed.
  Node 19 text1   : But northern Hollis Island...That's where all the action is."
  Node 20 person  : 0- Clara
  Node 20 keywords: clea xxxx
  Node 20 type    : 0
  Node 20 text0   : "Luckily, there's not much to clean. Especially since we don't have a lot of guests right now. And I won't clean up the combat training area. Either you take of it, or it stays a mess."
  Node 20 text1   : 
  Node 21 person  : 0- Clara
  Node 21 keywords: gues xxxx
  Node 21 type    : 0
  Node 21 text0   : "We never seem to have any more than one or two guests staying here at a time. And then they're never around much...always out adventuring and such."
  Node 21 text1   : 
  Node 22 person  : 7- Kyle
  Node 22 keywords: frie miss
  Node 22 type    : 0
  Node 22 text0   : "My friends back in Zenith. My mom and dad said I'd like it here better, but I don't see what's so great about this place."
  Node 22 text1   : 
  Node 23 person  : 7- Kyle
  Node 23 keywords: some xxxx
  Node 23 type    : 24
  Node 23 text0   : "There is a giant rat den just a little south of town. This is more than likely, the cause of the sounds. They are pack rats and I'm sure they visit the town at night. Let me give you my advice."
  Node 23 text1   : 
  Node 24 person  : 7- Kyle
  Node 24 keywords: advi xxxx
  Node 24 type    : 28
  Node 24 text0   : "You should get rid of the giant rats. They're more pests, than anything else, though they can be dangerous in large numbers. I'm sure they are coming to town to look for food and shiny objects to collect.
  Node 24 text1   : After they're gone, if the noises continue, contact me again and I'll do a more thorough examination of the premises." With that, he picks up his bags and leaves.
  Node 25 person  : 1- Bonnie
  Node 25 keywords: moth xxxx
  Node 25 type    : 0
  Node 25 text0   : "She's like a real mother, not to be confused with Mother, that creature that wanted to eat us all. You were great, by the way, when you destroyed her. That's what I want to do some day...be a great adventurer like you."
  Node 25 text1   : 
  Node 26 person  : 4- Robert
  Node 26 keywords: wint alfr
  Node 26 type    : 0
  Node 26 text0   : "He is a friend of mine who lives in Independence City."
  Node 26 text1   : 
  Node 27 person  : 2- Bernie
  Node 27 keywords: neph xxxx
  Node 27 type    : 0
  Node 27 text0   : "None of them Nephilims have gotten over here, to Lohkit Island, but folks want to be prepared just in case. So, what would you like to buy?"
  Node 27 text1   : 
  Node 28 person  : 9- Elsbeth
  Node 28 keywords: husb maso
  Node 28 type    : 0
  Node 28 text0   : "Poor Mason. He was all for coming here to this small town, but now he's having a hard time finding a job. I hear they are looking for soldiers in Independence, you know, with the Nephilim war and all, but he's not cut out for that."
  Node 28 text1   : 
  Node 29 person  : 9- Elsbeth
  Node 29 keywords: neph xxxx
  Node 29 type    : 0
  Node 29 text0   : "Thank goodness the war doesn't affect us here, on Lohkit Island. But I hear it has become much too dangerous for humans to live on the mainland."
  Node 29 text1   : 
  Node 30 person  : 7- Kyle
  Node 30 keywords: zeni xxxx
  Node 30 type    : 0
  Node 30 text0   : "That's where we used to live. I liked it better there." You tell him that he'll soon make friends here and things will get better. He doesn't look very encouraged by your words.
  Node 30 text1   : 
  Node 31 person  : 8- Mason
  Node 31 keywords: zeni crow
  Node 31 type    : 0
  Node 31 text0   : "Big city life is just not for me. So when the portal opened up between East and West Zinlasia, I took my wife and son and headed out here. Life in Harper is quite a difference from that in Zenith."
  Node 31 text1   : 
  Node 32 person  : 8- Mason
  Node 32 keywords: wife elsb
  Node 32 type    : 0
  Node 32 text0   : "Elsbeth is my wife and my son, Kyle, is probably in his room. We prefer the peace and quiet of Harper to the hustle and bustle of Zenith."
  Node 32 text1   : 
  Node 33 person  : 9- Elsbeth
  Node 33 keywords: zeni home
  Node 33 type    : 0
  Node 33 text0   : "Zenith is in East Zinlasia. It's the capital city of Zinlasia, you know. But it's gotten too big for us. We wanted to raise our son, Kyle, in a nice, quiet town. Harper seemed like the perfect choice.
  Node 33 text1   : 
  Node 34 person  : 9- Elsbeth
  Node 34 keywords: kyle xxxx
  Node 34 type    : 0
  Node 34 text0   : "Kyle is twelve and he needs proper schooling. The schools are too overcrowded in Zenith. I should know, I'm a teacher, as I told you before. I've enrolled him at the school in Independence and he seems to be doing much better."
  Node 34 text1   : 
  Node 35 person  : 5- Paul
  Node 35 keywords: catt milk
  Node 35 type    : 0
  Node 35 text0   : "Some farmers raise cattle for the beef, but ours are just milk cows. Besides, my wife gets too attached to them."
  Node 35 text1   : 
  Node 36 person  : 5- Paul
  Node 36 keywords: wife xxxx
  Node 36 type    : 0
  Node 36 text0   : "My wife is Mariette. You can probably find her in the kitchen, bottling the milk or making butter."
  Node 36 text1   : 
  Node 37 person  : 5- Paul
  Node 37 keywords: butt xxxx
  Node 37 type    : 0
  Node 37 text0   : "She likes to make butter on occasion, though she always complains about what a hard job it is."
  Node 37 text1   : 
  Node 38 person  : 6- Mariette
  Node 38 keywords: milk cows
  Node 38 type    : 0
  Node 38 text0   : "We only sell milk and milk products. I wouldn't think of having them slaughtered for their meat."
  Node 38 text1   : 
  Node 39 person  : 0- Clara
  Node 39 keywords: adve club
  Node 39 type    : 0
  Node 39 text0   : "I don't have to tell you that I preferred it when this was just a bed and breakfast. But times have gotten tough and we don't get normal visitors and tourists here any more. The Nephilim war is to blame for that."
  Node 39 text1   : 
  Node 40 person  : 1- Bonnie
  Node 40 keywords: rewa xxxx
  Node 40 type    : 29
  Node 40 text0   : "I usually hold the reward so when the quest in completed, there's no problem for the adventurer to collect it."
  Node 40 text1   : 
  Node 41 person  : 0- Clara
  Node 41 keywords: neph xxxx
  Node 41 type    : 0
  Node 41 text0   : "Things have remained peaceful here, thank goodness. But with the fighting on the mainland so close to us, Hollis Island is not a very popular destination."
  Node 41 text1   : 
  Node 42 person  : 0- Clara
  Node 42 keywords: bonn xxxx
  Node 42 type    : 0
  Node 42 text0   : "Bonnie is growing up to be such a pretty girl. I'm so glad to see her so happy with life. And to think, if it weren't for you, she might not be here today. I will always be grateful to you."
  Node 42 text1   : 
  Node 43 person  : 9- Elsbeth
  Node 43 keywords: main dang
  Node 43 type    : 0
  Node 43 text0   : "I understand that humans and the Nephilim were living together in peace for a while on the mainland, but all that has changed since the war began."
  Node 43 text1   : 
  Node 44 person  : 5- Paul
  Node 44 keywords: peop xxxx
  Node 44 type    : 0
  Node 44 text0   : "From what I've heard, they've come from the other side of the Catsclaw Mountains. You know, East Zinlasia. I'm not sure if we want 'those types' here, if you know what I mean."
  Node 44 text1   : 
  Node 45 person  : 5- Paul
  Node 45 keywords: thos type
  Node 45 type    : 0
  Node 45 text0   : "Well, you know what they say about the people from over there." You tell him you don't. "Well, you know. They're 'different'. You ask him in what way? "You know," he says. Then he whispers in your ear, "funny like."
  Node 45 text1   : You nod in false agreement. "You just can't be too sure about those people," he adds.
  Node 46 person  : 6- Mariette
  Node 46 keywords: stra movi
  Node 46 type    : 0
  Node 46 text0   : "Our neighbors," she whispers. "They're not from around here. From some place called Zenith. I hear things are very different over there." You tell her you've been to Zenith and it was a fine city.
  Node 46 text1   : "Well, we have our ways and they have their ways. Can't be too careful these days." (more)
  Node 47 person  : 6- Mariette
  Node 47 keywords: more xxxx
  Node 47 type    : 0
  Node 47 text0   : "You're so right," you say to her. Boy, you think to yourself, if people from different cities can't trust one another here, how can different races coexist peacefully. Obviously, with the Nephilim war as an example, they can't.
  Node 47 text1   : You feel the urge to return to Zenith. There, the many races of the region at least try to live together peacefully. Well, for the most part.
  Node 48 person  : 8- Mason
  Node 48 keywords: harp xxxx
  Node 48 type    : 0
  Node 48 text0   : "This is a much better environment to raise our child. Clean air and little crime. I think we'll be happy here, once we get adjusted."
  Node 48 text1   : 
  Node 49 person  : 1- Bonnie
  Node 49 keywords: ques xxxx
  Node 49 type    : 29
  Node 49 text0   : "That's all I've got for quests, right now."
  Node 49 text1   : 
  Node 50 person  : 9- Elsbeth
  Node 50 keywords: uncl sham
  Node 50 type    : 0
  Node 50 text0   : "Please," she says. "Talk to my husband about that."
  Node 50 text1   : 
  Node 51 person  : 8- Mason
  Node 51 keywords: uncl sham
  Node 51 type    : 29
  Node 51 text0   : "Uncle Shamus lives in Minobi, over in East Zinlasia."
  Node 51 text1   : 
  Node 52 person  : 8- Mason
  Node 52 keywords: port xxxx
  Node 52 type    : 0
  Node 52 text0   : "The only way to travel between East and West Zinlasia is by teleportal. There's one in Independence City."
  Node 52 text1   : 

  Town = 1: Independence City            

  Town Messages:
  Message 0: Independence City            
  Message 1: Rectangle 1                  
  Message 2: Rectangle 2                  
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: 
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: You get the Map of W. Zinlasia.
  Message 27: "May I see your ticket please," asks the guard. You tell him that you don't have one. "You need to purchase one at the ticket desk if you want to use the teleporter," he tells you.
  Message 28: "May I see your ticket?" asks the guard. You hand him your ticket and he lets you pass.
  Message 29: "Oh, you know the kid," says Hastings. "I hate to see a young kid like that put away, but the law is the law. The fact that he didn't have the statuette on him, makes this a difficult case."
  Message 30: Room 101
  Message 31: Room 102
  Message 32: Room 103
  Message 33: Your talking crystal begins to glow. You look into it and see Mr. White from the Zenith Tribune. "I have another assignment for you, if you're interested," he says.
  Message 34: "There's talk about some sort of miracle occurring over at the Shrine of Odashai on top of Mount Urlek. Grab some paper and head out there for the story."
  Message 35: You show the guard your Tele-Passport and he lets you pass.
  Message 36: You think about asking for another map, but then decide one is enough.
  Message 37: "We have a free map of the entire area of West Zinlasia. Here you go," she says, handing it to you."
  Message 38: There a various maps and pamphlets in these racks. None of them interests you, though.
  Message 39: "In the early years when Independence City was in it's infancy, four guilds emerged. The Mage's Guild, the Priest's Guild, the Alchemist's Guild, and the Thieves' Guild. The latter being an illegal organization."
  Message 40: "Then one day, under the leadership of Mayor Brundig, all the guilds were banned from the city. The reason having something to do with embracing the future and leaving behind old ways."
  Message 41: "We eventually found out that this was all a plan to render the city defenseless against a malevolent presence that was controlling the minds of the top city officials. You, and the Adventurer's Club, put an end to that."
  Message 42: "Mayor Brundig then welcomed the guilds back into the city, except, of course, the Thieves' Guild. I believe that guild still operates on the mainland, somewhere, but few know of its location."
  Message 43: "Recently, the Fighter's Guild has joined the other three as a new official guild. And the Adventurer's Club in Harper is slowly becoming recognized as an up and coming guild itself."
  Message 44: 
  Message 45: "Of course, the big news these days is the Nephilim war on the mainland. But the people here don't act too concerned about it. I suppose it's partly because it has been going on for over two years now."
  Message 46: "And the fact that no attacks have yet reached Hollis Island have given the people here a kind of false feeling of security. Actually, the big commotion upsetting most of the people is the occupation of our Coloseum by the soldiers from Zenith."
  Message 47: "In fact, a lot of people here resent the fact that we have any dealings with East Zinlasia at all. Many people came to Independence because of how secluded it was from the rest of the world."
  Message 48: "But when the portal was created, connecting us to the rest of Zinlasia, we came under the jurisdiction of the Zinlasian government. They ousted our mayor and seated an outsider into office."
  Message 49: "Our military was taken over by the Zinlasian government as well. They sent in trained soldiers and set up their base in the Colosseum. With the war going on, I do believe that we need them."
  Message 50: "But many will argue that they haven't really done anything for the war effort. Some think they are just here to police the city. There are now Zinlasian soldiers patrolling all our city streets. I just don't know what to think."
  Message 51: A small sign over the stairway says "To City Jail." Do you want to proceed?
  Message 52: 
  Message 53: 
  Message 54: 
  Message 55: 
  Message 56: 
  Message 57: You tell the Judge that you know for a fact that the statuette was not stolen. "How do you know that?" asks Hastings. You tell him that it is inside the chest in Wilkson's bedroom.
  Message 58: "That's ridiculous," says Hastings. "Why would he report it stolen if he had it all the time?" You say, "Maybe he just misplaced it, or perhaps thought it was stolen. Or maybe he just has a thing against Johnny."
  Message 59: "Well, we'll get to the bottom of this right now," the Judge says. He calls in a guard and tells him to go to Wilkson's house to check things out. You wait for a half an hour, or so, and then the guard returns.
  Message 60: "It's there, all right," says the guard. "And, boy, did he make a big stink about me going through his stuff." Hastings says, "Well, that's odd. Why would he say it was stolen?"
  Message 61: "Beats me," says the guard. "Frankly, he's a bit on the eccentric side." Judge Hastings turns to you and says, "Well, that settles it. I'm dropping the charges against Johnny."
  Message 62: "He'll be released shortly, after the proper paperwork is filled out." You thank him and decide to head over to the jail to tell Johnny the good news... Though you feel a little guilty about doing what you did.
  Message 63: "My child, you do not have enough gold," he says, somewhat disappointed.
  Message 64: "The ancient language of the mages is an almost forgotten tongue," he begins. "But you sometimes come across it in old tomes or ruins, hundreds of years old. I have an old manuscript written exclusively in old magespeak."
  Message 65: He shows it to you. After that, he begins his lesson. It is a complex language and not very easy to understand. But after some time, you believe you can understand a few words that you couldn't before.
  Message 66: 
  Message 67: 
  Message 68: 
  Message 69: 
  Message 70: "Hollis Island is the western most part of Zinlasia. Up until just a hundred years or so ago, there were no humans here at all. This was Nephilim country. Nephilim, if you don't know, are part feline."
  Message 71: "Now, eastern Zinlasia, has been populated for hundreds of years, but the Catsclaw Mountains separate it from the western half, which includes this island. No one has ever crossed those mountains, that I know of."
  Message 72: "A huge ocean separates western Zinlasia from the rest of the world, so until boat travel became advanced enough to cross the ocean, this area remained the sole realm of the Nephilim."
  Message 73: "When humans did finally arrive, not many wanted to live here because of it's isolation. But some did settle here, and soon Independence City became what it is today."
  Message 74: "Humans and Nephilim shared the island in an uneasy alliance. And then one day, about eight or nine years ago, the Nephilim just up and left. They all moved over to the mainland."
  Message 75: "There's been an uneasy alliance between them and us up until a couple years ago when our ex mayor, Brundig, attempted to steal their land. That's when they became hostile to all humans and things have been getting worse ever since."
  Message 76: Your mage lore is raised by 1 point.
  Message 77: There is a small patch of Glowing Nettle growing here on this island. You pick a bunch and put it in your pack.
  Message 78: There are some young plants of Glowing Nettle, but they are not yet ready for picking. Maybe you should try back in a few days.
  Message 79: You get graymold
  Message 80: Notice to librarians...Remember the rules of alphabetizing. If a title begins with the word "A" or "The", do not file under 'A' or 'T'. Use the first letter of the next word.
  Message 81: Example..."The Expedition" would be filed in the 'E' section, not the 'T' section.
  Message 82: Room 104
  Message 83: Room 105
  Message 84: Room 106
  Message 85: There is no more room in your inventory for that item.
  Message 86: There's a folded piece of paper, pushed into the dirt of this potted plant. You pull it out and open it. It is a note, written in the ancient script of the mages. 
  Message 87: It reads, "Go to YOUR club in Harper. Through this, you can see in from the outside and out from the inside."
  Message 88: Unfortunately, your mage lore is not high enough to read what it says.
  Message 89: "The victim insists he saw the thief take the statuette. But when we caught him, he didn't have it. Well, it will all get ironed out in the trial."
  Message 90: "That kid sure got a lucky break. I'm not totally convinced he's innocent, but I think he'll stay out of trouble, at least for a while."
  Message 91: Room 105
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120:  Independence City Hall
  Message 121: Mayor's Office
  Message 122: In God We Trust
  Message 123: Courtroom
  Message 124: Hall of Justice
  Message 125: Tourist Center
  Message 126: City Library
  Message 127: "Inn" Dependence
  Message 128: Transport Center
  Message 129: Meeting Room
  Message 130: Teleportal Arrivals
  Message 131: Teleportal Departures
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 10 name: Ignatius
  Personality 10 confused: "I don't know about that."
  Personality 10 look    : You see a distinguished, older man, strolling through the aisles of the library.
  Personality 10 ask name: "My name is Ignatius," he says in a kindly voice. "It is a pleasure to meet you."
  Personality 10 ask job : "What I do here can hardly be called a job. I am the Head Librarian. I care for all the books here and I chat with those who come to this place. Would you like to chat?"
  Personality 11 name: Librarian
  Personality 11 confused: "Ssssshhhh!"
  Personality 11 look    : You see a conservatively dressed woman, dutifully checking books in that have been returned at the counter.
  Personality 11 ask name: "I'm much too busy for small talk right now."
  Personality 11 ask job : "I check in books and keep the card files organized and that sort of thing. Being a librarian keeps me very busy."
  Personality 12 name: Hostess
  Personality 12 confused: "That's a good question."
  Personality 12 look    : The woman behind the counter is dressed in the outfit of a tour guide. She smiles at you as you approach the counter.
  Personality 12 ask name: "Welcome to Independence City," she says in a bubbly voice. "What would you like to know about our fine city? Are you interested in one of our maps?
  Personality 12 ask job : I can tell you about our commercial district, our residential district, the downtown area, restaurants, inns, entertainment, health, transportation, and our guilds."
  Personality 13 name: Mayor Yansick
  Personality 13 confused: "I can't help you with that."
  Personality 13 look    : You see a stately woman sitting behind her desk. She looks up and greets you as you enter the office.
  Personality 13 ask name: "My name is Mayor Yansick," she says with a smile, though there is discord in her eyes.
  Personality 13 ask job : "My job as mayor of this city hasn't been easy," she admits. "I'm not exactly popular among many of the townspeople."
  Personality 14 name: Judge Hastings
  Personality 14 confused: "I can't answer that."
  Personality 14 look    : You see a distinguished looking man wearing the robes of a judge. 
  Personality 14 ask name: "I am Judge Hastings," he says. "Is there something I can do for you?"
  Personality 14 ask job : "I preside over the trials that are conducted in my courtroom. Fortunately there are few trials these days as crime is not much of a problem here in the city."
  Personality 15 name: Receptionist
  Personality 15 confused: 
  Personality 15 look    : You see a young woman standing behind the desk. She greets you with a warm smile.
  Personality 15 ask name: "Hello," she says, "and welcome to the Hall of Justice. How may I direct you?"
  Personality 15 ask job : "My job is to welcome people to the Hall of Justice and answer any questions they may have.  I can give you directions or let you know when a trial is scheduled."
  Personality 16 name: Ticket Agent
  Personality 16 confused: "I'm not sure I understand."
  Personality 16 look    : You see an attractive young woman, standing behind the counter.
  Personality 16 ask name: "Welcome to Independence City Transport Center. We guarantee worry free travel for all our customers."
  Personality 16 ask job : "I sell tickets to travelers wishing to go to East Zinlasia and beyond."
  Personality 17 name: Osgood
  Personality 17 confused: "I don't know about that."
  Personality 17 look    : You see an old man with a long, flowing beard. He is dressed in the robes of a wizard.
  Personality 17 ask name: "My name is Osgood, my children," he says in a shaking voice.
  Personality 17 ask job : "I travel the land, spreading the knowledge that I have learned to those around me. Perhaps you would wish to learn from me?"
  Personality 18 name: Unused
  Personality 18 confused: 
  Personality 18 look    : 
  Personality 18 ask name: 
  Personality 18 ask job : 
  Personality 19 name: Unused
  Personality 19 confused: 
  Personality 19 look    : 
  Personality 19 ask name: 
  Personality 19 ask job : 
  Node 0 person  : 10- Ignatius
  Node 0 keywords: chat xxxx
  Node 0 type    : 0
  Node 0 text0   : "I've lived here in Independence City for many years now. I've seen many things and lived through many changes. Would you like me to tell you a little bit of what I know?"
  Node 0 text1   : 
  Node 1 person  : 10- Ignatius
  Node 1 keywords: know tell
  Node 1 type    : 0
  Node 1 text0   : "Well, I could tell you a little bit about the history of Hollis Island. Or how about the story of the guilds. Or, there's always current events."
  Node 1 text1   : 
  Node 2 person  : 10- Ignatius
  Node 2 keywords: hist holl
  Node 2 type    : 29
  Node 2 text0   : "Is there anything else you'd like to chat about?"
  Node 2 text1   : 
  Node 3 person  : 10- Ignatius
  Node 3 keywords: stor guil
  Node 3 type    : 29
  Node 3 text0   : "Is there anything else you'd like to chat about?"
  Node 3 text1   : 
  Node 4 person  : 10- Ignatius
  Node 4 keywords: curr even
  Node 4 type    : 29
  Node 4 text0   : "Is there anything else you'd like to chat about?"
  Node 4 text1   : 
  Node 5 person  : 10- Ignatius
  Node 5 keywords: book xxxx
  Node 5 type    : 0
  Node 5 text0   : "We have many interesting books, here at the City Library. Take some time to browse the bookshelves. I'm sure you'll find something to interest you."
  Node 5 text1   : 
  Node 6 person  : 13- Mayor Yansick
  Node 6 keywords: popu town
  Node 6 type    : 1
  Node 6 text0   : "Mayor Brundig may not have been a great mayor, but his death was still quite a blow to many of the people here. And when his replacement was removed from office, and I was appointed, the people greeted me with resentment."
  Node 6 text1   : "When Mayor Brundig was removed from office and I was appointed, the people here greeted me with resentment."
  Node 7 person  : 13- Mayor Yansick
  Node 7 keywords: mayo brun
  Node 7 type    : 1
  Node 7 text0   : "I don't believe the people here realize what a poor mayor Brundig really was. The Nephilim War was started because of his actions."
  Node 7 text1   : "Mayor Brundig was removed from office by the Zinlasian government. I believe charges were filed against him for misconduct and his instigating the Nephilim War."
  Node 8 person  : 13- Mayor Yansick
  Node 8 keywords: gree rese
  Node 8 type    : 0
  Node 8 text0   : "The people seem to think that my appointment by the Zinlasian government was the beginning of some kind of hostile takeover. It was merely the first step in integrating Independence City and West Zinlasia into the League of Zinlasian Nations."
  Node 8 text1   : 
  Node 9 person  : 13- Mayor Yansick
  Node 9 keywords: leag nati
  Node 9 type    : 0
  Node 9 text0   : "The League of Zinlasian Nations includes all the nations, or provinces, of Zinlasia and it's surrounding isles. There are only a few areas on the continent that do not belong. 
  Node 9 text1   : Now that West Zinlasia has officially joined the League, the people here will see nothing but benefits." (more)
  Node 10 person  : 12- Hostess
  Node 10 keywords: inte maps
  Node 10 type    : 29
  Node 10 text0   : 
  Node 10 text1   : 
  Node 11 person  : 12- Hostess
  Node 11 keywords: west zinl
  Node 11 type    : 0
  Node 11 text0   : "Zinlasia is divided into several provinces. West Zinlasia is everything west of the Catsclaw Mountains. It is composed of the mainland, and several islands, including Hollis and Lohkit Islands."
  Node 11 text1   : 
  Node 12 person  : 12- Hostess
  Node 12 keywords: cats moun
  Node 12 type    : 0
  Node 12 text0   : "The Catsclaw Mountains separate East and West Zinlasia. They are uncrossable by foot. The only way to reach East Zinlasia is by teleporter."
  Node 12 text1   : 
  Node 13 person  : 12- Hostess
  Node 13 keywords: comm xxxx
  Node 13 type    : 0
  Node 13 text0   : "The commercial district is located in the west part of the city. There, you can find most of the city's many shops and restaurants."
  Node 13 text1   : 
  Node 14 person  : 12- Hostess
  Node 14 keywords: rest food
  Node 14 type    : 0
  Node 14 text0   : "If you fancy your typical, neighborhood tavern, there's The Dungeon Bar and Grill. For a more hip and lively atmosphere, there's Sam's Sandwich Shop. Both are in the commercial district.
  Node 14 text1   : And for elegant dining, check out The Barrier Reef at the Bayside Resort, just a little north of town."
  Node 15 person  : 12- Hostess
  Node 15 keywords: resi xxxx
  Node 15 type    : 0
  Node 15 text0   : "Our residential district is just south of the commercial district. There, you will find the city school and grocery store, along with the beautifully landscaped homes of the people who live here in Independence City."
  Node 15 text1   : 
  Node 16 person  : 12- Hostess
  Node 16 keywords: heal hosp
  Node 16 type    : 0
  Node 16 text0   : "You will find The Medical Center in the east side of town. It is the largest center of it's kind in this area. You will find all the latest advances in medicine being practiced at the facility."
  Node 16 text1   : 
  Node 17 person  : 10- Ignatius
  Node 17 keywords: head libr
  Node 17 type    : 0
  Node 17 text0   : "This is a fine library and I enjoy spending my days here, working, reading, and talking with the fine people of Independence.
  Node 17 text1   : 
  Node 18 person  : 14- Judge Hastings
  Node 18 keywords: tria cour
  Node 18 type    : 1
  Node 18 text0   : "We have a very just system, here in Independence. It has a great influence in keeping crime low. I do have one case coming up, though."
  Node 18 text1   : "We have a very just system, here in Independence. It has a great influence in keeping crime low.
  Node 19 person  : 14- Judge Hastings
  Node 19 keywords: case xxxx
  Node 19 type    : 1
  Node 19 text0   : "It's a robbery case. We've got a kid in jail accused of stealing a valuable statuette from one of our residents. Funny thing is, the statuette is missing."
  Node 19 text1   : "I have no cases scheduled right now."
  Node 20 person  : 14- Judge Hastings
  Node 20 keywords: vict xxxx
  Node 20 type    : 0
  Node 20 text0   : "I can't disclose that information."
  Node 20 text1   : 
  Node 21 person  : 14- Judge Hastings
  Node 21 keywords: stat miss
  Node 21 type    : 29
  Node 21 text0   : "The victim insists he saw the thief take the statuette. But when we caught him, he didn't have it. Well, it will all get ironed out in the trial."
  Node 21 text1   : "Thanks to you, we don't have to worry about that anymore."
  Node 22 person  : 14- Judge Hastings
  Node 22 keywords: crim city
  Node 22 type    : 0
  Node 22 text0   : "With the Zinlasian soldiers patrolling the streets, crime is at an all time low."
  Node 22 text1   : 
  Node 23 person  : 15- Receptionist
  Node 23 keywords: dire xxxx
  Node 23 type    : 0
  Node 23 text0   : "What are you trying to find?" she asks. "I can direct you to the jail, the Fighter's Guild, the courtroom, or Judge Hastings."
  Node 23 text1   : 
  Node 24 person  : 15- Receptionist
  Node 24 keywords: jail figh
  Node 24 type    : 0
  Node 24 text0   : "Just go south, through the hall and take a left. Then follow the short hall to a stairway that will lead you to the jail and the Fighter's Guild."
  Node 24 text1   : 
  Node 25 person  : 15- Receptionist
  Node 25 keywords: cour xxxx
  Node 25 type    : 0
  Node 25 text0   : "Just go through the north door and that will take you right into the courtroom. There are no trials scheduled today, though."
  Node 25 text1   : 
  Node 26 person  : 15- Receptionist
  Node 26 keywords: tria sche
  Node 26 type    : 0
  Node 26 text0   : "Trials are conducted in the courtroom, which is just through the door to my right."
  Node 26 text1   : 
  Node 27 person  : 15- Receptionist
  Node 27 keywords: judg hast
  Node 27 type    : 0
  Node 27 text0   : "You can find Judge Hastings in his office, which is just through the courtroom. He usually accepts visitors."
  Node 27 text1   : 
  Node 28 person  : 12- Hostess
  Node 28 keywords: tele tran
  Node 28 type    : 0
  Node 28 text0   : "You can travel to East Zinlasia by way of a teleporter at the Transport Center. The Hollis Island Ferry could normally take you to the mainland, but it's closed to the general public right now, due to the Nephilim uprising.
  Node 28 text1   : You may also purchase a boat at the Bayside Resort if you want to get to the mainland, but travel at your own risk.
  Node 29 person  : 12- Hostess
  Node 29 keywords: lohk xxxx
  Node 29 type    : 0
  Node 29 text0   : "Lohkit Island is the smaller island, south of Hollis Island."
  Node 29 text1   : 
  Node 30 person  : 12- Hostess
  Node 30 keywords: down xxxx
  Node 30 type    : 0
  Node 30 text0   : "You are in the downtown area. Here, you will find City Hall, The Hall of Justice, The Transport Center, and our City Library, all situated around beautiful Independence Lake."
  Node 30 text1   : 
  Node 31 person  : 12- Hostess
  Node 31 keywords: inns xxxx
  Node 31 type    : 0
  Node 31 text0   : "Right across the way is 'Inn' Dependence, a modest boarding house. For luxury rooms, you may want to visit the Bayside Resort. It's at the north tip of the island. They offer free breakfast's to paying guests."
  Node 31 text1   : 
  Node 32 person  : 12- Hostess
  Node 32 keywords: guil xxxx
  Node 32 type    : 0
  Node 32 text0   : "We have four guilds in the city. They are the Alchemist's Guild, the Mage's Guild, the Priest's Guild, and our newest guild, the Fighter's Guild.
  Node 32 text1   : To learn more about them, talk to Ignasius at the library or just check them out yourself."
  Node 33 person  : 12- Hostess
  Node 33 keywords: ente xxxx
  Node 33 type    : 0
  Node 33 text0   : "If you like theatre, there's P.V.'s Playhouse in the commercial district. Or if you're looking for a relaxing afternoon, there's Independence Lake in the center of the city. Our zoo, unfortunately, is closed for refurbishing.
  Node 33 text1   : And the Colosseum has been temporarily turned into a military base by the soldiers from Zenith. (more)
  Node 34 person  : 12- Hostess
  Node 34 keywords: more xxxx
  Node 34 type    : 0
  Node 34 text0   : "Once peace is returned to our lands, it should be reopened for sports events and concerts as it was originally intended. If you take a short trip north, you'll find the Bayside Resort. 
  Node 34 text1   : There, you can enjoy many beachside activities, swimming pools, and fine dining."
  Node 35 person  : 12- Hostess
  Node 35 keywords: bays reso
  Node 35 type    : 0
  Node 35 text0   : "It's the number one vacation destination in West Zinlasia. Or, it used to be, before the Nephilim uprising. Tourism hasn't been all that great lately."
  Node 35 text1   : 
  Node 36 person  : 13- Mayor Yansick
  Node 36 keywords: neph acti
  Node 36 type    : 0
  Node 36 text0   : "He invaded their land and began excavation for a city project without their permission. Tensions were high between the two races already, I admit. But his actions were definitely the final straw for the Nephilim."
  Node 36 text1   : 
  Node 37 person  : 13- Mayor Yansick
  Node 37 keywords: more xxxx
  Node 37 type    : 0
  Node 37 text0   : "This could be a great city, but right now, it is vastly under-equipped for any kind of war or attack from outside. That's one reason the soldiers were sent in. 
  Node 37 text1   : Unfortunately, the only building large enough to house them was the Colosseum."
  Node 38 person  : 13- Mayor Yansick
  Node 38 keywords: colo xxxx
  Node 38 type    : 0
  Node 38 text0   : "I have assured the people that once a new headquarters is built for the military, they will have their Colosseum back. But they seem to get little consolation from my words."
  Node 38 text1   : 
  Node 39 person  : 16- Ticket Agent
  Node 39 keywords: east zinl
  Node 39 type    : 0
  Node 39 text0   : "The only way to get there is by teleport. The Catsclaw Mountains that separate the two provinces is uncrossable by foot.
  Node 39 text1   : 
  Node 40 person  : 16- Ticket Agent
  Node 40 keywords: worr free
  Node 40 type    : 0
  Node 40 text0   : "Teleportation is the safest way to go. Travel by horse, ship, or even foot, all have their risks."
  Node 40 text1   : 
  Node 41 person  : 16- Ticket Agent
  Node 41 keywords: beyo xxxx
  Node 41 type    : 0
  Node 41 text0   : "Well, our teleport only leads to East Zinlasia. But in the future, we plan to have portals leading to many other destinations."
  Node 41 text1   : 
  Node 42 person  : 16- Ticket Agent
  Node 42 keywords: tele port
  Node 42 type    : 0
  Node 42 text0   : "This teleportal was created by the Magites from East Zinlasia. They are the most powerful mages in the world, I believe."
  Node 42 text1   : 
  Node 43 person  : 16- Ticket Agent
  Node 43 keywords: tick purc
  Node 43 type    : 0
  Node 43 text0   : "A ticket to East Zinlasia costs 25 gold pieces. Are you interested?"
  Node 43 text1   : 
  Node 44 person  : 16- Ticket Agent
  Node 44 keywords: inte xxxx
  Node 44 type    : 22
  Node 44 text0   : You give her 25 gold and she hands you a ticket. "Just show this to the guard on your way to the portal," she says.
  Node 44 text1   : "You don't quite have enough gold, I'm afraid."
  Node 45 person  : 16- Ticket Agent
  Node 45 keywords: cust trav
  Node 45 type    : 0
  Node 45 text0   : "Ever since the teleportal was created, we've made a point to see that our customers' travel needs are met with friendly service and convenience. We're open twenty-four hours a day, seven days a week."
  Node 45 text1   : 
  Node 46 person  : 14- Judge Hastings
  Node 46 keywords: zinl sold
  Node 46 type    : 0
  Node 46 text0   : "Many people aren't happy that they're here. But I welcome them. Frankly, our own military is not very impressive."
  Node 46 text1   : 
  Node 47 person  : 14- Judge Hastings
  Node 47 keywords: john xxxx
  Node 47 type    : 29
  Node 47 text0   : "That kid sure got a lucky break. I'm not totally convinced he's innocent, but I think he'll stay out of trouble, at least for a while."
  Node 47 text1   : 
  Node 48 person  : 17- Osgood
  Node 48 keywords: lear know
  Node 48 type    : 0
  Node 48 text0   : "I am an expert in the ancient language of the mages. I can teach it to you, for a small price, of course. I charge just 25 gold per lesson. Does this interest you?"
  Node 48 text1   : 
  Node 49 person  : 17- Osgood
  Node 49 keywords: inte less
  Node 49 type    : 29
  Node 49 text0   : "Well, come back if you change your mind," he says. "I'll be staying in town for a while."
  Node 49 text1   : 
  Node 50 person  : 12- Hostess
  Node 50 keywords: shop xxxx
  Node 50 type    : 0
  Node 50 text0   : "You'll find a large selection of shops in Independence City... Everything from weapons and armor, clothing, furniture, and even pet supplies. Most of the shops are located in the commercial district.
  Node 50 text1   : Recently, the Shopping Arcade has opened up in the east section of town in the building that used to house the old factory."
  Node 51 person  : 12- Hostess
  Node 51 keywords: fact xxxx
  Node 51 type    : 0
  Node 51 text0   : "The old factory closed down a couple years ago. It went out of business after the city contracted them to manufacture about 600 chairs for the Colosseum. But it never opened and the city couldn't afford to pay for the chairs."
  Node 51 text1   : 
  Node 52 person  : 12- Hostess
  Node 52 keywords: colo xxxx
  Node 52 type    : 0
  Node 52 text0   : "It was severely damaged during an attack on the city by giant insects and was never opened. Plans went into affect immediately to repair it. Just as the repairs were completed, the Zinlasian military was sent over to use it as a base."
  Node 52 text1   : (continue)
  Node 53 person  : 10- Ignatius
  Node 53 keywords: litt girl
  Node 53 type    : 0
  Node 53 text0   : "I've never heard of it," he says, scratching his head. 
  Node 53 text1   : 
  Node 54 person  : 11- Librarian
  Node 54 keywords: litt girl
  Node 54 type    : 0
  Node 54 text0   : "Ask Ignatius. He knows all the books we have here in the library."
  Node 54 text1   : 
  Node 55 person  : 11- Librarian
  Node 55 keywords: igna xxxx
  Node 55 type    : 0
  Node 55 text0   : "He's the head librarian. You can find him wandering around the aisles."
  Node 55 text1   : 
  Node 56 person  : 12- Hostess
  Node 56 keywords: cont xxxx
  Node 56 type    : 0
  Node 56 text0   : "I understand the Nephilim threat is more important than us having our Colosseum back, but it sure would be nice to see it used as it was originally intended."
  Node 56 text1   : 

  Town = 2: E. Independence City         

  Town Messages:
  Message 0: E. Independence City         
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: A sign on the door says  [ To Hall of Justice ]. A step leads up to the door.
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: Mage's Guild
  Message 27: Head of Research
  Message 28: Botanical Studies
  Message 29: Animal Studies
  Message 30: You show him the asp fangs that you have collected. "These are very good," he says. He takes the fangs and gives you 25 gold for each pair.
  Message 31: You give him all the spider glands you have. "This is a great find," he says as he takes them from you. He pays you 30 gold for each one.
  Message 32: You pay her the 2 gold pieces and she hands you a Doggie Treat.
  Message 33: "You don't have enough gold," she says.
  Message 34: Paula's Pet Shop
  Message 35: A small sign over the stairway says "To Hall of Justice." Do you want to proceed?
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: "State your purpose," says the guard at the desk. You tell him that you're just here as a visitor. "Go ahead," he says. "But don't stay long."
  Message 42: You tell him that you took care of things for him. "Thanks for helping me. Just do me one more favor. Don't tell the guys at the Guild about me getting caught.
  Message 43: The password to get in is 'freedom'. They won't let you in without the password, even if you've been a member in the past."
  Message 44: "I need you to help me get out of here. It should be real simple, hardly any work. You see, I stole this gold statuette from this guy named Wilkson. He kept it in a chest in his bedroom."
  Message 45: "Unfortunately, he keeps his dogs in there with him at night and they started barking and woke him up. I made it out of there with the statuette and I thought I got away."
  Message 46: "But the town guards caught me later that night. But here's the good part. I didn't have the statuette on me. I have a secret hiding place. I stash stuff there sometimes and sneak it out of town later."
  Message 47: "All you have to do is go get the statuette and sneak it back into Wilkson's chest in his bedroom. Then go tell Judge Hastings that it's there, and he won't have any choice but to drop the charges."
  Message 48: "Okay, now here's where it's hidden. Go to the playhouse in the west side of town. Go up on the stage and search for the secret lever in the wall at the northwest corner. It will open a trap door in the center of the stage."
  Message 49: "There's a storage area down there. That's where I put the statuette. Get it and do what I've asked you to do and I'll tell you the password to get into the Thieves' Guild."
  Message 50: "You must be a member to enter," says Clodius. "And if you're a past member but haven't been to the guild for a while, you need to renew your membership. Talk to me about it."
  Message 51: 
  Message 52: "There is a member of the Guild who lives on an island, far away. She is a bit eccentric, and also, a bit of a hermit. She does not particularly care for human contact, but has a few friends, here in the Mage's Guild."
  Message 53: "Lately, we have not heard from her and are a bit worried. I would like you to go to her home and see if she is alright. She lives on Katarack Island, in a huge manor. To get there, you will need to take a boat to the mainland."
  Message 54: "You can get one at the Bayside Resort. Travel up the river and when you reach a small bridge, disembark. Head west along the road. When you come to another bridge, don't cross it. Leave the road and travel north."
  Message 55: "That bridge leads to the old Mage's Guild which is now abandoned. Continue to head north, sticking close to the coast. You should come to a small pier. Across the sea is Katarack Island."
  Message 56: "Locate her and make sure she is alright. Return to us after you have done this, and you shall have access to all that the Mage's Guild has to offer."
  Message 57: "Here are two items that will be helpful to you. This wand will enable you to cross the sea to get to the island. And this crystal may come in handy, if I know Lucinda." He hands you the two magic items.
  Message 58: To Surgery
  Message 59: "You are now a member of the Mage's Guild."
  Message 60: You show him the note from Lucinda. He takes it from you and reads it. "This is just like her," he says, chuckling to himself. Then, looking back at you, he says, "You have completed your task.
  Message 61: You may now have complete access to the Mage's Guild."
  Message 62: "You must go to Katarack Island and find out if Lucinda is alright."
  Message 63: "You have completed your task for the Mage's Guild."
  Message 64: You tell him about the wyverns you saw that were being ridden by the Nephilim. "I've never heard of wyverns being tamed," he says, scratching his head. "Perhaps it's some new breed, not native to this area."
  Message 65: 
  Message 66: 
  Message 67: 
  Message 68: 
  Message 69: 
  Message 70: "If only I'd seen it. Perhaps you could capture one and bring it to me...oh no, that's probably out of the question." He thinks for another minute. "How about a piece of one. You know, a nail clipping, or some scales.
  Message 71: Bring me something that I could study. I may be able to at least figure out the species."
  Message 72: You tell him about the wyverns you saw that were being ridden by the Nephilim. "I've never heard of wyverns being tamed," he says, scratching his head. "Perhaps it's some new breed, not native to this area."
  Message 73: You hand him the scale that you picked up. "This is from the wyvern?" he asks. You tell him yes. "Interesting," he says, studying it carefully. Give me some time and I'll see what I can learn from this."
  Message 74: 
  Message 75: 
  Message 76: 
  Message 77: 
  Message 78: "I'll contact you when I've learned anything." You thank him and decide you should probably go inform General Vargas of all you know so far.
  Message 79: "I still have some tests to perform on the scale. I'll let you know when I've learned anything."
  Message 80: "The wyvern from which you got that scale was summoned by a powerful magic user. Something the Nephilim are incapable of doing."
  Message 81: "Have you been able to locate that birdlike creature I mentioned to you?" he asks. You tell him you haven't been able to find it yet.
  Message 82: "Thanks for taking the time to bring me that creature. Even though it was dead, it's still a fascinating discovery."
  Message 83: "What brings you here?" asks Erathmus, as you enter the room. You show him the dead creature. "Sorry we killed it," you say to him. "Oh, well, that's okay, I guess," he says. "Let me see it." You hand the creature to him.
  Message 84: "Oh, yes, this is quite interesting. I don't recognize this species at all. Too bad that it's dead. But I suppose I can still do some tests on it. Perhaps I'll be able to learn just exactly what it is."
  Message 85: "Thank you for taking some time out of your busy schedule to help me out this way. If I learn anything interesting, I'll let you know."
  Message 86: 
  Message 87: 
  Message 88: 
  Message 89: Your talking crystal begins to glow and you hear the familiar voice of General Vargas. "Hey you guys," he says, "um, Governor Walwick wants to see you again. I'm not sure about what. He never tells me anything!"
  Message 90: "Anyway, report to him a.s.a.p. I think he has something he wants you to do. That's all for now."
  Message 91: "There is a band of cutthroats that have taken over the old Alchemist's Guild on the mainland. They are a particularly vicious group, as they typically rob and then murder their victims."
  Message 92: "They always leave their mark on the victim...the letter 'B', stamped with the victim's own blood. I believe it's from a signet ring, worn by the leader. He dips it in the victim's blood and stamps it on their forehead."
  Message 93: "It's probably the first letter of the leader's name, or possibly the name of their group. Your task is to put a stop to their operation by capturing the leader and either convincing him to surrender or killing him."
  Message 94: "It's doubtful that he will surrender, so the latter will most likely be your only option. Bring me the signet ring as proof of your success. To get there, take a boat up the river, north of the Bayside Resort."
  Message 95: "When you come to a bridge, exit the boat and go east, following the road. The old Alchemist's Guild was called The Farm and there should be an old sign pointing the way."
  Message 96: 
  Message 97: "Remember, bring him or his signet ring back to me and you will be inducted into the Fighter's Guild."
  Message 98: You tell him that the leader of the cutthroats is dead, along with the demon, and then give him the signet ring. "Good job," he says, taking the ring. You have completed your task.
  Message 99: You are now official members of the Fighter's Guild."
  Message 100: "You must be a member of the Fighter's Guild to enter," says the guard. "Talk to Commander Wellington in his office if you want to join."
  Message 101: The barracks don't look like the most comfortable place to sleep, but you could lay down for a rest if you'd like.
  Message 102: Do you want to rest here?
  Message 103: 
  Message 104: 
  Message 105: 
  Message 106: 
  Message 107: You lay down in one of the bunks and try to get comfortable. You manage to fall asleep after a while and get a few good hours of rest.
  Message 108: Pawn Shop
  Message 109: "Do you mind!" says the guard. "That door was locked for a reason. It's to keep people out, like YOU! Breaking into rooms could be considered a criminal offense, you know. So just turn around and leave, and I'll forget about it this time."
  Message 110: These crates are full of various kinds of pet food. You could probably fill your packs with this stuff and you'd be able to go for a long time without having to stock up on food. Wait a minute. Don't you have ANY pride? You change your mind and leave it 
  Message 111: "The Dead Man's Poppy was first discovered by the Nephilim. As the story goes, upon tasting the flower, it's discoverer instantly dropped dead. His friends ran away to warn the tribe to stay away from the flower."
  Message 112: That's how the flower supposedly got its name. If they would have stayed just a little longer, they would have seen their friend eventually wake up and wander off slightly dazed, but very much alive."
  Message 113: "The flower contains a strong narcotic that can put a person into such a deep sleep that he can be mistaken for dead. I believe it can be found growing in forests, usually in the deepest parts."
  Message 114: 
  Message 115: 
  Message 116: 
  Message 117: "If you can find some for me, bring it back and I'll find come up with a worthy reward for you. I know you won't find any around here, but there could be some growing on the mainland."
  Message 118: You hand her the Dead Man's Poppy and she says, "I can't believe you actually found some. "Now let's see, what can I give you for a reward?" She looks through her things and pulls out some Mandrake Root.
  Message 119: "I know, it's not much, but adventurer's like yourself might have some use for it. You could always sell it and get some gold for yourselves."
  Message 120: Mage's Guild and Research Center
  Message 121: Pharmacy
  Message 122: Pest Control
  Message 123: Medical Center
  Message 124: Fighter's Guild
  Message 125: Fighter's Guild
  Message 126: Fighter's Guild
  Message 127: Commander's Office
  Message 128: Barracks
  Message 129: Shopping Arcade
  Message 130: Warden's Office
  Message 131: City Jail
  Message 132: Grover's Delivery Service
  Message 133: Appraiser
  Message 134: Psych Ward
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 20 name: Erathmus
  Personality 20 confused: "I'm very busy."
  Personality 20 look    : You see an intense looking mage, dressed in robes. He is observing the animals in the cages along the wall.
  Personality 20 ask name: "My name is Erathmus," he says. 
  Personality 20 ask job : "I am an animal behaviorist. I study various species of animals and determine what makes them tick, so to speak. I believe studying the behavior of animals can help us learn more about ourselves." 
  Personality 21 name: Esmarelda
  Personality 21 confused: "That, I don't know."
  Personality 21 look    : You see a young mage, diligently writing notes in a journal. She doesn't notice you enter the room.
  Personality 21 ask name: "Oh, hello," she says, looking up, a bit startled. "My name is Esmarelda. Please, come in."
  Personality 21 ask job : "I am studying the various plants of the region. Did you know that there are many rare species of plants that exist that have never been discovered?"
  Personality 22 name: Clodius
  Personality 22 confused: "I'm sorry, I don't know."
  Personality 22 look    : You see a friendly looking mage, smiling and greeting all who pass by.
  Personality 22 ask name: "I am Clodius," he says. "Are you finding everything you need?"
  Personality 22 ask job : "I am the greeter for the Mage's Guild. Is there anything I can help you with. Do you have any questions?"
  Personality 23 name: Julianas
  Personality 23 confused: "That is something I do not know."
  Personality 23 look    : You see a strikingly beautiful woman, sitting behind a desk, dressed in flowing robes. She says, "Welcome. Please come in."
  Personality 23 ask name: "My name is Julianas. Pleased to meet you." She sizes you up and then says, "You look to be adventurers. Looking for quests, I gather."
  Personality 23 ask job : "I am the leader of the group of mages, here at the Research Center. We are here to do scientific research, as opposed to magical research."
  Personality 24 name: Receptionist
  Personality 24 confused: "One moment, please."
  Personality 24 look    : You see a stern looking woman sitting behind the counter. She looks up at you and asks, "May I help you?"
  Personality 24 ask name: "One moment please," she says as she turns her back to you to file a document in the cabinet behind her. "Now, how may I help you?" she asks, forgetting your inquiry.
  Personality 24 ask job : "I am the front desk receptionist here. Now, what information can I help you with?"
  Personality 25 name: Marianna
  Personality 25 confused: "I can't help you with that."
  Personality 25 look    : The woman behind the counter wears brightly colored robes and greets you with a big smile.
  Personality 25 ask name: "I am Marianna," she says in a friendly voice.
  Personality 25 ask job : "I can teach you level four mage spells," she says. "For a fee, of course."
  Personality 26 name: Artamis
  Personality 26 confused: "I'm afraid I can't help you."
  Personality 26 look    : You see a short, portly mage, standing behind the counter. 
  Personality 26 ask name: "My name's Artamis," he says. "Welcome to my shop."
  Personality 26 ask job : "I sell magic crystals."
  Personality 27 name: Ryan
  Personality 27 confused: "I don't know about that."
  Personality 27 look    : The man behind the counter looks quite intellectual. He is studying a small, strange looking object with a magnifying glass."
  Personality 27 ask name: "Hello," he says. "My name is Ryan. Can I help you with anything?"
  Personality 27 ask job : "I am an appraiser. For a fee, I will examine any strange or rare objects you bring to me and tell you what it is and it's approximate value. Is there anything you wish me to identify?"
  Personality 28 name: Grover
  Personality 28 confused: "I don't know."
  Personality 28 look    : You see your old friend, Grover, the messenger boy. Only now, he has expanded his business.
  Personality 28 ask name: "It's me, Grover," he says. "It's nice to see you again."
  Personality 28 ask job : "I run this delivery service," he says, proudly. "I've come a long way since the days when I used pigeons to deliver messages."
  Personality 29 name: Gregarius
  Personality 29 confused: "That's not my expertise."
  Personality 29 look    : You see a very friendly looking mage, standing behind the counter. He is organizing the many scrolls on the shelves behind him.
  Personality 29 ask name: "I'm Gregarius," he says, extending his hand to you. "It's great to meet you."
  Personality 29 ask job : "I sell magic scrolls. It's always good to have a scroll or two on hand for back up, in case you run out of those precious spell points."
  Node 0 person  : 20- Erathmus
  Node 0 keywords: ours beha
  Node 0 type    : 0
  Node 0 text0   : "Humans are a species of animal too, you know. I think we can better understand our own behaviors by viewing the same behaviors in animals."
  Node 0 text1   : 
  Node 1 person  : 20- Erathmus
  Node 1 keywords: anim xxxx
  Node 1 type    : 0
  Node 1 text0   : "I have been able to study a much broader range of animals since the 'Presence' was destroyed and more species have returned to Hollis Island."
  Node 1 text1   : 
  Node 2 person  : 20- Erathmus
  Node 2 keywords: pres holl
  Node 2 type    : 0
  Node 2 text0   : "All the magical creatures of the area fled when they sensed the presence of 'Mother'. Now that she's gone, many have returned. I believe you had something to do with that, am I right?"
  Node 2 text1   : 
  Node 3 person  : 20- Erathmus
  Node 3 keywords: bird ques
  Node 3 type    : 29
  Node 3 text0   : "I'm always looking for new species to study. Perhaps if you come across any on your travels, you could let me know about it."
  Node 3 text1   : 
  Node 4 person  : 21- Esmarelda
  Node 4 keywords: plan disc
  Node 4 type    : 0
  Node 4 text0   : "I am always looking for new species of plants to study. In fact, I might be able to use your help, if ever you're interested."
  Node 4 text1   : 
  Node 5 person  : 28- Grover
  Node 5 keywords: pige mess
  Node 5 type    : 0
  Node 5 text0   : "I have all those pigeons out back and I have no need for them, now that I have these Talking Crystals."
  Node 5 text1   : 
  Node 6 person  : 28- Grover
  Node 6 keywords: talk crys
  Node 6 type    : 0
  Node 6 text0   : "I see you have one too," he points out. (In your special items inventory) You tell him you got one while you were staying in East Zinlasia. "They're a great invention," Grover continues.
  Node 6 text1   : "The Magites sure have created some neat stuff. I bought a bunch of them on my last trip over there. I sell them in my shop, as you can see." (more)
  Node 7 person  : 28- Grover
  Node 7 keywords: purc papa
  Node 7 type    : 7
  Node 7 text0   : Grover's Delivery Service
  Node 7 text1   : 
  Node 8 person  : 22- Clodius
  Node 8 keywords: help ques
  Node 8 type    : 0
  Node 8 text0   : "I can answer any questions you may have about the Mage's Guild. I can tell you about our services or give you a little information about the history of the guild."
  Node 8 text1   : 
  Node 9 person  : 22- Clodius
  Node 9 keywords: hist info
  Node 9 type    : 0
  Node 9 text0   : "The original guild stood on this very spot. It was torn down, all but the bottom floor, which was converted into a research center after the former mayor, Brundig, banished the guild from the city.
  Node 9 text1   : He banished all forms of magic in Independence City. He was quite misguided. Well, a new guild was built on the mainland." (more)
  Node 10 person  : 22- Clodius
  Node 10 keywords: more xxxx
  Node 10 type    : 0
  Node 10 text0   : "We remained there until he reversed his ruling on magic and we were invited back to the city. We rebuilt a small portion of our tower here, and added it to the Research Center.
  Node 10 text1   : "This is the smallest building that we've housed the guild in to date, though we plan to add more stories to the tower in the near future." (cont.)
  Node 11 person  : 23- Julianas
  Node 11 keywords: scie rese
  Node 11 type    : 0
  Node 11 text0   : "When magic was abolished for a short period in the city, we set up this research center to learn new ways to do the things we'd been doing with magic. Now, of course, magic is allowed again.
  Node 11 text1   : But some of us feel that science and technology can work in conjunction with the old ways of magic. That is why we continue to carry out our work here."
  Node 12 person  : 23- Julianas
  Node 12 keywords: magi xxxx
  Node 12 type    : 0
  Node 12 text0   : "The mages at the Mage's Guild study the old magical arts. You can find the guild in the south section of this building."
  Node 12 text1   : 
  Node 13 person  : 23- Julianas
  Node 13 keywords: adve ques
  Node 13 type    : 0
  Node 13 text0   : "We may have use for you. We are very short staffed here at the Research Center and I'm sure some of the researchers could use your help. Ask them if you like."
  Node 13 text1   : 
  Node 14 person  : 28- Grover
  Node 14 keywords: deli serv
  Node 14 type    : 0
  Node 14 text0   : "I deliver some packages, but mostly I sell Talking Crystals. Or if you don't have a talking crystal, I have a one time use fee, for those who don't want to buy one. I also sell paper if you want to write a message the old fashioned way."
  Node 14 text1   : 
  Node 15 person  : 28- Grover
  Node 15 keywords: more xxxx
  Node 15 type    : 0
  Node 15 text0   : "Who'd have thought that one day we could send our voices across hundreds of miles. Those Magites really are geniuses."
  Node 15 text1   : 
  Node 16 person  : 24- Receptionist
  Node 16 keywords: info xxxx
  Node 16 type    : 0
  Node 16 text0   : "If you need to see a doctor, I believe Dr. Cassius is available in room 3A. If you are here to visit a patient, go down the hall, past the examining rooms to the nurse's station."
  Node 16 text1   : 
  Node 17 person  : 25- Marianna
  Node 17 keywords: spel purc
  Node 17 type    : 9
  Node 17 text0   : Marianna's Spells
  Node 17 text1   : 
  Node 18 person  : 26- Artamis
  Node 18 keywords: purc xxxx
  Node 18 type    : 7
  Node 18 text0   : Artamis' Crystals
  Node 18 text1   : 
  Node 19 person  : 26- Artamis
  Node 19 keywords: magi crys
  Node 19 type    : 0
  Node 19 text0   : "Crystals can be an important tool for the mage. If you run low on mana, you can use them to cast some spells. And a few spells require crystals to work properly."
  Node 19 text1   : 
  Node 20 person  : 29- Gregarius
  Node 20 keywords: magi scro
  Node 20 type    : 0
  Node 20 text0   : "I have a good selection
  Node 20 text1   : 
  Node 21 person  : 29- Gregarius
  Node 21 keywords: purc xxxx
  Node 21 type    : 7
  Node 21 text0   : Gregarius' Magic Scrolls
  Node 21 text1   : 
  Node 22 person  : 29- Gregarius
  Node 22 keywords: magi scro
  Node 22 type    : 0
  Node 22 text0   : "I have a good selection and all at affordable prices. Please, have a look and let me know if there's any you'd like to buy."
  Node 22 text1   : 
  Node 23 person  : 22- Clodius
  Node 23 keywords: cont xxxx
  Node 23 type    : 0
  Node 23 text0   : "We have little funding at the time being, and with the recent passing of our guild leader, Lysandus, we lack solid leadership. But in the mean time, the guild continues to provide its members with the services they require."
  Node 23 text1   : 
  Node 24 person  : 22- Clodius
  Node 24 keywords: serv xxxx
  Node 24 type    : 0
  Node 24 text0   : "We sell all manner of magic artifacts...scrolls, wands and crystals. And if you're looking to learn new spells, we have skilled mages who can teach you the 4th through 6th level spells.
  Node 24 text1   : And our library is open to all...members and non members alike."
  Node 25 person  : 22- Clodius
  Node 25 keywords: scro greg
  Node 25 type    : 0
  Node 25 text0   : "You can purchase a large variety of magic scrolls on the first floor of the tower. Just talk to Gregarius."
  Node 25 text1   : 
  Node 26 person  : 22- Clodius
  Node 26 keywords: crys arta
  Node 26 type    : 0
  Node 26 text0   : "Artamis sells magic crystals on the first floor of the tower. You'll especially be interested in the sapphires for use with the Magic Map spell. Don't leave home without one."
  Node 26 text1   : 
  Node 27 person  : 22- Clodius
  Node 27 keywords: wand heph
  Node 27 type    : 0
  Node 27 text0   : "Wands are especially useful for your non mages in the party. And it's always good to have a wand or two handy when your mana runs low. You can find them on the second floor, sold by Hephestes."
  Node 27 text1   : 
  Node 28 person  : 22- Clodius
  Node 28 keywords: spel magi
  Node 28 type    : 0
  Node 28 text0   : "Level four spells can be learned from Marianna on the first floor of the tower. Angelique and Romboli teach fifth and sixth level spells, respectively, on the second floor. 
  Node 28 text1   : I'm afraid we have no teacher of the seventh level spells. Those you'll have to seek out yourself."
  Node 29 person  : 22- Clodius
  Node 29 keywords: mage guil
  Node 29 type    : 0
  Node 29 text0   : "The Mage's Guild is combined with the Research Center in the same building. They're both run by mages, but those in the Research Center are studying the magic of technology and science."
  Node 29 text1   : 
  Node 30 person  : 28- Grover
  Node 30 keywords: magi xxxx
  Node 30 type    : 0
  Node 30 text0   : "Imagine, mages who embrace technology and magic, and then combine the two arts to create powerful new inventions."
  Node 30 text1   : 
  Node 31 person  : 22- Clodius
  Node 31 keywords: inte task
  Node 31 type    : 29
  Node 31 text0   : "Let us hope that she is alright."
  Node 31 text1   : 
  Node 32 person  : 27- Ryan
  Node 32 keywords: iden appr
  Node 32 type    : 16
  Node 32 text0   : "Let me see what you have," he says, peering into your inventory.
  Node 32 text1   : 
  Node 33 person  : 22- Clodius
  Node 33 keywords: task luci
  Node 33 type    : 29
  Node 33 text0   : "Let us hope that she is alright."
  Node 33 text1   : 
  Node 34 person  : 22- Clodius
  Node 34 keywords: rene memb
  Node 34 type    : 1
  Node 34 text0   : "To become a member, or renew your membership, you must complete a task for the Guild. I can give you such a task, if you're interested."
  Node 34 text1   : "You are already a member of the Mage's Guild."
  Node 35 person  : 22- Clodius
  Node 35 keywords: tech scie
  Node 35 type    : 0
  Node 35 text0   : "It has something to do with creating magic without using magic. I don't quite understand it. But I've heard the Magites have mastered both arts... magic and technology. The Magites live in East Zinlasia, though I have never met one."
  Node 35 text1   : 
  Node 36 person  : 23- Julianas
  Node 36 keywords: wyve scal
  Node 36 type    : 1
  Node 36 text0   : "That is something I do not know."
  Node 36 text1   : You tell her about wyverns you saw that were being ridden by the Nephilim. "That is quite odd," she says. "Why don't you talk to Erathmus about that. He's our animal behaviorist."
  Node 37 person  : 20- Erathmus
  Node 37 keywords: wyve scal
  Node 37 type    : 29
  Node 37 text0   : "I'm very busy."
  Node 37 text1   : 
  Node 38 person  : 20- Erathmus
  Node 38 keywords: wing crea
  Node 38 type    : 29
  Node 38 text0   : "I'm always looking for new species to study. Perhaps if you come across any on your travels, you could let me know about it."
  Node 38 text1   : 
  Node 39 person  : 21- Esmarelda
  Node 39 keywords: ques inte
  Node 39 type    : 1
  Node 39 text0   : "Well, there is a very rare flower that I'd love to get my hands on. It's called the Dead Man's Poppy."
  Node 39 text1   : "I don't have any more quests for you at the moment."
  Node 40 person  : 21- Esmarelda
  Node 40 keywords: dead popp
  Node 40 type    : 29
  Node 40 text0   : "Thanks again for finding the Dead Man's Poppy for me. It is a fascinating flower."
  Node 40 text1   : 
  Node 41 person  : 21- Esmarelda
  Node 41 keywords: main xxxx
  Node 41 type    : 0
  Node 41 text0   : "With the ferry closed due to the Nephilim uprising, it's not very easy to get to the mainland. But I'm sure you'll find a way."
  Node 41 text1   : 
  Node 42 person  : 22- Clodius
  Node 42 keywords: join xxxx
  Node 42 type    : 1
  Node 42 text0   : "To become a member, or renew your membership, you must complete a task for the Guild. I can give you such a task, if you're interested."
  Node 42 text1   : "You are already a member of the Mage's Guild."
  Node 43 person  : 23- Julianas
  Node 43 keywords: erat xxxx
  Node 43 type    : 0
  Node 43 text0   : "His office is down the hall."
  Node 43 text1   : 
  Node 46 person  : 22- Clodius
  Node 46 keywords: rese cent
  Node 46 type    : 0
  Node 46 text0   : "The Research Center was established by Mayor Brundig after he abolished magic. I suppose it serves some useful purpose."
  Node 46 text1   : 
  Node 47 person  : 22- Clodius
  Node 47 keywords: mayo brun
  Node 47 type    : 1
  Node 47 text0   : "After Brundig's death, a new mayor was elected to office... just to be removed by the Zinlasian Government within months of the election."
  Node 47 text1   : "Mayor Brundig was removed from office after making many questionable decisions while in office. And relighting the fire that caused the Nephilim war was the icing on the cake."
  Node 48 person  : 22- Clodius
  Node 48 keywords: libr xxxx
  Node 48 type    : 0
  Node 48 text0   : "Our library is open to the general public. It is located in the south part of the building, shared by the Mage's Guild and Research Center."
  Node 48 text1   : 
  Node 49 person  : 22- Clodius
  Node 49 keywords: lysa xxxx
  Node 49 type    : 0
  Node 49 text0   : "Lysandus was a great wizard. He was leader of the Mage's Guild for many, many years. His death was a great loss to us all."
  Node 49 text1   : 

  Town = 3: W. Independence City         

  Town Messages:
  Message 0: W. Independence City         
  Message 1:                              
  Message 2: Rectangle 2                  
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Milton's Treasures
  Message 21: Footwear
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: 
  Message 27: 
  Message 28: "Well then, you better talk to me about the rules before we begin."
  Message 29: "All right then," says Franklin, excitedly. "Gentlemen, roll your dice to see who starts first."
  Message 30: "You got the highest number, so you get to start," he says to you.
  Message 31: You shake the die in your hand and toss it onto the table. "It's a three," says Franklin. You put your game piece in the third well.
  Message 32: Jerod's Fine Garments
  Message 33: Kitchen: Employees Only
  Message 34: "All right," says Franklin as you take a seat, "Before we begin, are you both familiar with the rules?"
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: Your opponent rolls a five. He puts his game piece in the fifth well.
  Message 41: You roll a four. You move your game piece to the seventh well.
  Message 42: Your opponent rolls a two. He moves his game piece to the seventh well and knocks you out. "We have a winner," cries Franklin. "Better luck next time," he says to you.
  Message 43: Ticket Booth
  Message 44: Your opponent rolls a six. He moves his game piece to the eleventh well.
  Message 45: Milton's Treasures
  Message 46: Milton has put a tricky, magical trap on this chest. Do you try to open it?
  Message 47: You roll a one. You move your game piece to the eighth well.
  Message 48: Your opponent rolls a four. He moves his game piece to the fifteenth well.
  Message 49: You roll a six. You move your game piece to the fourteenth well.
  Message 50: Your opponent rolls a three. He moves his game piece to the eighteenth well.
  Message 51: You roll a four. You move your game piece to the eighteenth well and knock your opponent out. "We have a winner," cries Franklin.
  Message 52: "Congratulations," he says to you. "You have won the Novice Baton, which allows you to play Owaji at second level matches. I believe you can find a novice match being played at the Bayside Resort."
  Message 53: "In addition to the baton, you receive the jackpot of 50 gold coins. Don't spend them all in one place, now."
  Message 54: You roll a six. You move your game piece to the thirteenth well.
  Message 55: Your opponent rolls a four. He moves his game piece to the fifteenth well.
  Message 56: You roll a five. you move your game piece to the thirteenth well.
  Message 57: The Dungeon                                            Bar and Grill     
  Message 58: Your opponent rolls a six. "He's off the board and we have a winner," cries Franklin. "Better luck next time," he says to you.
  Message 59: You roll a four. You move your game piece to the seventeenth well.
  Message 60: Your opponent rolls a two. He moves his game piece to the seventeenth well and knocks you out. "We have a winner," cries Franklin. "Better luck next time," he says to you.
  Message 61: You roll a three. You move your game piece to the sixteenth well.
  Message 62: Your opponent rolls a four. He moves his game piece to the nineteenth well.
  Message 63: You roll a three. You move your game piece to the nineteenth well and knock your opponent's out.
  Message 64: "You don't have an Owaji Starter Set. You need to purchase one first before you can play. You can get one at the game shop in Zenith."
  Message 65: "The jackpot for this match is 50 gold coins. In addition to the gold, the winner will also receive the Novice Baton, which will allow him, or her, to compete in the second rank matches.
  Message 66: "It costs 5 gold coins to play a round. Are you ready to play?"
  Message 67: 
  Message 68: 
  Message 69: 
  Message 70: 
  Message 71: "You don't have enough gold," says Franklin.
  Message 72: You hand Franklin the gold and he says, "When you're ready to play, take a seat across from your opponent."
  Message 73: Dungeon Bar and Grill
  Message 74: "Well, if you change your mind, come on back. You can always find a ready opponent willing to compete."
  Message 75: The bartender hands you a frosty mug of beer. It's rather bland, but it hits the spot.
  Message 76: The bartender takes your gold and hands you a tall glass of ale. You drink it down and it is quite good."
  Message 77: "Most people think there are only four guilds you can join. But those are just the legal ones in town. The Thieves' Guild is alive and well and can be found on the mainland. You'll need a boat to get there.
  Message 78: You find a loose brick in the wall. Removing it, you discover a small lever hidden beneath.
  Message 79: 
  Message 80: 
  Message 81: 
  Message 82: 
  Message 83: 
  Message 84: "Only current members may access the Alchemist's Guild," says Ming Lu. "Talk to me if you want to join or renew your membership."
  Message 85: "Those who wish to join or renew their membership must perform a task for the guild. I have just the task for you, if you so desire."
  Message 86: "There is a race of powerful alchemists who live over in East Zinlasia. They have the ability to create all sorts of powerful potions. We would love to learn to make some of these potions."
  Message 87: "Unfortunately, they are very secretive about their skill, and refuse to share their secrets with anyone. I'd like you to get one of their potions and bring it to me. There's a simple one I've heard they can make."
  Message 88: "It's a potion that can illuminate dark areas, much like a mage's light spell. Perhaps you can convince them to give you such a potion. Or maybe you can just 'acquire' one. Anyway, you need to travel to East Zinlasia and then go to Riddenport."
  Message 89: "Take the ferry to the Talmini Isles and go to the village of Grah'Mok. Speak to the inhabitants there and do what you can to get a Potion of Light. Bring one back to me and you may have access to the Alchemist's Guild."
  Message 90: 
  Message 91: "You are now a member and have full access to all the services of the Alchemist's Guild."
  Message 92: "Have you brought me a Potion of Light yet?" she asks. You tell her no.
  Message 93: "This is wonderful!" she exclaims. "I knew you wouldn't have any trouble." She takes the potion from you and carefully examines it. "Wait til I show the others," she says. 
  Message 94: "Oh, yes. I almost forgot. You now have full membership to the Alchemist's Guild. Go right on in."
  Message 95: They say it's located in a cave near the river."
  Message 96: You ask him if he can alter a pair of boots. "Sure," he answers. You hand him the boots and he asks, "What size would you like these?" 
  Message 97: You explain the size you need and tell him you think that would be extra, extra large. "Well actually, that's extra, extra, extra large. But no problem." (continue)
  Message 98: You have no reason to have any more boots altered.
  Message 99: You need a pair of boots before you can ask him to alter them.
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Jerod's Fine Garments
  Message 121: Sam's Sandwich Shop
  Message 122: P. V.'s Playhouse
  Message 123: Wicks 'N Sticks
  Message 124: Giovani's Gems
  Message 125: Locksmith
  Message 126: Winston's Head Gear
  Message 127: Gloves and Gauntlets
  Message 128: Weapon Shop
  Message 129: Fletcher
  Message 130: Armor Shop
  Message 131: Footwear
  Message 132: Custom Shields
  Message 133: Milton's Treasures                                           thru alley   ---->
  Message 134: Alchemist's Guild
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 30 name: Ming Lu
  Personality 30 confused: "I can't answer that right now."
  Personality 30 look    : You see a pretty, young woman standing before you. She has a very peaceful look about her.
  Personality 30 ask name: "My name is Ming Lu," she says in a kind voice. "Welcome to the Alchemist's Guild."
  Personality 30 ask job : "I welcome members to the guild, new and old. Do you have any questions about the guild?"
  Personality 31 name: Curly
  Personality 31 confused: Can't help you there."
  Personality 31 look    : You see a bald man wearing a grocer's apron. He is busy stocking the shelves with various reagents.
  Personality 31 ask name: "I'm Curly," he says in a friendly voice. "Is there something I can help you with?"
  Personality 31 ask job : "I run the greenhouse," he says. "I make sure we have all reagents in stock at all times. The alchemists here are always needing more reagents."
  Personality 32 name: Mother Mayai
  Personality 32 confused: 
  Personality 32 look    : Standing behind the counter, you see an elderly woman, busily mixing ingredients. 
  Personality 32 ask name: "I am Mother Mayai," she says, not bothering to stop what she is doing. "How can I help you?"
  Personality 32 ask job : "I can sell you recipes. I know all the alchemical recipes there are," she says proudly. "But I won't sell all of them. Some, you'll just have to learn on your own."
  Personality 33 name: Aquarius
  Personality 33 confused: "That doesn't vibe."
  Personality 33 look    : You see a middle aged woman wearing a gaudy, sequined dress and an ankh around her neck.
  Personality 33 ask name: "My name is Aquarius," she says. "Peace be with you."
  Personality 33 ask job : "My job is to spread peace and happiness amongst my fellow man. And I sell potions, too."
  Personality 34 name: P. V. Witliss
  Personality 34 confused: "Say again?"
  Personality 34 look    : You see an elegantly dressed man, nervously scouring the premises for any type of dirt or flaw. "Everything must be perfect," he mumbles under his breath.
  Personality 34 ask name: "P. V. Witliss, at your service," he says. He waits for your next inquiry, but you can see he is antsy to continue his diligent inspection of the theatre.
  Personality 34 ask job : "I own and manage the playhouse. Right now, I'm going over the entire premises to make sure everything is perfect."
  Personality 35 name: unused
  Personality 35 confused: "Don't know nothing about that."
  Personality 35 look    : You see a portly, middle aged man standing behind the counter, wiping it down with a small rag. He looks up and says, "Welcome you's to my bar."
  Personality 35 ask name: "I's Al, I am," he says with a big smile. "What can I do for you's? We's got food and drink."
  Personality 35 ask job : "I runs this joint. And it's a nice livin' I must say. Gets to meet interestin' people and I hears a little gossip from times to time."
  Personality 36 name: Beetle
  Personality 36 confused: 
  Personality 36 look    : You see an old man, hobbling back and forth behind the counter. He is carrying small vials of powders and placing them in their proper spots on the shelf.
  Personality 36 ask name: "My name is Beetle," he answers in a shaky voice. "What do you want?"
  Personality 36 ask job : "I am a member of the Alchemist's Guild. I sell magic powders." He thinks for a moment. "You know," he begins, "I was one of the original members of the Guild."
  Personality 37 name: Jason
  Personality 37 confused: 
  Personality 37 look    : The young man standing behind the counter is polishing a pair of boots. He is whistling a tune you're not familiar with.
  Personality 37 ask name: "I'm Jason," he says, in a friendly tone. "What can I do for you today?"
  Personality 37 ask job : "I sell boots," he answers, happily. "I'm doing pretty well, too. I opened this shop about a year ago, and business has been very good."
  Personality 38 name: Unused
  Personality 38 confused: 
  Personality 38 look    : 
  Personality 38 ask name: 
  Personality 38 ask job : 
  Personality 39 name: Unused
  Personality 39 confused: 
  Personality 39 look    : 
  Personality 39 ask name: 
  Personality 39 ask job : 
  Node 0 person  : 30- Ming Lu
  Node 0 keywords: alch guil
  Node 0 type    : 0
  Node 0 text0   : "The Alchemist's Guild is a members only establishment that teaches and provides services for those interested in the creation of potions by use of reagents. All the reagents are grown on site inside our greenhouse.
  Node 0 text1   : Would you like to know about our services or a little bit of the history of the guild?"
  Node 1 person  : 30- Ming Lu
  Node 1 keywords: serv xxxx
  Node 1 type    : 0
  Node 1 text0   : "We offer the sale of pre-mixed potions and powders. You may buy recipes for creating your own potions. And we sell home grown reagents, also for the use of creating your own potions."
  Node 1 text1   : 
  Node 2 person  : 30- Ming Lu
  Node 2 keywords: reci maya
  Node 2 type    : 0
  Node 2 text0   : "You can buy most, but not all, of the alchemical recipes that are available. Mother Mayai is the one to see if you are interested in buying recipes. 
  Node 2 text1   : You will have to learn the most potent recipes on your own. They can be discovered throughout your travels, but you will need to be diligent in your explorations."
  Node 3 person  : 30- Ming Lu
  Node 3 keywords: poti aqua
  Node 3 type    : 0
  Node 3 text0   : "We offer our members a large selection of alchemical potions at a discounted price. Speak with Aquarius if it's potions that you're interested in."
  Node 3 text1   : 
  Node 4 person  : 30- Ming Lu
  Node 4 keywords: powd beet
  Node 4 type    : 0
  Node 4 text0   : "The use of powders is not as popular as potion use, but I think you will find that powders can be very beneficial in certain situations. I always keep some on hand, myself.
  Node 4 text1   : Speak with Beetle and you'll find he has a nice selection."
  Node 5 person  : 30- Ming Lu
  Node 5 keywords: reag curl
  Node 5 type    : 0
  Node 5 text0   : "We grow a full assortment of reagents in our greenhouse. Curly oversees their growth with tender loving care. You can buy any reagent you need from him."
  Node 5 text1   : 
  Node 6 person  : 30- Ming Lu
  Node 6 keywords: gree xxxx
  Node 6 type    : 0
  Node 6 text0   : "Feel free to take a stroll through the greenhouse. Just keep in mind the rule...Look but don't touch. Besides, picking unripe reagents will ruin their magical properties."
  Node 6 text1   : 
  Node 7 person  : 34- P. V. Witliss
  Node 7 keywords: perf xxxx
  Node 7 type    : 0
  Node 7 text0   : "The playhouse must be immaculate for it's reopening. It's been closed down for remodeling, you know. I had a beautiful new carpet put down inside the theatre. I bought it in Zenith."
  Node 7 text1   : 
  Node 8 person  : 34- P. V. Witliss
  Node 8 keywords: zeni xxxx
  Node 8 type    : 0
  Node 8 text0   : "It's a beautiful city. Much more cultured than here. I might look into opening a theatre over there, someday."
  Node 8 text1   : 
  Node 9 person  : 30- Ming Lu
  Node 9 keywords: join rene
  Node 9 type    : 29
  Node 9 text0   : "This should be a simple task for the likes of you."
  Node 9 text1   : 
  Node 10 person  : 30- Ming Lu
  Node 10 keywords: ligh task
  Node 10 type    : 29
  Node 10 text0   : "Thank you for bringing the Potion of Light. With luck, we will be able to reproduce the formula." You think about showing her the recipe, but then change your mind. Why give away the Ormanipu's secrets.
  Node 10 text1   : 
  Node 11 person  : 33- Aquarius
  Node 11 keywords: peac happ
  Node 11 type    : 0
  Node 11 text0   : "Can't you feel the happiness spreading through your body?"
  Node 11 text1   : 
  Node 13 person  : 33- Aquarius
  Node 13 keywords: body xxxx
  Node 13 type    : 0
  Node 13 text0   : "Your body is the container of your cosmic soul, you know."
  Node 13 text1   : 
  Node 14 person  : 30- Ming Lu
  Node 14 keywords: hist xxxx
  Node 14 type    : 0
  Node 14 text0   : "The original Alchemist's Guild was banned from Independence City about eight years ago, along with all the other guilds. We set up a new guild on the mainland. Then, three years ago, Mayor Brundig welcomed the guilds back into the city." (more)
  Node 14 text1   : 
  Node 15 person  : 31- Curly
  Node 15 keywords: gree xxxx
  Node 15 type    : 0
  Node 15 text0   : "The greenhouse is where we grow all the reagents for the Alchemist's Guild. Did you want to buy some?"
  Node 15 text1   : 
  Node 16 person  : 31- Curly
  Node 16 keywords: purc xxxx
  Node 16 type    : 7
  Node 16 text0   : Curly's Reagents
  Node 16 text1   : 
  Node 17 person  : 32- Mother Mayai
  Node 17 keywords: alch reci
  Node 17 type    : 0
  Node 17 text0   : "You must know the recipe before you can create a potion. Just let me know if you want to buy one."
  Node 17 text1   : 
  Node 18 person  : 32- Mother Mayai
  Node 18 keywords: purc xxxx
  Node 18 type    : 11
  Node 18 text0   : Mother Mayai's Recipes
  Node 18 text1   : 
  Node 19 person  : 33- Aquarius
  Node 19 keywords: cosm soul
  Node 19 type    : 0
  Node 19 text0   : "You're not very hip, are you?"
  Node 19 text1   : 
  Node 20 person  : 36- Beetle
  Node 20 keywords: purc powd
  Node 20 type    : 7
  Node 20 text0   : Magic Powders
  Node 20 text1   : 
  Node 21 person  : 36- Beetle
  Node 21 keywords: orig memb
  Node 21 type    : 0
  Node 21 text0   : "Back in the days when we were allowed to use reagents and magic potions." You tell him you're allowed to use reagents and potions today. "We are?" he asks. "Just today?"
  Node 21 text1   : You tell him every day...alchemy is no longer banned in the city. "It's not?" he asks. (more)
  Node 22 person  : 36- Beetle
  Node 22 keywords: more xxxx
  Node 22 type    : 0
  Node 22 text0   : You tell him magic is no longer banned in Independence City. That's why all the guilds moved back to the city. "Oh," he says, somewhat confused. "Never mind."
  Node 22 text1   : 
  Node 30 person  : 30- Ming Lu
  Node 30 keywords: more xxxx
  Node 30 type    : 0
  Node 30 text0   : "Because of the dangers on the mainland, and especially our proximity to the Nephilim lands, we gladly returned. The new guild here is a little smaller than the one on the mainland, but it suits our needs."
  Node 30 text1   : 
  Node 31 person  : 30- Ming Lu
  Node 31 keywords: brun xxxx
  Node 31 type    : 0
  Node 31 text0   : "The city is better off without him. He was not well liked among the alchemists."
  Node 31 text1   : 
  Node 32 person  : 30- Ming Lu
  Node 32 keywords: neph xxxx
  Node 32 type    : 0
  Node 32 text0   : "We lost a couple members to a Nephilim attack. It seems we moved back to the city just in time."
  Node 32 text1   : 
  Node 33 person  : 33- Aquarius
  Node 33 keywords: medi xxxx
  Node 33 type    : 7
  Node 33 text0   : Potions by Aquarius
  Node 33 text1   : 
  Node 34 person  : 36- Beetle
  Node 34 keywords: alch guil
  Node 34 type    : 0
  Node 34 text0   : "Yes, the Alchemist's Guild. Did I tell you that I was one of the original members?"
  Node 34 text1   : 
  Node 35 person  : 33- Aquarius
  Node 35 keywords: purc poti
  Node 35 type    : 0
  Node 35 text0   : "I have weak potions and medium potions. Which can you afford?"
  Node 35 text1   : 
  Node 36 person  : 33- Aquarius
  Node 36 keywords: weak xxxx
  Node 36 type    : 7
  Node 36 text0   : Potions by Aquarius
  Node 36 text1   : 
  Node 37 person  : 31- Curly
  Node 37 keywords: reag xxxx
  Node 37 type    : 0
  Node 37 text0   : "Reagents are extremely difficult to find growing in the wild. That's why we grow our own in the greenhouse. Having ready access to reagents makes alchemy a more popular form of magic."
  Node 37 text1   : 
  Node 38 person  : 31- Curly
  Node 38 keywords: alch xxxx
  Node 38 type    : 0
  Node 38 text0   : "Alchemy is not as popular as the other two magic disciplines, but many don't realize how important and powerful potions can be. Where would a mage be without ample bottles of energy potions?
  Node 38 text1   : And what good is a priest without a stock of resurrection balm. So never underestimate the importance of a good alchemist."
  Node 39 person  : 37- Jason
  Node 39 keywords: busi good
  Node 39 type    : 0
  Node 39 text0   : "I always wanted my own business, but wasn't sure if I could make it on my own. But I've done well over the past  year, so I can't complain." (more)
  Node 39 text1   : 
  Node 40 person  : 37- Jason
  Node 40 keywords: comp more
  Node 40 type    : 0
  Node 40 text0   : "Many people seem to have a lot to complain about these days. They're unhappy that our city is going to come under rule of the Zinlasian government. I think it's great.
  Node 40 text1   : It will boost the city's economy, we'll have more money for expansion, and we'll obtain powerful allies for times of need. I can't complain about that."
  Node 41 person  : 37- Jason
  Node 41 keywords: boot purc
  Node 41 type    : 7
  Node 41 text0   : Jason's Footwear
  Node 41 text1   : 
  Node 42 person  : 37- Jason
  Node 42 keywords: alte xxxx
  Node 42 type    : 29
  Node 42 text0   : "Yes, I do alterations. If you ever need a pair of boots altered in size to fit your foot better, just let me know."
  Node 42 text1   : 
  Node 43 person  : 37- Jason
  Node 43 keywords: cont xxxx
  Node 43 type    : 0
  Node 43 text0   : You ask him how much it will cost. "No charge," he says with a smile. "As a new shop owner, I'm trying to drum up business. Just give me a little time and I'll make these boots large enough to fit tree trunks."
  Node 43 text1   : You patiently wait, and in an hour or so, he shows you his work. You thank him and take the now extra, extra, extra, large boots. 

  Town = 4:                              

  Town Messages:
  Message 0:                              
  Message 1: The Citadel                  
  Message 2: Mage's Guild lev. 2          
  Message 3: Playhouse Basement           
  Message 4: Playhouse Basement           
  Message 5: Underground Tunnel           
  Message 6: Underground Tunnel           
  Message 7: Temple Basement              
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Now, as stated in your book, you arrived in West Zinlasia roughly three years ago. And you joined many of the guilds in the land. That's commendable. We do require our recruits to be well rounded and skilled in many areas."
  Message 21: "Let's see," he says, looking through his notes. "The part about you saving Independence City from the threat of...Mother, I believe you called it. That was very impressive."
  Message 22: "And then, you went on that quest to rescue that dim-witted Mayor Brundig in that Magite insane asylum. Oh, yes...and Montague, the head of some thieves' guild was trapped there with you too."
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: He looks up from his notes and says," Now I forget, I know one of those guys didn't make it out of there alive. Which one of them did you rescue?"
  Message 27: 1) Mayor Brundig
  Message 28: 2) Montague
  Message 29: Leave) I don't remember.
  Message 30: 
  Message 31: 
  Message 32: "Oh, yes. That's right. He was removed from office, I believe. He was the cause of the war between the Nephilim and the humans in West Zinlasia. Well, that's what happens when you mix arrogance and stupidity."
  Message 33: "And this Montague person died, did he?" You tell him yes. "Actually, I believe you killed him. Isn't that what you said in the book?" You tell him that it was necessary in order to rescue Mayor Brundig. 
  Message 34: "It seemed like a bit of an extreme move, to me," says the general. He writes some notes down on the paper in front of him and then continues.
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: "Oh, yes. That's right. Whatever happened to Montague, anyway?" You tell him that you don't know. "It was probably just as well that Brundig didn't make it out. He probably would have been thrown out of office and possibly jailed."
  Message 39: "It was his actions that started the war between the Nephilim and the humans in West Zinlasia. Still, I'd say you failed in your mission to rescue the guy. Hmmmm."
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: "Really?" he asks, incredulously. "What's the matter? Memory going on you? We need sharp-witted recruits in the Odashai Guardians. Our troops need to remember complex orders and directions to successfully complete their missions."
  Message 45: 
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: "Well, anyway. Let's discuss your history since you arrived here in East Zinlasia. That was about two years ago. Am I right?" You nod your head. "You decided to take a break from adventuring at this point. Perfectly understandable."
  Message 51: "It must have been quite a culture shock to you when you discovered the metropolis of Zenith and it's surrounding communities. I understand you had assumed that the Magite race had been wiped out."
  Message 52: You tell him that you had discovered a huge underground city below the surface of Hollis Island and there was evidence that all the Magites had been destroyed in a fiery cataclysm, two hundred years ago.
  Message 53: "Well, most of them were destroyed," interjects the general. "But a small population did escape the destruction and built up a small community, here, in East Zinlasia. Today, of course, the race flourishes."
  Message 54: "As I recall, they created the portal connecting East and West Zinlasia, with your help. Up until you arrived, we didn't even know that West Zinlasia was populated. No one had ever crossed the Catsclaw Mountains."
  Message 55: "Let's get back to you, now," says General Vargas. "How long did it take for you to write your book?" You tell him "about a year." He writes more notes on the paper. "And what have you done since your book was published?"
  Message 56: You tell him that you've done a little freelance writing, here and there. You've mostly relied on the money you made from your book. It was a pretty big seller. "So you've led a pretty inactive life for the last two years?" questions Vargas.
  Message 57: You're not quite sure what to say. You know he's right. Your skills have definitely gotten a bit rusty over those two years. You try to come up with an answer that doesn't sound stupid, but you just can't come up with anything positive to say.
  Message 58: The general spares you the embarrassment of an answer by saying, "I just don't think we have a position for you in the Guardians right now. I'll tell you what. I have no doubt that you have what it takes. I just think you need a little more experience." 
  Message 59: "Why don't you and your "Club" go out and rack up a few more adventures. Get yourselves back in shape. Then come back here in a year or so, and maybe we'll have an opening for you."
  Message 60: You feel totally dejected. You decide to take the portal back to Hollis Island and go back and join Clara and Bonnie in Harper. Clara and her niece, Bonnie, took care of you when you first arrived in this part of the world.
  Message 61: Bonnie fell in love with the idea of an adventurer's club and has been wanting to build an official meeting house for such a club. Maybe now is the time to resurrect the Adventurer's Club!
  Message 62: Written on the front of this chest are the words "temple donations". You open the lid and find 1000 gold coins! You gather up the coins and add them to your inventory.
  Message 63: This crate has been broken into and anything that was inside is now gone. You wonder if the Holy Goblet was one of those items.
  Message 64: This chest has been broken into. There's nothing left inside.
  Message 65: You start to get the feeling that you're being watched. As you stop to look around, you see small, snarling lizard-like creatures peering out at you from all sides. They're kobolds. 
  Message 66: These are the creatures that must have broken into the temple basement. Now that you've seen them, they swarm out for the attack!
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Commander in Chief
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
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  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 40 name: Belinda
  Personality 40 confused: "I don't know."
  Personality 40 look    : The woman behind the counter is busily organizing the various bottles of potions that are kept behind her.
  Personality 40 ask name: She turns around and addresses you, "My name is Belinda. How can I help you?"
  Personality 40 ask job : "I sell potions for all sorts of medical purposes."
  Personality 41 name: Stan
  Personality 41 confused: "Can't help you with that."
  Personality 41 look    : The man behind the counter is following a buzzing fly with his eyes. He swings the fly swatter he's holding at the fly, and it makes a loud noise as it hits the counter. "Missed!" he cries.
  Personality 41 ask name: "I'm Stan," he says, ignoring the insect. "What can I do for you? Got a problem with pests?"
  Personality 41 ask job : "I get rid of unwanted pests...of the bug and rodent variety, that is. Any human pests you want rid of, you'll have to go some place else, if you get my meaning." He snickers. 
  Personality 42 name: Dr. Cassius
  Personality 42 confused: "I have little time for questions."
  Personality 42 look    : The man in this room is busy writing in his notepad. He looks up at you and asks, "What can I do for you, today?"
  Personality 42 ask name: "I am Dr. Cassius." He looks you over. "Well, there certainly are a lot of you. Do you all need healing?"
  Personality 42 ask job : "I have worked as a doctor at the Medical Center for about seven years now. This center has been here for about twelve years now and has become a great success." 
  Personality 43 name: Nurse
  Personality 43 confused: "Don't know."
  Personality 43 look    : You see a dismal looking woman, sitting at the nurse's station. She doesn't bother to look up at you.
  Personality 43 ask name: "May I help you?"
  Personality 43 ask job : "I am the head nurse of this ward."
  Personality 44 name: Nurse
  Personality 44 confused: "Don't know."
  Personality 44 look    : The woman behind the counter is sitting quietly, reading a magazine. She doesn't bother to look up.
  Personality 44 ask name: "May I help you?"
  Personality 44 ask job : "I am the head nurse of this ward."
  Personality 45 name: Angelique
  Personality 45 confused: She just stares at you.
  Personality 45 look    : You see a mystical looking woman standing behind the counter. She looks at you with a piercing gaze.
  Personality 45 ask name: "I am Angelique," she says in a husky voice. "What can I do for you?"
  Personality 45 ask job : "I have level five mage spells to sell to you," she says. "Check them out and see what you like."
  Personality 46 name: Hephestes
  Personality 46 confused: "I can't say."
  Personality 46 look    : "You see a wizened old man, standing behind the counter. There are little magic wands all lined up in rows on the shelves behind him.
  Personality 46 ask name: "I'm Hephestes," he says in a crackly voice. "What can I do for you?"
  Personality 46 ask job : "I sell these magic wands," he says, pointing behind him. "Please, buy as many as you like."
  Personality 47 name: Romboli
  Personality 47 confused: "I can't answer that."
  Personality 47 look    : The mage behind the counter looks to be a very accomplished magician. He looks quite impressive in his flowing robes and magician's cap.
  Personality 47 ask name: "I am Romboldi," he says. "I hope I can be of service to you."
  Personality 47 ask job : "I can teach  the spells of the sixth circle. These are powerful spells, so they're priced accordingly."
  Personality 48 name: Warden Reilly
  Personality 48 confused: "I have no time to discuss that."
  Personality 48 look    : The man sitting at his desk is looking over some notes. As you enter the room, he acknowledges you by raising a finger as if to say, "just one moment."
  Personality 48 ask name: He looks up from his papers and says, "I'm Warden Reilly. Can I help you with something?"
  Personality 48 ask job : "I'm the warden of the City Jail," he says, with little interest. "I'm a little busy right now, so unless this is important, I need to get back to my work."
  Personality 49 name: General Vargas
  Personality 49 confused: "I have no time for questions right now."
  Personality 49 look    : You see a large, impressive looking man, sitting behind the desk. He is dressed in heavy armor and he looks a bit intimidating.
  Personality 49 ask name: "I am General Vargas, Commander of the Odashai Guardians. It has been a pleasure speaking with you."
  Personality 49 ask job : "My job keeps me very busy, and I'm afraid I have no more time for idle chatter. Now, if you'll excuse me, I have important matters to attend to."
  Node 0 person  : 40- Belinda
  Node 0 keywords: medi purp
  Node 0 type    : 0
  Node 0 text0   : "You know, healing, poison curing...that sort of thing."
  Node 0 text1   : 
  Node 1 person  : 40- Belinda
  Node 1 keywords: purc poti
  Node 1 type    : 7
  Node 1 text0   : Pharmacy
  Node 1 text1   : 
  Node 2 person  : 41- Stan
  Node 2 keywords: pest prob
  Node 2 type    : 0
  Node 2 text0   : I sell insecticides and poison. Also, I buy asp fangs and spider glands. I use them to create some of the poisons I make. So tell me if you have any you want to sell."
  Node 2 text1   : 
  Node 3 person  : 41- Stan
  Node 3 keywords: pers serv
  Node 3 type    : 29
  Node 3 text0   : "I'll come out to the premises and assess the problem. Then depending on the severity of the situation, I will do what needs to be done."   You tell him you are in no need of his services at this time.
  Node 3 text1   : 
  Node 4 person  : 41- Stan
  Node 4 keywords: purc pois
  Node 4 type    : 7
  Node 4 text0   : Pest Control
  Node 4 text1   : 
  Node 5 person  : 42- Dr. Cassius
  Node 5 keywords: cent medi
  Node 5 type    : 0
  Node 5 text0   : "This is the first modern medical facility of it's kind, as far as I know. When the priests were banned from the city, there became a need for a healing facility based on science and not on magic.
  Node 5 text1   : So the Medical Center was built. Now the priests have returned, giving the public two options for their health care."
  Node 6 person  : 42- Dr. Cassius
  Node 6 keywords: scie magi
  Node 6 type    : 0
  Node 6 text0   : "Science is much more reliable than magic ever was. And the success of this center is proof of that. Just don't tell the priests and healers I said that."
  Node 6 text1   : 
  Node 7 person  : 42- Dr. Cassius
  Node 7 keywords: heal xxxx
  Node 7 type    : 12
  Node 7 text0   : Dr. Cassius
  Node 7 text1   : 
  Node 8 person  : 43- Nurse
  Node 8 keywords: nurs ward
  Node 8 type    : 0
  Node 8 text0   : "This is the ward for the mentally disturbed patients."
  Node 8 text1   : 
  Node 9 person  : 43- Nurse
  Node 9 keywords: beis xxxx
  Node 9 type    : 0
  Node 9 text0   : "Dr. Beispew is the head of the Medical Center. He was one of the founders of the project. Anyway, you must get his permission to enter this ward."
  Node 9 text1   : 
  Node 10 person  : 44- Nurse
  Node 10 keywords: nurs ward
  Node 10 type    : 0
  Node 10 text0   : "Patients who must stay over night are kept here in comfortable rooms. It is my job to make sure all their needs are tended to. We have an open visitor policy so free feel come and go as you please."
  Node 10 text1   : 
  Node 11 person  : 48- Warden Reilly
  Node 11 keywords: impo xxxx
  Node 11 type    : 0
  Node 11 text0   : "Okay," he says, giving you his attention. "What's so important?"
  Node 11 text1   : 
  Node 12 person  : 48- Warden Reilly
  Node 12 keywords: work xxxx
  Node 12 type    : 0
  Node 12 text0   : "It's no concern of yours," he says, bluntly.
  Node 12 text1   : 
  Node 13 person  : 48- Warden Reilly
  Node 13 keywords: john xxxx
  Node 13 type    : 1
  Node 13 text0   : "He's the little thief that I've got locked up. If you're here to help him, don't waste your time talking to me. Judge Hasting's got the final word on his fate."
  Node 13 text1   : "I guess he was innocent. Though I find it hard to believe."
  Node 14 person  : 45- Angelique
  Node 14 keywords: spel purc
  Node 14 type    : 9
  Node 14 text0   : Angelique's Spells
  Node 14 text1   : 
  Node 15 person  : 43- Nurse
  Node 15 keywords: perm xxxx
  Node 15 type    : 1
  Node 15 text0   : "Dr. Beispew is the only one who can give you permission to enter the Psych Ward."
  Node 15 text1   : "I don't know why he gave 'you' permission," she grumbles.
  Node 16 person  : 46- Hephestes
  Node 16 keywords: magi wand
  Node 16 type    : 0
  Node 16 text0   : "Magic wands can be invaluable when you run short of mana and you're surrounded by foes."
  Node 16 text1   : 
  Node 17 person  : 46- Hephestes
  Node 17 keywords: purc xxxx
  Node 17 type    : 7
  Node 17 text0   : Hephestes' Wands
  Node 17 text1   : 
  Node 18 person  : 48- Warden Reilly
  Node 18 keywords: judg hast
  Node 18 type    : 0
  Node 18 text0   : "You can find him in the Hall of Justice. Just take the stairs outside my office."
  Node 18 text1   : 
  Node 22 person  : 47- Romboli
  Node 22 keywords: purc spel
  Node 22 type    : 9
  Node 22 text0   : Romboli's Spells
  Node 22 text1   : 
  Node 35 person  : 41- Stan
  Node 35 keywords: fang xxxx
  Node 35 type    : 0
  Node 35 text0   : "I pay 25 gold pieces for each pair of fangs. Are you still interested?"
  Node 35 text1   : 
  Node 36 person  : 41- Stan
  Node 36 keywords: inte xxxx
  Node 36 type    : 29
  Node 36 text0   : "You don't have any asp fangs," he says, looking over your inventory.
  Node 36 text1   : 
  Node 38 person  : 41- Stan
  Node 38 keywords: inse xxxx
  Node 38 type    : 0
  Node 38 text0   : "I sell poisons of different strengths to get rid of nasty insects and pests. Did you want to buy some?"
  Node 38 text1   : 
  Node 39 person  : 41- Stan
  Node 39 keywords: sell xxxx
  Node 39 type    : 0
  Node 39 text0   : "Do you want to sell asp fangs or spider glands?"
  Node 39 text1   : 
  Node 40 person  : 41- Stan
  Node 40 keywords: spid glan
  Node 40 type    : 0
  Node 40 text0   : I pay 30 gold for spider glands. Is that okay?"
  Node 40 text1   : 
  Node 41 person  : 41- Stan
  Node 41 keywords: okay xxxx
  Node 41 type    : 29
  Node 41 text0   : "You don't have any spider glands," he says, looking over your inventory.
  Node 41 text1   : 

  Town = 5: Underground Caverns          

  Town Messages:
  Message 0: Underground Caverns          
  Message 1: Rectangle 1                  
  Message 2: Rectangle 2                  
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "We're not going to have to fight anything in here, are we?" asks Homer. "Don't worry," you tell him. "We'll handle the fighting."
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
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  Message 139: 

  TownDialogue:
  Personality 50 name: Homer
  Personality 50 confused: "I don't know about that."
  Personality 50 look    : You see a young, kind of awkward looking man. He is holding a small, dull sword.
  Personality 50 ask name: "I'm Homer," he says.
  Personality 50 ask job : "I'm an adventurer, like you. Well, actually, I'm just starting out. But I'm ready to go on an adventure."
  Personality 51 name: Gus
  Personality 51 confused: "I don't know."
  Personality 51 look    : The young man slouched behind the counter looks a bit bored. He straightens up as he sees you come in.
  Personality 51 ask name: "I'm Gus."
  Personality 51 ask job : "I rent boats for use on the Independence Park lake."
  Personality 52 name: Chef
  Personality 52 confused: "Don't know about that."
  Personality 52 look    : You see a sweaty looking man preparing food behind the counter. It looks edible, but thats about all.
  Personality 52 ask name: "The guys here call me Chef," he says.
  Personality 52 ask job : "I prepare food for the troops," he answers, taking a bite out of one of the sandwiches he's making. "Want some?"
  Personality 53 name: Clarence
  Personality 53 confused: 
  Personality 53 look    : The man behind the counter, is looking down at some paperwork he is filling out. He greets you as you come in.
  Personality 53 ask name: "I'm Clarence. Welcome to my humble establishment. Would you like a room? They're 15 gold per night."
  Personality 53 ask job : "I am the owner of this inn. I also work the front desk during slow periods, like now. Can't afford a full time staff in the off season."
  Personality 54 name: Paula
  Personality 54 confused: 
  Personality 54 look    : You see a perky looking woman, standing behind the counter. She smiles as you enter the shop.
  Personality 54 ask name: "I'm Paula," she says. "How can I help you?"
  Personality 54 ask job : "I run this pet shop. We sell all kinds of adorable animals to people who have a loving home to offer them. I have a fairly large selection."
  Personality 55 name: Johnny
  Personality 55 confused: "What?"
  Personality 55 look    : The thief standing in front of you is no more than a boy. His clothes are ragged and his face, smudged with dirt.
  Personality 55 ask name: "My name's Johnny," he says, sounding depressed.
  Personality 55 ask job : "I'm a member of the Thieves' Guild. They'll probably throw me out after they find out that I was caught."
  Personality 56 name: Tasha
  Personality 56 confused: 
  Personality 56 look    : You see a sleek, muscular woman with jet black hair. She is beautiful, but at the same time, looks like someone you would not want to tangle with.
  Personality 56 ask name: "I am Tasha," she says, with a slightly foreign sounding accent. "Have you come for my class?"
  Personality 56 ask job : "I teach self defense. It is a special class, taught in between semesters. I charge 80 gold a lesson, per student. Do you want a lesson?"
  Personality 57 name: Unused
  Personality 57 confused: 
  Personality 57 look    : 
  Personality 57 ask name: 
  Personality 57 ask job : 
  Personality 58 name: Unused
  Personality 58 confused: 
  Personality 58 look    : 
  Personality 58 ask name: 
  Personality 58 ask job : 
  Personality 59 name: Unused
  Personality 59 confused: 
  Personality 59 look    : 
  Personality 59 ask name: 
  Personality 59 ask job : 
  Node 0 person  : 50- Homer
  Node 0 keywords: join xxxx
  Node 0 type    : 29
  Node 0 text0   : "Oh, okay," he says, looking disappointed. "Well, if you ever need an extra hand, just let me know."
  Node 0 text1   : 
  Node 1 person  : 52- Chef
  Node 1 keywords: food some
  Node 1 type    : 0
  Node 1 text0   : "There's some extras there on the counter. Help yourself. Come back later if you want some more. There's always plenty to go around."
  Node 1 text1   : 
  Node 2 person  : 51- Gus
  Node 2 keywords: boat rent
  Node 2 type    : 0
  Node 2 text0   : "All I have are rowboats right now. It's 10 gold for an hour. Would you like to rent a rowboat?"
  Node 2 text1   : 
  Node 3 person  : 54- Paula
  Node 3 keywords: food purc
  Node 3 type    : 0
  Node 3 text0   : "I'm having a special right now on Doggie Treats. They're just 2 gold while supplies last. Does that interest you?" 
  Node 3 text1   : 
  Node 4 person  : 51- Gus
  Node 4 keywords: rowb xxxx
  Node 4 type    : 20
  Node 4 text0   : You pay him the 10 gold coins and he hands you the oars and says, "It should be right outside on the dock, though sometimes the boats don't get put away, so just go look for it. Have fun."
  Node 4 text1   : "I'm afraid you don't have enough money."
  Node 5 person  : 51- Gus
  Node 5 keywords: park lake
  Node 5 type    : 0
  Node 5 text0   : "Independence Park is the centerpiece of the city. The lake is man-made and boating on it's waters is very enjoyable."
  Node 5 text1   : 
  Node 6 person  : 51- Gus
  Node 6 keywords: inde lake
  Node 6 type    : 0
  Node 6 text0   : "That's the lake in the center of town square. You can row out to the island for a picnic. It's quite pleasant this time of year."
  Node 6 text1   : 
  Node 8 person  : 53- Clarence
  Node 8 keywords: slow seas
  Node 8 type    : 0
  Node 8 text0   : "Business has been quite poor these days, with the Nephilim uprising and all.
  Node 8 text1   : 
  Node 9 person  : 53- Clarence
  Node 9 keywords: neph upri
  Node 9 type    : 0
  Node 9 text0   : "People are afraid to visit Hollis Island now. They think the Nephilim are planning an attack any day now. They could be right."
  Node 9 text1   : 
  Node 10 person  : 53- Clarence
  Node 10 keywords: room xxxx
  Node 10 type    : 3
  Node 10 text0   : He gives you the key to your room, and you have a pleasant night's rest.
  Node 10 text1   : "I'm afraid you don't quite have enough gold."
  Node 11 person  : 54- Paula
  Node 11 keywords: miss stan
  Node 11 type    : 0
  Node 11 text0   : "It's her day off today. I think she'll be in next Thursday. Next person in line, please."
  Node 11 text1   : 
  Node 12 person  : 56- Tasha
  Node 12 keywords: less xxxx
  Node 12 type    : 30
  Node 12 text0   : "Well, if you change your mind, I will be happy to give you a lesson some other time."
  Node 12 text1   : 
  Node 13 person  : 52- Chef
  Node 13 keywords: purc xxxx
  Node 13 type    : 0
  Node 13 text0   : "This ain't no restaurant," he laughs. "I don't sell anything here. If you're hungry, take what's on the counter. If you want more, you'll have to come back later."
  Node 13 text1   : 
  Node 14 person  : 54- Paula
  Node 14 keywords: sele xxxx
  Node 14 type    : 0
  Node 14 text0   : "I have dogs, cats, lizards, and a cave slime, which makes an adorable pet. They're so cute. And if you buy one and it gets lonely, you can just chop it in half and you'll have an instant playmate for it.
  Node 14 text1   : And, of course, I sell pet food, too."
  Node 15 person  : 54- Paula
  Node 15 keywords: inte trea
  Node 15 type    : 29
  Node 15 text0   : "Is there anything else I can get for you?"
  Node 15 text1   : 
  Node 16 person  : 55- Johnny
  Node 16 keywords: caug xxxx
  Node 16 type    : 0
  Node 16 text0   : "It was those two dogs that did it. Their barking woke up that guy. He got a good look at me. Just my luck," he says with disgust.
  Node 16 text1   : 
  Node 17 person  : 55- Johnny
  Node 17 keywords: thie guil
  Node 17 type    : 1
  Node 17 text0   : "It's on the mainland, hidden in a cave. Hey, maybe you could help me out. Maybe you'd like to join the Guild. I could give you the password to get in, if you do me a favor."
  Node 17 text1   : "It's on the mainland, hidden in a cave."
  Node 18 person  : 50- Homer
  Node 18 keywords: adve xxxx
  Node 18 type    : 0
  Node 18 text0   : "It would be great if I could go with you. I'm sure you've got some great adventures to go." He looks at you with hope in his eyes. "Could I join your group?"
  Node 18 text1   : 
  Node 19 person  : 55- Johnny
  Node 19 keywords: pass favo
  Node 19 type    : 29
  Node 19 text0   : "That shouldn't be too hard...not for you guys."
  Node 19 text1   : 
  Node 20 person  : 55- Johnny
  Node 20 keywords: wilk xxxx
  Node 20 type    : 0
  Node 20 text0   : "He lives in the residential area of town. Just take the main street south, past the school. He lives in the last house on the east side of the street."
  Node 20 text1   : 
  Node 21 person  : 56- Tasha
  Node 21 keywords: clas xxxx
  Node 21 type    : 0
  Node 21 text0   : "I teach lessons on self defense. I can to teach you to better defend yourself, with or without armor. I charge 80 gold per student for one lesson."
  Node 21 text1   : 
  Node 22 person  : 55- Johnny
  Node 22 keywords: judg hast
  Node 22 type    : 0
  Node 22 text0   : "He's in the Hall of Justice. He's usually in his office next to the courtroom."
  Node 22 text1   : 
  Node 23 person  : 55- Johnny
  Node 23 keywords: stat xxxx
  Node 23 type    : 1
  Node 23 text0   : "Put the statuette back in the chest in Wilkson's room and tell Judge Hastings that it was there all the time."
  Node 23 text1   : "I shouldn't have tried to steal that statuette in the first place. It's probably not worth much anyway."

  Town = 6: Residential Area             

  Town Messages:
  Message 0: Residential Area             
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Homer!" cries the woman in the house. "Where the hell have you been?" All the color drains out of Homer's face. "Hello Melissa," he says in a meek voice. "Get your butt in here this minute," she cries.
  Message 21: "Umm, okay," he says. "I guess I have to leave the group,"  he says to you. Melissa continues to rant, "Just what got into you, anyway? You think you can just up and leave and become an 'adventurer'?"
  Message 22: "Well, I have news for you. You have a home and a wife to take care of. And you still haven't fixed my dresser yet, have you? The drawer still keeps falling out. Well, don't just stand there, get over here."
  Message 23: "Well, I guess I'll be seeing ya," he says as he walks over to his wife.
  Message 24: 
  Message 25: 
  Message 26: Homer leaves the party.
  Message 27: "Maybe we shouldn't go into this house," says Homer, nervously. "I don't like the look of this place."
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: "Oh wonderful," she says. "Well, let's see. You were shipwrecked on Hollis Island about three years ago. When you came to Independence City, magic was illegal and all the guilds had been banned."
  Message 34: "This was the doing of Mayor Brundig, who discovered that all the magical beasts of the area had up and left the island. He took this as an omen to abandon the old ways of magic and pursue technology instead."
  Message 35: "Since the guilds were based on the magical arts, they had to go. He removed the Thieves' Guild as well, just because they were such a nuisance. Little did he know that an evil presence was to blame."
  Message 36: "The presence was created 200 years ago when a powerful magic race called the Magites tried to increase their power by creating powerful magic-magnifying altars. What they in fact created was an imbalance in the ether."
  Message 37: "This caused a chain reaction which blew up their underground city and killed their entire population. The resulting residue of the fallout transformed into a living being with strong telepathic powers."
  Message 38: "It's growth was slow, but the magic creatures on the surface began to sense its evil presence and fled the island. Then, it began to telepathically manipulate some of the top officials of the city to do its bidding."
  Message 39: "Well, to make a long story short, you rescued the mayor and found yourself teleported to East Zinlasia. Montague, the head of the Thieves' Guild was killed, and you don't know what became of Grimly."
  Message 40: "Well, to make a long story short, Mayor Brundig tragically perished, you escaped with the help of Montague, the head of the Thieves' Guild, and you don't know what became of Grimly."
  Message 41: Library
  Message 42: Office
  Message 43: Room 220
  Message 44: Room 221
  Message 45: Room 222
  Message 46: Room 223
  Message 47: Room 224
  Message 48: "So, around the time you showed up, the city of Independence had become a sitting target due to its psychic manipulations. With no magic and a weak military, the presence readied itself for an attack."
  Message 49: "It planned to send armies of the underground creatures it controlled, mostly giant insects, to the surface to capture and bring the humans down so it could feed on them. Luckily, you stopped its plan and destroyed 'Mother', as it was called."
  Message 50: "After that, Mayor Brundig welcomed the guilds back to the city. All, except the Thieves' Guild. He then traveled to the Nephilim lands and tried to acquire some of their land for a new resort he wanted to build."
  Message 51: "Before the Nephilim agreed, he began excavations which, besides damaging several Nephilim dwellings, angered them so, that their chief waged war on all humans."
  Message 52: "The excavating also uncovered an ancient Magite portal which the mayor used to escape the rampaging Nephilim. This led to an old Magite Mental Institution populated by the descendents of the inmates."
  Message 53: "You followed him into the portal in an effort to rescue him. Also, the leader of the Thieves' Guild, who was after the mayor, entered the portal as well. There, you met Grimly, an immortal being with great magical powers."
  Message 54: "You found yourself teleported to East Zinlasia. Soon after, a portal was created to connect our two provinces, Montague disappeared, and we got a new mayor."
  Message 55: Soon after, a portal was created to connect West and East Zinlasia and Mayor Brundig was removed from office.
  Message 56: "I'm worried sick about them. Their names are Billy and Todd and they went exploring a cave, south of here and haven't returned. They've disappeared before, but this time it's been much too long.
  Message 57: Please, find them for me. Take their dog, Rusty, with you. He'll be able to pick up their scent."
  Message 58: "Come on boy," you say to Rusty. "Come with us." Rusty wags his tail, barks, and commences to follow you.
  Message 59: This row is labeled 'Reference'. The books that fill this section are comprised of dictionaries, atlases, encyclopedias, and such. 
  Message 60: This row is labeled 'Fiction'. The books in this section are comprised of mostly novels. There are mystery, fantasy, romance, children's stories, you name it.
  Message 61: This row is labeled 'Art'. This section is comprised of books about painters, sculptors, writers, musicians, etc.
  Message 62: This row is labeled 'Text Books'. These are the books the students use in the classrooms. There are books on mathematics, history, social studies, etc.
  Message 63: "Now, Grimly was considered a wizard savant, which is a Magite with superior magical powers and typically insane. He had created his own immortality with a powerful spell, and then regretted his actions."
  Message 64: "He wished only to die, and planned to blow up the entire Magite asylum, hoping this would end his life. Unfortunately, that meant ending yours and all the other people who lived there."
  Message 65: 
  Message 66: 
  Message 67: 
  Message 68: 
  Message 69: "Which leads us up to today. We are now being taken over by the Zinlasian government and it seems that we've become a member of the League of Zinlasian Nations."
  Message 70: "War continues to rage on across the mainland of West Zinlasia and soldiers from East Zinlasia are patrolling our streets. We have a mayor who was appointed by the Zinlasian government and our people are protesting."
  Message 71: "Well, one thing can be said, this city has sure seen a lot of changes in it's short history. And you've been a big part of it. And I suppose you will also play a part in whatever may happen in the future."
  Message 72: "Well, I thank you for listening to me. And I hope you have enough adventures to fill another book some day."
  Message 73: 
  Message 74: 
  Message 75: "Well, to make a long story short, you rescued the mayor and found yourself teleported to East Zinlasia. Montague, the head of the Thieves' Guild was killed, and you don't know what became of Grimly."
  Message 76: "Soon after, a portal was created to connect West and East Zinlasia and Mayor Brundig was removed from office.
  Message 77: 
  Message 78: 
  Message 79: 
  Message 80: 
  Message 81: "Well, to make a long story short, Mayor Brundig tragically perished, you escaped with the help of Montague, the head of the Thieves' Guild, and you don't know what became of Grimly."
  Message 82: "You found yourself teleported to East Zinlasia. Soon after, a portal was created to connect our two provinces, Montague disappeared, and we got a new mayor."
  Message 83: 
  Message 84: 
  Message 85: 
  Message 86: 
  Message 87: Rusty joins your party.
  Message 88: You give Rusty a Doggie Treat and he gobbles it up. He licks your hand to thank you.
  Message 89: When the two dogs see Rusty, they go wild... barking and snarling. Wilkson comes running into the room. "What are you doing in here?" he cries. "Get out of my house, now!" He throws you out.
  Message 90: The two dogs see you and immediately begin to snarl. You grab a Doggie Treat and quickly toss it to one of the dogs. He snatches it up and begins chewing away at it.
  Message 91: You pull out another Doggie Treat and toss it to the other dog. He catches it in his mouth and starts chewing away.
  Message 92: The two dogs see you and immediately begin to snarl. You try to quiet them down but to no avail. They begin barking loudly and within seconds, Wilkson rushes into the room.
  Message 93: "What are you doing in here?" he cries. "Get out of my house, now!" He throws you out. 
  Message 94: Unfortunately, you don't have a Doggie Treat for the other dog and he starts to bark loudly. Within seconds, Wilkson rushes into the room.
  Message 95: "Oh, I'm afraid you can't go in there," says Brother Thomas. "Talk to me if you want to become a member, or renew an old membership."
  Message 96: "Complete this task for the temple and you may have complete access to the Priest's Guild. As you know, before the Guild moved to the city, it occupied a spot directly north of here, on the mainland."
  Message 97: "In our haste to leave, due to the relentless attacks by the Troglodytes, we left behind a very valuable artifact...The Holy Goblet of Purity. We need you to return to the old temple and retrieve this treasure."
  Message 98: "You will need to take a boat to the mainland. If the ferry's still closed, you can acquire a small boat at the Bayside Resort. From there, go north up the river until you reach a bridge."
  Message 99: "Exit the boat and follow the road west until you come to an intersection. Take the north road and it will lead directly to the old temple. The Goblet is stored in the temple basement. A lever concealed on the altar will open a stairway."
  Message 100: "I believe you'll need a key to unlock the lever. It should be in a desk in one of the classrooms. Bring the Holy Goblet back to me and you will have access to all the services of the Priest's Guild."
  Message 101: "Just be careful of the Troglodytes."
  Message 102: "You have retrieved the Holy Goblet of Purity!" cries Brother Thomas. "That's wonderful." You carefully hand it to him. "It's a little worse for wear, but at least it's back in the possession of the Temple of the Hand of Faith."
  Message 103: 
  Message 104: 
  Message 105: 
  Message 106: 
  Message 107: 
  Message 108: "Oh, by the way," he says. "Did you find anything else of value in the temple basement?"
  Message 109: 1) Tell him about the 1000 gold in the donation box.
  Message 110: 2) Don't say anything about the donation box.
  Message 111: 
  Message 112: 
  Message 113: 
  Message 114: You tell him that there was nothing else of value. "Oh, okay," he says. "Well, thank you again for returning the Goblet. You may now enter the Priest's Guild."
  Message 115: "You may now enter the Priest's Guild."
  Message 116: You tell him about the 1000 gold you found in the donation box. As you hand it to him, he cries, "Thank you so much. For your honesty, I have a special reward for you."
  Message 117: You tell him about the 1000 gold you found in the donation box. Too bad you don't have it anymore. "Well, I'm sure you put the money to good use," says Brother Thomas, a little disappointed.
  Message 118: "You have completed your task for the temple. You now have full access to the Priest's Guild."
  Message 119: "I'm sorry," she says. "You do not have enough gold."
  Message 120: Hand of Faith
  Message 121: Independence City School
  Message 122: Food Mart
  Message 123: Hand of Faith Fellowship
  Message 124: Priest's Guild
  Message 125: Room 5A
  Message 126: Library
  Message 127: Office
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 60 name: Brother Thomas
  Personality 60 confused: "I'm afraid I can't help you."
  Personality 60 look    : You see a middle-aged man dressed in robes of the priesthood. He stands by the altar, greeting the occasional soul who wanders into the temple.
  Personality 60 ask name: "My name is Brother Thomas," he says in a kindly voice. "Welcome to the Hand of Faith Fellowship."
  Personality 60 ask job : "I lead the services here, once a week. I also welcome members to the Priest's Guild, which is affiliated with the Fellowship."
  Personality 61 name: Sister Francine
  Personality 61 confused: "I can't help you."
  Personality 61 look    : You see a pretty, young woman, standing by an altar. She smiles and beckons you to come in.
  Personality 61 ask name: "I'm Sister Francine," she says in a soft, melodic voice. "Welcome to the Priest's Guild."
  Personality 61 ask job : "I am the healer for the guild," she answers. "I offer my healing services at a reduced rate for guild members."
  Personality 62 name: Sister Theresa
  Personality 62 confused: "I don't know about that."
  Personality 62 look    : The woman before you looks quite bubbly and vivacious. Not at all what you would expect from a priest.
  Personality 62 ask name: "I'm Sister Theresa," she answers in a friendly voice. "Come on in."
  Personality 62 ask job : "For a small donation, I will gladly teach you the spells I know. I am currently well skilled in casting fourth level spells."
  Personality 63 name: Mr. Wilkson
  Personality 63 confused: "I'm sure I don't know."
  Personality 63 look    : You see a plump, bearded man who looks to be in his fifties. He is dressed quite elegantly and you can see by his home that he is quite wealthy.
  Personality 63 ask name: "I am Theodore Wilkson, the third. And who, pray tell, are you?" He looks you over with indignation.
  Personality 63 ask job : "You are very nosey for a group of vagrants who barge into people's homes without knocking. You're lucky I didn't sic the dogs on you."
  Personality 64 name: Father Zacharia
  Personality 64 confused: "Really, I wouldn't know."
  Personality 64 look    : You see an older man dressed in flowing robes. He doesn't have to say a word, for you to know that he is a high level priest.
  Personality 64 ask name: "I am Father Zacharia," he says in a fatherly voice.  "Please, come in and tell me what you seek?"
  Personality 64 ask job : "I am here to share my knowledge with you. For a donation to the guild, I can teach you the fifth level priest spells." 
  Personality 65 name: Mother Catherine
  Personality 65 confused: "I don't know."
  Personality 65 look    : You see a very elegant older woman who wears the robes of a high priestess. An aura of peace, as well as power, emanates from her.
  Personality 65 ask name: "I am Mother Catherine," she says. "Come in my children. Are you in need of advice?"
  Personality 65 ask job : "I offer my knowledge of the sixth level priest spells. They are not inexpensive, I must admit, but your donation goes to a good cause."
  Personality 66 name: Alfred Winthrop
  Personality 66 confused: "I wouldn't know."
  Personality 66 look    : You see a very wealthy looking middle aged man. He looks at you with indignation as you enter his room.
  Personality 66 ask name: "My name is Alfred Winthrop," he says. "And just who are you to come barging into my house, uninvited?"
  Personality 66 ask job : "That is none of your concern," he says in a stuffy voice. "I have little time for you right now, as my wife and I are preparing to move to Zenith."
  Personality 67 name: Mrs. Winthrop
  Personality 67 confused: "Oh, please."
  Personality 67 look    : You see a middle aged woman who is wearing too much makeup and is way overdressed.
  Personality 67 ask name: "I am Mrs. Winthrop," she says. She looks at you with arrogance and says nothing more.
  Personality 67 ask job : "Oh, please," she says with indignation. "I haven't worked a day in my life, thank you very much."
  Personality 68 name: Janet
  Personality 68 confused: 
  Personality 68 look    : You see a  young woman who looks a bit stressed out. She is pacing back and forth as if trying to decide what to do.
  Personality 68 ask name: "I'm Janet," she says, without a smile.
  Personality 68 ask job : "I have so much work to do," she complains. "I'm a single parent and I need to hold down a job, keep this place looking nice, and watch after my two sons."
  Personality 69 name: Rusty
  Personality 69 confused: 
  Personality 69 look    : This big, friendly dog, has a beautiful coat of golden, reddish brown hair. He wags his tail and barks when he sees you.
  Personality 69 ask name: He barks and raises his paw towards you so you can shake it.
  Personality 69 ask job : He barks twice and looks at you with a confused look in his eyes.
  Node 0 person  : 60- Brother Thomas
  Node 0 keywords: hand fait
  Node 0 type    : 0
  Node 0 text0   : "The Hand of Faith Fellowship offers its services to all people. Here, we teach that man must have faith in himself and his fellow man. Goodness comes from within, not from some divine being."
  Node 0 text1   : 
  Node 1 person  : 61- Sister Francine
  Node 1 keywords: heal xxxx
  Node 1 type    : 12
  Node 1 text0   : Sister Francine
  Node 1 text1   : 
  Node 2 person  : 62- Sister Theresa
  Node 2 keywords: spel purc
  Node 2 type    : 10
  Node 2 text0   : Sister Theresa's Spells
  Node 2 text1   : 
  Node 3 person  : 64- Father Zacharia
  Node 3 keywords: spel purc
  Node 3 type    : 10
  Node 3 text0   : Father Zacharia's Spells
  Node 3 text1   : 
  Node 4 person  : 61- Sister Francine
  Node 4 keywords: ques adve
  Node 4 type    : 1
  Node 4 text0   : You tell her that you are, in fact, looking for a quest. "Well," she says, "if you could do one thing for me, I would make it worth your while. Go talk to Armand, mention my name, and tell him I am serious about him. Please." She bats her eyes at you.
  Node 4 text1   : "I'll let you know if I need you for any more quests."
  Node 5 person  : 60- Brother Thomas
  Node 5 keywords: join xxxx
  Node 5 type    : 0
  Node 5 text0   : "You must complete a task for the temple if you want to become a member, or renew an old membership."
  Node 5 text1   : 
  Node 6 person  : 65- Mother Catherine
  Node 6 keywords: spel purc
  Node 6 type    : 10
  Node 6 text0   : Mother Catherine's Spells
  Node 6 text1   : 
  Node 7 person  : 62- Sister Theresa
  Node 7 keywords: dona teac
  Node 7 type    : 0
  Node 7 text0   : "Just tell me which spells you are interested in."
  Node 7 text1   : 
  Node 8 person  : 64- Father Zacharia
  Node 8 keywords: dona teac
  Node 8 type    : 0
  Node 8 text0   : "Let me know which spells you are interested in."
  Node 8 text1   : 
  Node 9 person  : 65- Mother Catherine
  Node 9 keywords: dona know
  Node 9 type    : 0
  Node 9 text0   : "Of which spells do you seek knowledge, my children?"
  Node 9 text1   : 
  Node 10 person  : 60- Brother Thomas
  Node 10 keywords: prie guil
  Node 10 type    : 0
  Node 10 text0   : "I can tell you of the services that are offered in the Priest's Guild. Or, if you wish, I will tell you a little bit of its history."
  Node 10 text1   : 
  Node 11 person  : 60- Brother Thomas
  Node 11 keywords: serv xxxx
  Node 11 type    : 0
  Node 11 text0   : "If you seek healing, you will find that Sister Francine can help you. And at a much cheaper price than you'll find at the Medical Center.
  Node 11 text1   : And if it's spells you're interested in, you'll find that most members of the guild can teach you spells, up to the sixth level, for a small donation."
  Node 12 person  : 60- Brother Thomas
  Node 12 keywords: hist xxxx
  Node 12 type    : 0
  Node 12 text0   : "The Priest's Guild has recently moved back to the city. Several years ago, when the guilds were banned from the city, it moved over to the mainland. But the location it chose was not the best.
  Node 12 text1   : The surrounding hills were the home of the Troglodytes, who began to cause trouble for the guild." (more)
  Node 13 person  : 60- Brother Thomas
  Node 13 keywords: more xxxx
  Node 13 type    : 0
  Node 13 text0   : "For a while, they left the guild alone, but over time, they began to launch raids on the site. It soon became too dangerous to stay there. Luckily, the guild ban was lifted, and we returned to the city.
  Node 13 text1   : We occupy the original site, but have expanded to include a second wing. Things are much better here."
  Node 14 person  : 66- Alfred Winthrop
  Node 14 keywords: wife xxxx
  Node 14 type    : 0
  Node 14 text0   : "This lovely woman standing next to me is my wife." He points to her and she gives you a fake smile.
  Node 14 text1   : 
  Node 15 person  : 66- Alfred Winthrop
  Node 15 keywords: move zeni
  Node 15 type    : 0
  Node 15 text0   : "My wife and I have had enough of this little backwoods town in the middle of nowhere. We visited Zenith last summer and fell in love with the place. It's a big, bustling metropolis, filled with culture and sophistication."
  Node 15 text1   : 
  Node 16 person  : 63- Mr. Wilkson
  Node 16 keywords: sick dogs
  Node 16 type    : 0
  Node 16 text0   : "My doggie woggies," he says, smiling as he thinks of them. He quickly wipes the smile off his face and continues. "They're great watch dogs. They help to defend my home against thieves."
  Node 16 text1   : 
  Node 17 person  : 63- Mr. Wilkson
  Node 17 keywords: thie xxxx
  Node 17 type    : 1
  Node 17 text0   : "A little thief stole a priceless statuette from my room. Right under my nose! Good thing for my dogs. They woke me up and I saw him running out of the room. The guards caught the little bastard."
  Node 17 text1   : "I still insist that little thief stole my statuette!"
  Node 18 person  : 63- Mr. Wilkson
  Node 18 keywords: pric stat
  Node 18 type    : 1
  Node 18 text0   : "He's got it hidden somewhere. I just know it! Well, it will all come out in the trial."
  Node 18 text1   : "Thank goodness it's back in my possession. I just wonder how it got back there." He eyes you, suspiciously.
  Node 19 person  : 60- Brother Thomas
  Node 19 keywords: memb renw
  Node 19 type    : 0
  Node 19 text0   : "You must complete a task for the temple if you want to become a member, or renew an old membership."
  Node 19 text1   : 
  Node 20 person  : 66- Alfred Winthrop
  Node 20 keywords: cult soph
  Node 20 type    : 25
  Node 20 text0   : "The only culture we have here are the occasional plays staged at the playhouse, though the cultural content of those productions is debatable. Now if you'll excuse me, I'm very busy."
  Node 20 text1   : 
  Node 21 person  : 67- Mrs. Winthrop
  Node 21 keywords: move zeni
  Node 21 type    : 25
  Node 21 text0   : "Yes, my husband and I are moving to Zenith. It is a much more suitable place to live for people with our social standing. Now run along on your little quests, or whatever it is you do."
  Node 21 text1   : 
  Node 22 person  : 68- Janet
  Node 22 keywords: ques sons
  Node 22 type    : 29
  Node 22 text0   : "Thank you for finding my two sons. I don't know what I would have done if something happened to them. I left your reward at the Adventurer's Club with Bonnie, if you haven't picked it up already."
  Node 22 text1   : 
  Node 23 person  : 68- Janet
  Node 23 keywords: bill todd
  Node 23 type    : 0
  Node 23 text0   : "My sons are always getting into trouble. I try my best to raise them right, but without a father, it can be very difficult."
  Node 23 text1   : 
  Node 24 person  : 60- Brother Thomas
  Node 24 keywords: task gobl
  Node 24 type    : 29
  Node 24 text0   : "Is there anything else I can assist you with, my children?"
  Node 24 text1   : 
  Node 25 person  : 60- Brother Thomas
  Node 25 keywords: trog xxxx
  Node 25 type    : 0
  Node 25 text0   : "They live in the mountains bordering the old temple. They're not too powerful, but can be dangerous in numbers."
  Node 25 text1   : 
  Node 26 person  : 68- Janet
  Node 26 keywords: fath xxxx
  Node 26 type    : 0
  Node 26 text0   : "I don't wish to talk about him," she says.
  Node 26 text1   : 
  Node 27 person  : 68- Janet
  Node 27 keywords: rust xxxx
  Node 27 type    : 0
  Node 27 text0   : "Rusty's our dog. He's very devoted to my boys. He's usually out back, if you're looking for him."
  Node 27 text1   : 
  Node 28 person  : 69- Rusty
  Node 28 keywords: join xxxx
  Node 28 type    : 29
  Node 28 text0   : You get no response.
  Node 28 text1   : 
  Node 29 person  : 69- Rusty
  Node 29 keywords: trea xxxx
  Node 29 type    : 29
  Node 29 text0   : He looks up at you, expectantly, but you don't have anything for him.
  Node 29 text1   : 
  Node 30 person  : 60- Brother Thomas
  Node 30 keywords: spec rewa
  Node 30 type    : 30
  Node 30 text0   : "I'm afraid I can't help you."
  Node 30 text1   : 
  Node 31 person  : 65- Mother Catherine
  Node 31 keywords: caus xxxx
  Node 31 type    : 0
  Node 31 text0   : "To the upkeep of the Guild, of course."
  Node 31 text1   : 
  Node 32 person  : 65- Mother Catherine
  Node 32 keywords: advi xxxx
  Node 32 type    : 0
  Node 32 text0   : "Buy low and sell high."
  Node 32 text1   : 

  Town = 7: Hunting Grounds              

  Town Messages:
  Message 0: Hunting Grounds              
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: As you peer into this dark cave, you notice a pair of glowing eyes watching you from within. What do you do?
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: A huge ursag comes charging out of the cave. You have no choice but to fight.
  Message 27: You peek into this cave but can't see a thing. It is pitch dark. All seems quiet enough, though. What do you want to do?
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: As you enter the cave, you hear hissing sounds coming from all around. You've entered a den of asps! You run out as fast as you can, but the deadly snakes follow.
  Message 34: The cave is empty, for the time being.
  Message 35: With the knowledge of cave lore that you possess, it's apparent that this cave belongs to a family of bears. It wouldn't be wise to enter.
  Message 36: It looks as if something lives in this cave, but without any knowledge of cave lore, you don't know what. What would you like to do?
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: 
  Message 42: There doesn't seem to be anything inside here except some old bones. Possibly the remains of some unlucky hunters.
  Message 43: Ooops. It looks like this cave belongs to a family of bears. A HUNGRY family of bears.
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Hunting Grounds
  Message 121: Construction Site
No Trespassing
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 70 name: Jerod
  Personality 70 confused: "I'm not sure I know."
  Personality 70 look    : You see that the man behind the counter is busily sewing up the hem of a dress he holds in his hands. As he hears you come in, he tilts his head up and squints at you through his spectacles. "Yes?" he asks in a kindly manner.
  Personality 70 ask name: "My name is Jerod," he says. He notices the manner that you are dressed and seems to become quite amused. "It looks as if you're on some important business, like a quest or something."
  Personality 70 ask job : "I'm the town tailor. I make and sell simple garments. Nothing, I doubt, that would be of any use to you, though."
  Personality 71 name: Kimberly
  Personality 71 confused: 
  Personality 71 look    : You see a young woman standing behind the counter. She looks a bit bored.
  Personality 71 ask name: "I'm Kimberly," she says. She seems happy to have customers.
  Personality 71 ask job : "I own and run this shop. I sell torches, candles, and such. I don't get too much business, though.
  Personality 72 name: Giovani
  Personality 72 confused: "What's that, you say?"
  Personality 72 look    : You see a plump middle-aged man standing behind the counter. As he sees you walk in, he bellows in a loud and friendly voice, "Welcome to my shop, stranger!"
  Personality 72 ask name: "They call me Giovani. That's probably because it's my name." He lets out a loud laugh, amused by his own joke.
  Personality 72 ask job : "I buy and sell all kinds of gems and crystals. I'll even buy some of your other odds and ends if it suits me."
  Personality 73 name: Charles
  Personality 73 confused: "What's that?"
  Personality 73 look    : Behind the counter is a pleasant enough looking man, although his unshaven face and slightly unkept appearance gives him a less than professional look.
  Personality 73 ask name: "The name's Charles. You sure look like an interestin' group if ya don't mind me sayin' so."
  Personality 73 ask job : "I'm the town's locksmith. I install new locks and pick old ones that get broke. It's a skill I developed in me old profession." He gives you a wink.
  Personality 74 name: Winston
  Personality 74 confused: "I'm not sure I follow."
  Personality 74 look    : You see a tidy man standing behind the counter. "Good day to you," he says as you enter the store.
  Personality 74 ask name: "My name is Winston. Do take your time and look around. And when you're finished, head next door through the arcade and see what my wife has to offer."
  Personality 74 ask job : "Oh, I own this building,"  he says rather proudly. "I sell helms and such here and my wife sells gloves of all sorts in the adjoining shop."
  Personality 75 name: Matilda
  Personality 75 confused: "I'm not sure what you mean."
  Personality 75 look    : You see a robust young woman standing by the counter, polishing a pair of iron gauntlets. When she sees you approach, she exclaims, "Welcome to my shop."
  Personality 75 ask name: "My name's Matilda. Nice to see someone besides a soldier paying me a visit." She seems quite cheery.
  Personality 75 ask job : "I sell gloves and gauntlets. Mostly the protective kind. If you're looking for fine silk gloves for dressing up, you've come to the wrong store."
  Personality 76 name: Greyson
  Personality 76 confused: "What are you talking about?"
  Personality 76 look    : Behind the counter, you see an athletic looking man sharpening the blade of a small dagger. He glances your direction as you approach him.
  Personality 76 ask name: "My name's Greyson," he says. "Well, if it isn't the Adventurer's Club...come to spend some money, I hope." 
  Personality 76 ask job : "I sell all types of weapons as I'm sure you well know," he says with a smile.
  Personality 77 name: Max
  Personality 77 confused: "I'm a bit busy right now."
  Personality 77 look    : You see a heavy set man, hammer in hand, shaping a new sword over an anvil. The blade has been heated up to a point that it emits a slight red glow and you can feel the heat it gives off from where you stand.
  Personality 77 ask name: He momentarily stops what he's doing to answer you. "I'm Max, the blacksmith."
  Personality 77 ask job : "I make and repair fine weapons." He wipes off the sweat from his forehead. "Can I help you with something?"
  Personality 78 name: Abraham
  Personality 78 confused: "I don't know."
  Personality 78 look    : Behind the counter, stands a tall man dressed in archer's garb. He is fastening feathers onto a shaft. Next to it lies a small, metal arrowhead with a very sharp looking point.
  Personality 78 ask name: He looks up, a bit startled. "Oh I'm sorry. I didn't see you. I'm Abraham. Please come in."
  Personality 78 ask job : "I'm a fletcher. I make and sell all types of bows and missiles. I sell some throwing weapons as well."
  Personality 79 name: Odashai Guardian
  Personality 79 confused: "Colonel Blumstedt can answer your questions, if he'll talk to you."
  Personality 79 look    : This man is dressed in the traditional garb of an Odashai Guardian. He is busy, barking orders at the soldiers around him
  Personality 79 ask name: "That is none of your concern," he yells. "This base is off limits to all civilians, so unless you have orders to be here, I'd advise you to leave these premises immediately."
  Personality 79 ask job : "My job is to get these men in shape for our assault on the Nephilims. Now kindly let me do my job and leave me alone."
  Node 0 person  : 70- Jerod
  Node 0 keywords: ques miss
  Node 0 type    : 0
  Node 0 text0   : You tell him that you are always on a quest. You're the Adventurer's Club. "Oh, really. That's nice," he says, continuing to work on the garment in his hands. You don't think he heard you, or cares, for that matter.
  Node 0 text1   : 
  Node 1 person  : 70- Jerod
  Node 1 keywords: simp garm
  Node 1 type    : 0
  Node 1 text0   : "Yes," he says rather humbly, "I make pants and shirts and modest robes for the townsfolk here. You can get more complex protective gear from other stores in the area.
  Node 1 text1   : 
  Node 2 person  : 70- Jerod
  Node 2 keywords: tail xxxx
  Node 2 type    : 0
  Node 2 text0   : "Yes," he's says rather absent-mindedly as he looks down to continue his work. "I'm the tailor here."
  Node 2 text1   : 
  Node 3 person  : 70- Jerod
  Node 3 keywords: purc xxxx
  Node 3 type    : 7
  Node 3 text0   : Jerod's Fine Garments
  Node 3 text1   : 
  Node 4 person  : 71- Kimberly
  Node 4 keywords: busi cand
  Node 4 type    : 0
  Node 4 text0   : "Oh I sell mostly candles that people use in their homes. But the torches and lanterns are mostly for the adventuring type and we don't get many people like that around here." As she says this, she looks at you with hope in her eyes.
  Node 4 text1   : 
  Node 5 person  : 71- Kimberly
  Node 5 keywords: torc lant
  Node 5 type    : 0
  Node 5 text0   : "Don't sell much of those, so I'm well stocked if you're interested in buying some." She has a slight pleading look in her eye.
  Node 5 text1   : 
  Node 6 person  : 71- Kimberly
  Node 6 keywords: purc xxxx
  Node 6 type    : 7
  Node 6 text0   : Wicks 'N Sticks
  Node 6 text1   : 
  Node 7 person  : 72- Giovani
  Node 7 keywords: gems crys
  Node 7 type    : 0
  Node 7 text0   : "I collect them from the caves, south of town. Occasionally, I travel to Lancaster to buy gems. The miners still find a gem or two, every so often. But now, once again, the ferry to the mainland is closed."
  Node 7 text1   : 
  Node 8 person  : 72- Giovani
  Node 8 keywords: lanc mine
  Node 8 type    : 0
  Node 8 text0   : "Lancaster is a small mining town on the mainland, bordering the Nephilim lands. I hear that it's been the target of most of the attacks. I'm sure glad I don't live out there."
  Node 8 text1   : 
  Node 9 person  : 72- Giovani
  Node 9 keywords: purc xxxx
  Node 9 type    : 7
  Node 9 text0   : Giovani's Gems
  Node 9 text1   : 
  Node 10 person  : 72- Giovani
  Node 10 keywords: sell xxxx
  Node 10 type    : 15
  Node 10 text0   : "Well, let's see what you've got," he says with a childlike curiosity.
  Node 10 text1   : 
  Node 11 person  : 73- Charles
  Node 11 keywords: prof xxxx
  Node 11 type    : 0
  Node 11 text0   : He looks around to make sure no one else is in earshot. Then lowers his voice and says "I used ta be a member of the Guild."
  Node 11 text1   : 
  Node 12 person  : 73- Charles
  Node 12 keywords: guil xxxx
  Node 12 type    : 0
  Node 12 text0   : "You know," he says leaning closer to you. "The Thieves' Guild." He looks around and then continues, "It was broken up about 5 or 6 years ago, back when Brundig was mayor.
  Node 12 text1   : "Most of the guild high-tailed it out of the city. But some, like me have stayed and tried to become respectable citizens." He leans closer still and whispers, "I do sell picks to special customers."
  Node 13 person  : 73- Charles
  Node 13 keywords: brun mayo
  Node 13 type    : 0
  Node 13 text0   : "He's gone now. There's some newly appointed mayor by the name of Yansick running things now. A woman, too, I might add. We didn't even have a chance ta vote for our mayor.
  Node 13 text1   : The Zinlasian government just put her into office. That don't sound right to me."
  Node 14 person  : 73- Charles
  Node 14 keywords: pick spec
  Node 14 type    : 7
  Node 14 text0   : Locksmith
  Node 14 text1   : 
  Node 15 person  : 73- Charles
  Node 15 keywords: purc xxxx
  Node 15 type    : 0
  Node 15 text0   : "What exactly did ya want ta buy? I'm outa stock on new locks but I could have somethin' else ya might want."
  Node 15 text1   : 
  Node 16 person  : 74- Winston
  Node 16 keywords: wife glov
  Node 16 type    : 0
  Node 16 text0   : "My wife, Matilda is next door. If you're interested in gloves and the like, pay her a visit."
  Node 16 text1   : 
  Node 17 person  : 74- Winston
  Node 17 keywords: helm such
  Node 17 type    : 0
  Node 17 text0   : "Yes, helms," he says proudly. "Protective head gear. I craft most of them myself. The soldiers are the majority of my customers... and adventurers like yourself."
  Node 17 text1   : 
  Node 18 person  : 74- Winston
  Node 18 keywords: adve miss
  Node 18 type    : 0
  Node 18 text0   : "I would much rather sell to you than those soldiers. I suppose they serve a purpose, but they just make me, and a lot of people, nervous."
  Node 18 text1   : 
  Node 19 person  : 74- Winston
  Node 19 keywords: purc xxxx
  Node 19 type    : 7
  Node 19 text0   : Winston's Head Gear
  Node 19 text1   : 
  Node 20 person  : 75- Matilda
  Node 20 keywords: stor helm
  Node 20 type    : 0
  Node 20 text0   : "My husband and I set up shop a few years back. He's right next door, if you care to visit."
  Node 20 text1   : 
  Node 21 person  : 75- Matilda
  Node 21 keywords: husb xxxx
  Node 21 type    : 0
  Node 21 text0   : "His name is Winston. He sells helms of all sorts."
  Node 21 text1   : 
  Node 22 person  : 75- Matilda
  Node 22 keywords: purc gaun
  Node 22 type    : 7
  Node 22 text0   : Gloves & Gauntlets
  Node 22 text1   : 
  Node 23 person  : 76- Greyson
  Node 23 keywords: maxi spec
  Node 23 type    : 0
  Node 23 text0   : "He's an excellent blacksmith. He can take any ordinary weapon and, with a few taps with his hammer, or a little work with his sharpening blade, can make it much more powerful and efficient." 
  Node 23 text1   : 
  Node 24 person  : 74- Winston
  Node 24 keywords: sold nerv
  Node 24 type    : 0
  Node 24 text0   : "They're from East Zinlasia...Zenith is the name of the city, I think. If they've come over here to help end the war with the Nephilim, then that's great. But to patrol our streets and police our citizens, well, I just don't like it."
  Node 24 text1   : 
  Node 25 person  : 76- Greyson
  Node 25 keywords: weap xxxx
  Node 25 type    : 0
  Node 25 text0   : "If you're interested, just check out my stock. I've got a large supply, all just waiting for you to buy."
  Node 25 text1   : He looks across the shop and says, "and if you need any special work done on a weapon, go talk to Maximilian."
  Node 26 person  : 77- Max
  Node 26 keywords: grey xxxx
  Node 26 type    : 0
  Node 26 text0   : "He sells good weapons. I make them better."
  Node 26 text1   : 
  Node 27 person  : 76- Greyson
  Node 27 keywords: purc xxxx
  Node 27 type    : 7
  Node 27 text0   : Weapons Shop
  Node 27 text1   : 
  Node 28 person  : 77- Max
  Node 28 keywords: weap repa
  Node 28 type    : 0
  Node 28 text0   : "Yes, I can repair most weapons you bring me. But keep in mind, when I work on an item, it generally becomes better than new. I always augment the weapons I am brought. It's not cheap, though."
  Node 28 text1   : 
  Node 29 person  : 77- Max
  Node 29 keywords: help some
  Node 29 type    : 0
  Node 29 text0   : "If you're looking to buy new weapons, talk to Greyson at the other side of the shop. If you have weapons in need of repair, talk to me."
  Node 29 text1   : 
  Node 30 person  : 77- Max
  Node 30 keywords: augm xxxx
  Node 30 type    : 17
  Node 30 text0   : He looks over your weapons and let's you know the cost to augment each one.
  Node 30 text1   : 
  Node 31 person  : 74- Winston
  Node 31 keywords: neph xxxx
  Node 31 type    : 0
  Node 31 text0   : "The Nephilim haven't even set foot on Hollis Island yet. And I don't think they plan to. They know they're no match for us."
  Node 31 text1   : 
  Node 32 person  : 72- Giovani
  Node 32 keywords: neph xxxx
  Node 32 type    : 0
  Node 32 text0   : "The Nephs are those cat people who live over on the mainland. I always knew they were no good, and now they're proving it. Never trust a Neph. That's what I always say."
  Node 32 text1   : 
  Node 33 person  : 73- Charles
  Node 33 keywords: zinl gove
  Node 33 type    : 0
  Node 33 text0   : "It's those guys from across the other side of the mountains. How can we be ruled by guys who are way on the other side of the mountains? 'Course they've got their soldiers here on every street corner.
  Node 33 text1   : A person can't get away with anything while they're here."
  Node 34 person  : 78- Abraham
  Node 34 keywords: bows miss
  Node 34 type    : 0
  Node 34 text0   : "I'm fully stocked. Look over my supply and let me know if there's anything you want to buy."
  Node 34 text1   : 
  Node 35 person  : 78- Abraham
  Node 35 keywords: thro weap
  Node 35 type    : 0
  Node 35 text0   : "I sell throwing daggers, darts, and javelins, too."
  Node 35 text1   : 
  Node 36 person  : 78- Abraham
  Node 36 keywords: purc xxxx
  Node 36 type    : 7
  Node 36 text0   : Fletcher
  Node 36 text1   : 
  Node 41 person  : 79- Odashai Guardian
  Node 41 keywords: mayo xxxx
  Node 41 type    : 0
  Node 41 text0   : "Mayor Brundig can be found in the City Hall, in downtown Independence. Only he can issue a pass to enter the construction site."
  Node 41 text1   : 
  Node 42 person  : 72- Giovani
  Node 42 keywords: ferr main
  Node 42 type    : 0
  Node 42 text0   : "It seems the ferry's always being closed for one reason or another. With the war raging on the mainland, only soldiers and those with official business may take the ferry across."
  Node 42 text1   : 
  Node 44 person  : 71- Kimberly
  Node 44 keywords: adve xxxx
  Node 44 type    : 0
  Node 44 text0   : You tell her that you're the Adventurer's Club. She says, "Great! What would you like to buy?"
  Node 44 text1   : 
  Node 45 person  : 75- Matilda
  Node 45 keywords: sold zinl
  Node 45 type    : 0
  Node 45 text0   : "The Zinlasian soldiers come into my shop on occasion. They aren't very friendly. I don't like them at all."
  Node 45 text1   : 
  Node 46 person  : 73- Charles
  Node 46 keywords: witl xxxx
  Node 46 type    : 0
  Node 46 text0   : "He's the guy who owns the playhouse. I asked him once for a part, but he didn't seem too interested."
  Node 46 text1   : 
  Node 47 person  : 75- Matilda
  Node 47 keywords: glov xxxx
  Node 47 type    : 7
  Node 47 text0   : Gloves & Gauntlets
  Node 47 text1   : 

  Town = 8: Colosseum                    

  Town Messages:
  Message 0: Colosseum                    
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Are you the new Guardians?" asks Col. Blumstedt as you enter. You tell him yes. He seems unimpressed as he looks over the group. "Well, it appears I have orders for you."
  Message 21: "I take my orders directly from General Vargas."
  Message 22: "There have been some unexpected developments in the war on the mainland. It appears the Nephilim have broken through the stockade and razed the city of Lancaster. This is quite a shocking turn of events." 
  Message 23: "There appear to be no survivors, including my men! I need you to travel to what's left of Lancaster and find out exactly what happened. A preliminary report I received describes the city as being in total ruin."
  Message 24: "It's the type of destruction caused by massive explosions of the caliber far beyond what the Nephilim are capable of doing. Now, we know Lancaster is known for its production of dynamite, so perhaps the Nephs got their hands on it."
  Message 25: "But if this is not the case, we need to know if the Nephilim have gotten a hold of some powerful magic. That's what your mission is...to find evidence of what could have caused the type of destruction that was found."
  Message 26: "Take the ferry over to the mainland. I've sent word to the guards at the ferry landing to let you through. Then travel north, keeping close to the east border of the mountains. You should encounter the ruined stockade first."
  Message 27: "Then continue north into Lancaster Valley and head west. There's a road that should lead into the city. Find evidence of what happened and return to me a.s.a.p."
  Message 28: "I don't have any more orders for you right now. You should talk to General Vargas if you're looking for another mission."
  Message 29: "Return to me when you've found evidence of what caused the destruction of Lancaster."
  Message 30: You tell Col. Blumstedt about the the wyverns that were under the control of the Nephilim. "That's preposterous!" cries Blumstedt. I've never heard of such a thing!
  Message 31: What kind of wyverns were these, anyway?" You tell him you don't know. (continue)
  Message 32: "Lancaster is north of the ferry landing. Just follow the road to the stockade. Go past the stockade and go west. You can't miss it... what's left of it, that is."
  Message 33: In the hand of this marble statue is a rolled piece of paper. You take it out and open it. On it, is a note, written in the ancient script of the mages.
  Message 34: It reads, "The first number is '7'. Next... The name of this city translates "the highest point." Have FAITH in yourself as you seek out a red spiral." 
  Message 35: Unfortunately, your mage lore is not high enough to read what it says.
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Snack Bar
  Message 121: Souvenirs
  Message 122: Souvenirs
  Message 123: Snack Bar
  Message 124: Souvenirs
  Message 125: Snack Bar
  Message 126: Souvenirs
  Message 127: Snack Bar
  Message 128: Colonel Blumstedt's office is in the NW snack bar.
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 80 name: Pete
  Personality 80 confused: "I didn't quite hear you."
  Personality 80 look    : A man decked out in heavy plate armor, helm, and gauntlets, struggles with his pencil as he attempts to fill out his inventory records.
  Personality 80 ask name: At first, he doesn't hear you. You ask again more loudly and he jumps and drops his pencil. "Oh, sorry I didn't see you come in. I'm Pete."
  Personality 80 ask job : "This suit of armor I'm wearing dims my hearing a bit and blocks my sight. I'm the local armorer." He moves forward to retrieve his pencil and crushes it with his steel boots.
  Personality 81 name: Franklin
  Personality 81 confused: "I can't answer that."
  Personality 81 look    : You see a peppy looking man. He catches your eye and beckons you to come over to the table he's standing by.
  Personality 81 ask name: "I'm Franklin," he says, shaking your hand. "Care to play a round of Owaji?"
  Personality 81 ask job : "Right now, I'm hosting an amateur match of Owaji. In the future, I'm hoping to host the higher ranking matches."
  Personality 82 name: Michael
  Personality 82 confused: "What?"
  Personality 82 look    : The man behind the counter has just finished shaping a new shield on the forge and is letting it cool. Beads of sweat form at his brow.
  Personality 82 ask name: "Hello to you," he says. "I am Michael. Good to meet you. Can I help you with anything?"
  Personality 82 ask job : "I sell shields. All kinds. From leather to mithral."
  Personality 83 name: Milton
  Personality 83 confused: "That I'm not aware of."
  Personality 83 look    : You see an eccentric looking old man, standing by the counter. He glances up and beckons you into the shop. "Come along, come along."
  Personality 83 ask name: "My name is Milton. Come along. I have many wares that may interest you. Special items that can't be found anywhere else."
  Personality 83 ask job : "I am the proprietor of Milton's Treasures. And treasures I do have. Come along and see for yourself."
  Personality 84 name: Sam
  Personality 84 confused: "Next!"
  Personality 84 look    : The man behind the counter is busy taking orders. He wears an apron that is covered in grease and stains. As the person in front of you leaves, he yells, "Next!"
  Personality 84 ask name: "Hey, I'm Sam. See the sign on the wall." He doesn't seem to have time for small talk.
  Personality 84 ask job : "Uum, like, you can't figure that out by using your eyes? I own and run this place. We make sandwiches. You gonna order something or what?"
  Personality 85 name: Cook
  Personality 85 confused: 
  Personality 85 look    : You see the cook, busily tending the kitchen.
  Personality 85 ask name: "Don't have time to talk right now."
  Personality 85 ask job : "My job is to get this meal ready for the boss, or I'm in big trouble, okay."
  Personality 86 name: Owaji Player
  Personality 86 confused: "Please, I'm trying to concentrate."
  Personality 86 look    : This person is sitting at the table with a game piece in one hand and a numbered die in the other.
  Personality 86 ask name: "My goal is to be a Master Owaji player."
  Personality 86 ask job : "I'm waiting for an opponent so we can get this game started."
  Personality 87 name: Edward
  Personality 87 confused: "I can't help you with that."
  Personality 87 look    : The bartender is busily wiping down the counter with a small cloth. He smiles as you approach the bar.
  Personality 87 ask name: "How's it going?" he asks. "My name's Edward, but you can call me Eddy."
  Personality 87 ask job : "I'm the bartender for the Dungeon Bar and Grill. We have food and drink. Or you can play a round of Owaji? Or are you one of those people who just come in to hear the local gossip?"
  Personality 88 name: Colonel Blumstedt
  Personality 88 confused: "That, I don't know."
  Personality 88 look    : This man is dressed in the traditional uniform of an Odashai Guardian. He eyes you with disdain as you enter his office.
  Personality 88 ask name: "I am Colonel Blumstedt," he barks. "This better be important."
  Personality 88 ask job : "I'm the Commander in Chief of the soldiers stationed here in West Zinlasia. Not a particularly fitting post for an Odashai Guardian."
  Personality 89 name: Mac
  Personality 89 confused: 
  Personality 89 look    : This shopkeeper waits patiently behind the counter, waiting for the occasional customer to wander in. On the shelves are a wide variety of items, collected from all across the land.
  Personality 89 ask name: "I'm Mac," he says in a friendly voice. "Please, come in. Have a look around."
  Personality 89 ask job : "I own this shop," he answers. "You can find a little bit of everything here. I buy and sell all types of items."
  Node 0 person  : 80- Pete
  Node 0 keywords: suit armo
  Node 0 type    : 0
  Node 0 text0   : "I wear this armor to demonstrate to my customers how great it looks and how mobile you can be while wearing it." He tries to file the inventory list away but can't seem to grab the knob of the drawer.
  Node 0 text1   : "This is plate I'm wearing, by the way. It does hinder your movement a bit. Some prefer lighter armor for more agility in combat." (more)
  Node 1 person  : 80- Pete
  Node 1 keywords: plat more
  Node 1 type    : 0
  Node 1 text0   : He cocks his head towards you. "What was that? Oh, yes, well plate does hinder movement a bit, but it is the strongest protection you can wear. Here, feel this."
  Node 1 text1   : As he moves towards you, he knocks the cash box onto the floor and it breaks open and gold spills out everywhere. "Excuse me," he says as he attempts to bend down to pick it up, and then changes his mind.
  Node 2 person  : 80- Pete
  Node 2 keywords: agil comb
  Node 2 type    : 0
  Node 2 text0   : "Yes, well um, I'm not a professional, um, this should only be worn by, well, um, what would you like to buy?"
  Node 2 text1   : 
  Node 3 person  : 80- Pete
  Node 3 keywords: purc xxxx
  Node 3 type    : 7
  Node 3 text0   : Armor Shop
  Node 3 text1   : 
  Node 4 person  : 81- Franklin
  Node 4 keywords: owaj xxxx
  Node 4 type    : 0
  Node 4 text0   : "Owaji is the latest craze out of East Zinlasia. If you care to play, I'll tell you the rules."
  Node 4 text1   : 
  Node 5 person  : 81- Franklin
  Node 5 keywords: rule coup
  Node 5 type    : 0
  Node 5 text0   : "First, you need to purchase an official Owaji Starter Set. You can pick one up in Zenith. The rules are very simple. Owaji is played on a wooden board. It has two rows of hollowed-out wells...ten in each row.
  Node 5 text1   : The first row is numbered one through ten, starting from the bottom of the board." (more)
  Node 6 person  : 81- Franklin
  Node 6 keywords: cont xxxx
  Node 6 type    : 0
  Node 6 text0   : "The first person to get to the last well, wins the game. But if your opponent lands on a well that you occupy, you are knocked out and you lose the game. In a two player game, that makes your opponent the winner.
  Node 6 text1   : In amateur matches, there are only two players. There are more in higher rank matches. Do you want to play?
  Node 7 person  : 81- Franklin
  Node 7 keywords: play xxxx
  Node 7 type    : 29
  Node 7 text0   : "You've already won this match," says Franklin. "You need to move on to the novice match at the Bayside Resort."
  Node 7 text1   : 
  Node 8 person  : 81- Franklin
  Node 8 keywords: amat matc
  Node 8 type    : 0
  Node 8 text0   : "Anyone can play in an amateur match. You must win this match to be able to compete in the higher ranking matches."
  Node 8 text1   : 
  Node 9 person  : 81- Franklin
  Node 9 keywords: high rank
  Node 9 type    : 0
  Node 9 text0   : "There are five ranks in the game of Owaji... amateur, novice, adept, expert, and champion. The winner of the championship match is crowned as master and receives a great prize."
  Node 9 text1   : 
  Node 10 person  : 81- Franklin
  Node 10 keywords: grea priz
  Node 10 type    : 0
  Node 10 text0   : "I don't know what the prize is. I just know the champion match is held in the city of Zenith."
  Node 10 text1   : 
  Node 11 person  : 81- Franklin
  Node 11 keywords: zeni xxxx
  Node 11 type    : 0
  Node 11 text0   : "To get to Zenith, you need to go to the Transport Center, downtown, and take the portal to East Zinlasia. Then follow the signs to the capital city of Zenith."
  Node 11 text1   : 
  Node 12 person  : 82- Michael
  Node 12 keywords: leat mith
  Node 12 type    : 0
  Node 12 text0   : "Leather shields are the lightest and the easiest to use. Iron and steel are heavier, offering more protection but are a little cumbersome. Mithral is the strongest and is a light weight metal, but is quite expensive."
  Node 12 text1   : 
  Node 13 person  : 82- Michael
  Node 13 keywords: purc shie
  Node 13 type    : 7
  Node 13 text0   : Custom Shields
  Node 13 text1   : 
  Node 14 person  : 83- Milton
  Node 14 keywords: trea spec
  Node 14 type    : 0
  Node 14 text0   : "Yes. Great treasures." He then lowers his voice. "Magical treasures."
  Node 14 text1   : 
  Node 15 person  : 83- Milton
  Node 15 keywords: magi xxxx
  Node 15 type    : 0
  Node 15 text0   : "Yes, magical treasures. I trade all throughout the land. If you don't see what you like, come back tomorrow. You might like what you see." He gives you a mischievous wink. "Perhaps you have something to trade, yes?"
  Node 15 text1   : 
  Node 16 person  : 81- Franklin
  Node 16 keywords: bays reso
  Node 16 type    : 0
  Node 16 text0   : "It's north of Independence City. Just head to the northern tip of the island."
  Node 16 text1   : 
  Node 17 person  : 87- Edward
  Node 17 keywords: more xxxx
  Node 17 type    : 0
  Node 17 text0   : "They sucker people in to play with promises of prizes and lot's of gold. You see, there's different levels of play, and it's easy to win in the early levels. But the game gets harder as you advance and it costs more to play.
  Node 17 text1   : Soon, you'll be spending more money to play than what you receive when you win." (continue)
  Node 18 person  : 87- Edward
  Node 18 keywords: roun owaj
  Node 18 type    : 0
  Node 18 text0   : "It's become a popular pastime in all the bars around. Go talk to that guy in red over there if you want to play." He points to the table near the center of the room.
  Node 18 text1   : "Just between you and me," he says, moving towards you, "I wouldn't get involved in that game." (more)
  Node 19 person  : 87- Edward
  Node 19 keywords: cont xxxx
  Node 19 type    : 0
  Node 19 text0   : "Of course, if you make it to the Championship Match, you can win a great prize. But you'd have to be real lucky to do that."
  Node 19 text1   : 
  Node 20 person  : 81- Franklin
  Node 20 keywords: more xxxx
  Node 20 type    : 0
  Node 20 text0   : "The second row is numbered eleven through twenty, starting from the top of the board. In essence, you move up the board starting from the bottom and then back down the board to the last well.
  Node 20 text1   : Each player rolls a single die, and moves their game piece along the wells. The number of moves is determined by the number on the die." (continue)
  Node 21 person  : 83- Milton
  Node 21 keywords: sell trad
  Node 21 type    : 15
  Node 21 text0   : He looks into your packs and says, "Let's see what little treasures you've got."
  Node 21 text1   : 
  Node 22 person  : 83- Milton
  Node 22 keywords: purc xxxx
  Node 22 type    : 23
  Node 22 text0   : Milton's Treasures
  Node 22 text1   : 
  Node 23 person  : 84- Sam
  Node 23 keywords: orde xxxx
  Node 23 type    : 0
  Node 23 text0   : "Yes, as in order "food". Preferably a sandwich!" He stares at you and before you have time to say anything, he cries, "Hurry up. I don't have all day. Whatcha gonna buy?"
  Node 23 text1   : 
  Node 24 person  : 84- Sam
  Node 24 keywords: purc xxxx
  Node 24 type    : 7
  Node 24 text0   : Sam's Sandwiches
  Node 24 text1   : 
  Node 25 person  : 86- Owaji Player
  Node 25 keywords: colo xxxx
  Node 25 type    : 0
  Node 25 text0   : "When it's finished, this facility will house major sports events and musical concerts. It will probably be the largest of it's kind in all of Zinlasia."
  Node 25 text1   : 
  Node 26 person  : 86- Owaji Player
  Node 26 keywords: cons proj
  Node 26 type    : 0
  Node 26 text0   : "The colossuem began construction a little over a year ago. It's getting very near completion now. It won't be long now before it opens."
  Node 26 text1   : 
  Node 27 person  : 86- Owaji Player
  Node 27 keywords: tour xxxx
  Node 27 type    : 0
  Node 27 text0   : "Alright, I'll give you the tour. This area we're standing in now is where the seating will be. The seating area will surround the inner area of the colosseum, in which we will plant a field of grass.
  Node 27 text1   : In that field is where the events will take place. Would you like me tell you about the conveyor belts?"
  Node 28 person  : 86- Owaji Player
  Node 28 keywords: conv belt
  Node 28 type    : 0
  Node 28 text0   : "You will notice the dirt path that surrounds the seating area. This is where we will be putting in the conveyor belts. These will move people to all parts of the colosseum. We're going to call them 'moving walkways.'
  Node 28 text1   : Would you like to see some of the other areas?"
  Node 29 person  : 86- Owaji Player
  Node 29 keywords: othe area
  Node 29 type    : 0
  Node 29 text0   : "In the north and south areas of the colosseum, will be the concession and souvenir stands. To the east and west, will be offices and storage areas.
  Node 29 text1   : Well, that's about it," he says as he concludes the tour. "You're free to explore on your own, but just be careful."
  Node 30 person  : 86- Owaji Player
  Node 30 keywords: sled hamm
  Node 30 type    : 0
  Node 30 text0   : "The workers here use many tools in their work. I'm sure you'll find them using sledgehammers in many of the jobs that they do here. Why do you ask?"
  Node 30 text1   : You tell him, "no reason."
  Node 31 person  : 81- Franklin
  Node 31 keywords: neph xxxx
  Node 31 type    : 0
  Node 31 text0   : "The Nephilim are a feline race who have inhabited this region for hundreds of years."
  Node 31 text1   : 
  Node 32 person  : 81- Franklin
  Node 32 keywords: dang leav
  Node 32 type    : 1
  Node 32 text0   : "I don't understand."
  Node 32 text1   : You tell her that you have talked to her grandmother and that she needs to leave Hollis Island because her life is in danger. "My grandmother is alive?" she cries, "and she wants me to come home? Are you SURE?"
  Node 33 person  : 81- Franklin
  Node 33 keywords: sure xxxx
  Node 33 type    : 29
  Node 33 text0   : 
  Node 33 text1   : 
  Node 34 person  : 81- Franklin
  Node 34 keywords: prie rasa
  Node 34 type    : 1
  Node 34 text0   : "I don't understand."
  Node 34 text1   : You tell her that you have talked to her grandmother and that she needs to leave Hollis Island because her life is in danger. "My grandmother is alive?" she cries, "and she wants me to come home? Are you SURE?"
  Node 35 person  : 87- Edward
  Node 35 keywords: boat xxxx
  Node 35 type    : 0
  Node 35 text0   : "You can get a small boat at the Bayside Resort, north of town."
  Node 35 text1   : 
  Node 37 person  : 88- Colonel Blumstedt
  Node 37 keywords: colo xxxx
  Node 37 type    : 0
  Node 37 text0   : "Please, enter and see for yourself. It's open for all to see."
  Node 37 text1   : 
  Node 38 person  : 87- Edward
  Node 38 keywords: food purc
  Node 38 type    : 7
  Node 38 text0   : The Dungeon
  Node 38 text1   : 
  Node 39 person  : 87- Edward
  Node 39 keywords: drin xxxx
  Node 39 type    : 0
  Node 39 text0   : "We have beer for 4 gold pieces. But the house specialty is Independence Ale. It's 8 gold pieces, but it's the best around. Which would you like?"
  Node 39 text1   : 
  Node 40 person  : 87- Edward
  Node 40 keywords: beer xxxx
  Node 40 type    : 29
  Node 40 text0   : "I'm afraid you don't have enough gold," says Eddy.
  Node 40 text1   : 
  Node 41 person  : 87- Edward
  Node 41 keywords: inde spec
  Node 41 type    : 29
  Node 41 text0   : "I'm afraid you don't have enough gold," says Eddy.
  Node 41 text1   : 
  Node 42 person  : 87- Edward
  Node 42 keywords: goss xxxx
  Node 42 type    : 29
  Node 42 text0   : "Wouldn't you like to buy a drink first?" asks Eddy.
  Node 42 text1   : 
  Node 43 person  : 88- Colonel Blumstedt
  Node 43 keywords: odas guar
  Node 43 type    : 0
  Node 43 text0   : "The Odashai Guardians are an elite force of the Zinlasian military. Commanding a bunch of grunts in this backwards town in the middle of nowhere is not my idea of an elite position.
  Node 43 text1   : And look at my office. It's a snack bar! They havan't even had the courtesy of changing the sign. I don't know why General Vargas gave me this assignment."
  Node 44 person  : 88- Colonel Blumstedt
  Node 44 keywords: gene varg
  Node 44 type    : 0
  Node 44 text0   : "He is the leader of the Odashai Guardians. His headquarters are in The Citadel, in the center of Zenith. He is responsible for giving out the assignments."
  Node 44 text1   : 
  Node 45 person  : 88- Colonel Blumstedt
  Node 45 keywords: assi xxxx
  Node 45 type    : 0
  Node 45 text0   : "We're supposed to defend this city against the threat of a Nephilim attack. In addition, I've had to send some of my men to Lancaster, to help defend it as well."
  Node 45 text1   : 
  Node 46 person  : 88- Colonel Blumstedt
  Node 46 keywords: lanc defe
  Node 46 type    : 29
  Node 46 text0   : "Lancaster is on the mainland. It's situated in a valley that borders the Nephilim land. They've built a stockade to defend the valley, and apparently, it's been under siege from the Nephilim. That's where I sent my men.
  Node 46 text1   : We should have no problem fending off the Nephilim attacks."
  Node 47 person  : 88- Colonel Blumstedt
  Node 47 keywords: neph atta
  Node 47 type    : 1
  Node 47 text0   : "The Nephilim are not a particularly strong threat. They're more a nuisance, if anything. But Governor Walwick wants his newly claimed province well protected."
  Node 47 text1   : "The Nephilim have never been a particularly strong threat. But now that they've managed to destroy Lancaster, we need to reassess the situation."
  Node 48 person  : 88- Colonel Blumstedt
  Node 48 keywords: gove walw
  Node 48 type    : 0
  Node 48 text0   : "He's the governor of Zinlasia. He resides in the city of Zenith and he makes all the rules. He's a fair man, but some might call him power hungry. So I guess that's why I'm here. And am I appreciated?
  Node 48 text1   : Hardly! Our presence here is protested and my men are heckled on the street." (more)
  Node 49 person  : 88- Colonel Blumstedt
  Node 49 keywords: more xxxx
  Node 49 type    : 0
  Node 49 text0   : "I say, if the people of Independence City don't want our help, then the hell with them. Leave this region independent and let the people fend for themselves, with no help from us or anyone."
  Node 49 text1   : 
  Node 50 person  : 88- Colonel Blumstedt
  Node 50 keywords: zeni xxxx
  Node 50 type    : 0
  Node 50 text0   : "That's where I wish I was, right now," he says, exasperated.
  Node 50 text1   : 
  Node 51 person  : 88- Colonel Blumstedt
  Node 51 keywords: orde miss
  Node 51 type    : 29
  Node 51 text0   : "Well, don't just stand there. Get a move on!"
  Node 51 text1   : 
  Node 52 person  : 88- Colonel Blumstedt
  Node 52 keywords: evid wyve
  Node 52 type    : 29
  Node 52 text0   : "Talk to the mages at the Research Center about what you saw. It doesn't make any sense to me."
  Node 52 text1   : 
  Node 53 person  : 88- Colonel Blumstedt
  Node 53 keywords: cont xxxx
  Node 53 type    : 1
  Node 53 text0   : "That, I don't know."
  Node 53 text1   : "Why don't you talk to the local mages about this. Go to the Research Center and see what they have to say. Then report your findings to General Vargas."
  Node 54 person  : 89- Mac
  Node 54 keywords: purc xxxx
  Node 54 type    : 23
  Node 54 text0   : Pawn Shop
  Node 54 text1   : 
  Node 55 person  : 89- Mac
  Node 55 keywords: sell xxxx
  Node 55 type    : 15
  Node 55 text0   : "Well, let's take a look and see what you've got," he says, looking over your inventory.
  Node 55 text1   : 

  Town = 9:                              

  Town Messages:
  Message 0:                              
  Message 1: Underground Tunnel           
  Message 2: Owaji Club                   
  Message 3: Descending Tunnel            
  Message 4: Gremlin Cave                 
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "It looks like we have our eight competitors. I just need to collect 100 gold pieces from each of you. If anyone isn't sure of the rules, ask me before we begin. Are we ready to begin?"
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: "You need one hundred gold coins to play in the Champion Match. I'm afraid you don't have enough."
  Message 27: "Okay," says Monty, "we're all set. Take that empty chair," he says to you. "And as soon as you're all seated, the match will begin."
  Message 28: "Let me know as soon as you're ready," he says.
  Message 29: "The Owaji Championship Match has now begun," says Monty. "Players, roll your dice."
  Message 30: "You rolled the highest number," Monty says to you. "You're first."
  Message 31: You roll a five. You put your game piece in the fifth well.

Your opponent rolls a three. He puts his game piece in the third well.
  Message 32: You roll a one. You move your game piece to the sixth well.

Your opponent rolls a three. He moves his game piece to the sixth well. "We have a Battle," says Monty.
  Message 33: You roll a four. Your opponent rolls a two. "No knockout," says Monty. "Your turn," he says to you.
  Message 34: You roll a five. You move your game piece to the eleventh well.

Your opponet rolls a two. He moves his game piece to the eighth well.
  Message 35: "You have a choice as to which way you want to move your game piece. Do you want to PUSH forward or PULL back?"
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: You roll a five. "I'm sorry," says Monty. "That takes you past the twentieth well. You lose this round."
  Message 42: "Okay," says Monty. "Let's start the next round. Roll your dice to see who goes first."
  Message 43: "We have a winner," says Monty. "Better luck next time," he says to you. "Come back tomorrow night if you'd like to try again."
  Message 44: You roll a five. You move your game piece back to the twelfth well. "We have another Battle," says Monty.
  Message 45: You roll a three. Your opponent rolls a one. "And he's knocked out," cries Monty. "You win this round," he says to you.
  Message 46: "You've won this game," he says to you. "You're now ready to play the next game." He looks around the tables and says, "We have our four winners. Let's pair up and begin the next game."
  Message 47: After the two pairs sit down facing each other, Monty says, "Let's start game number two. Players, roll your dice."
  Message 48: "You've won the match!" cries Monty. "You are now the Master of Owaji!" The other players applaud, unenthusiastically.
  Message 49: "You've won the jackpot of 500 gold coins," says Monty, handing you a very heavy bag of gold.
  Message 50: "And the grand prize for this night is this spectacular Mithral Cuirass! It gives the same protection as steel plate, without the encumbrance and at half the weight. And at a value of 3600 gold pieces, it truly is a GRAND prize."
  Message 51: You roll a three. Your opponent rolls a one. "You're still in the game," he says to you. "Roll your die."
  Message 52: You roll a six. You move your game piece to the seventeenth well.

Your opponent rolls a four. He moves his game piece to the twelfth well.
  Message 53: You roll a five. You move your game piece to the eleventh well.

Your opponent rolls a two. He moves his game piece to the eighth well.
  Message 54: You roll a three. You move your game piece to the fourteenth well.

Your opponent rolls a six. He moves his game piece to the fourteenth well. "Battle," yells Monty.
  Message 55: You roll a five. Your opponent rolls a four. "You're safe," he says to you. "It's your roll."
  Message 56: You roll a two. Your opponent rolls a four. "Knockout!" cries Monty. "You're out of there," he says to you.
  Message 57: You roll a six. You move your game piece to the twentieth well. "We may have a winner here," says Monty. "But your opponent gets a final roll."
  Message 58: Your opponent rolls a three. "Nope," says Monty. "Not high enough. You've won this round," he says to you.
  Message 59: You roll a four. You move your game piece to the ninth well.

Your opponent rolls a five. He moves his game piece to the eighth well.
  Message 60: You roll a five. You move your game piece to the fourteenth well.

Your opponent rolls a three. He moves his game piece to the eleventh well.
  Message 61: Your opponent got the higher number. "He goes first," says Monty.

He rolls a four. He puts his game piece in the fourth well.
  Message 62: You roll a six. You put your game piece in the sixth well.

He rolls a three. He moves his game piece to the seventh well.
  Message 63: You roll a three. You move your game piece to the ninth well.

Your opponent rolls a one. he moves his game piece to the eighth well.
  Message 64: You roll a two. You move your game piece to the sixteenth well.

Your opponent rolls a five. He moves his game piece to the sixteenth well. "And we've got a Battle," says Monty.
  Message 65: You roll a five. Your opponent rolls a three. "No knockout," says Monty.
  Message 66: You roll a three. You move your game piece to the seventeenth well.

Your opponent rolls a five. He moves his game piece to the sixteenth well.
  Message 67: He opts to PUSH forward. He rolls a five. "Oh, too bad," says Monty. "That's too high. Well, you're the winner," he says to you.
  Message 68: You roll a four. You move your game piece to the tenth well.

Your opponent rolls a two. He moves his game piece to the ninth well.
  Message 69: You roll a one. You move your game piece to the eleventh well.

Your opponent rolls a four. He moves his game piece to the thirteenth well.
  Message 70: You roll a two. You move your game piece to the thirteenth well. "Battle!" cries Monty.
  Message 71: He rolls a five. You roll a two. "He's still in the game," says Monty. "Roll again."

Your opponent rolls a five. He moves his game piece to the eighteenth well.
  Message 72: You roll a four. You move your game piece to the seventeenth well.

"PUSH forward or PULL back?" Monty asks your opponent. He opts to PULL back. He rolls a three and moves back to the fifteenth well.
  Message 73: You roll a four. "I'm afraid that puts you off the board," says Monty. "You lose this round."
  Message 74: You roll a three. You move your game piece back to the fourteenth well. Monty turns to your opponent and says, "Now it's your choice. Do you PUSH forward or PULL back?"
  Message 75: You roll a four. "Oh, too high," says Monty. "You lose this round."
  Message 76: You roll a two. You move your game piece back to the fifteenth well. "Very good," says Monty. "We have a Battle."
  Message 77: He rolls a three. You roll a six. "And he's knocked out," says Monty. "You've won this round," he says to you.
  Message 78: He rolls a five. You roll a three. "No knockout," says Monty. "Your turn," he says to your opponent. PUSH or PULL?"

He opts to PULL and rolls a one. He moves his game piece to the fourteenth well.
  Message 79: You roll a five. You move your game piece and land on the twentieth well.

Your opponent rolls a three. "Not high enough," says Monty. "You win this round," he says to you.
  Message 80: You roll a three. You move back to the twelfth well.

Your opponent rolls a six. He moves his game piece to the twentieth well. "And he's a winner!" cries Monty.
  Message 81: "You've won the second game!" cries Monty. "Congratulations. Only one more game to play."
  Message 82: He rolls a four. You roll a five. "And you've knocked him out," says Monty. "You win this round."
  Message 83: "Okay," says Monty. "If you're ready, we'll begin the next game. Roll your dice to see who goes first."
  Message 84: "Take a break if you need it. Just don't stray too far or go upstairs. Return to your chairs when you're ready to play."
  Message 85: The bouncer stops you and asks you if you have a Champion Baton. You tell him no. "This is the Owaji Championship Match," he tells you. "Only players of the Champion rank may enter."
  Message 86: "The match is over for tonight," says the bouncer. "Come back tomorrow."
  Message 87: "This is the Owaji Championship Match," says the bouncer. "Do you have a Champion Baton?" You show it to him. "Go right in," he says.
  Message 88: You are escorted out of the player's area.
  Message 89: You roll a five. "That's too high," says Monty. "You're over twenty. You lose this round."
  Message 90: You roll a five. You move your game piece back to the eleventh well. "PUSH or PULL?" Monty asks your opponent.
He opts to PUSH.
  Message 91: He rolls a four. "And that's a perfect twenty," cries Monty. "You win this round. Sorry," he says to you.
  Message 92: "There are just two players left," says Monty. "The winner of this round will be crowned the Master Owaji Player. We'll begin as soon as you're ready."
  Message 93: He gives you the Mithral Cuirass and says, "Thanks for playing Owaji and enjoy your prize."
  Message 94: There is not enough room in your inventory for that item, so you put it down on the floor.
  Message 95: There is a stairway here that heads up through the musty darkness.
  Message 96: 
  Message 97: 
  Message 98: 
  Message 99: 
  Message 100: 
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 90 name: Mr. Livingston
  Personality 90 confused: "I don't know."
  Personality 90 look    : You see a man standing at the front of the classroom. There are just a handful of students sitting before him. 
  Personality 90 ask name: "I'm Mr. Livingston," he says. "What brings you here?"
  Personality 90 ask job : "I am tutoring these students," he answers. "We're between semesters right now and I'm helping these kids get a jump on the new year. Are you interested in some tutoring?"
  Personality 91 name: Miss Kinsley
  Personality 91 confused: 
  Personality 91 look    : You see a tall, conservative looking woman. She appears to be setting up her classroom.
  Personality 91 ask name: "Oh, you startled me," she says. "I'm Miss Kinsley. And I recognize you. You're the Adventurer's Club."
  Personality 91 ask job : "I teach literature. I'm having my students read your book, this semester. I've read it twice now and I found it quite interesting." (continue)
  Personality 92 name: Harold
  Personality 92 confused: 
  Personality 92 look    : You see a bored looking man standing behind the counter. 
  Personality 92 ask name: "I'm Harold," he says in a monotone voice. "Did you find everything you were looking for?"
  Personality 92 ask job : "I'm the cashier," he says. "And stock boy, and clean up crew, and, well, never mind. What did you want to buy?"
  Personality 93 name: Brother Thomas
  Personality 93 confused: "I'm afraid I can't help you."
  Personality 93 look    : You see a middle-aged man dressed in robes of the priesthood. He stands by the altar, greeting the occasional soul who wanders into the temple.
  Personality 93 ask name: "My name is Brother Thomas," he says in a kindly voice. "Welcome to the Hand of Faith Fellowship."
  Personality 93 ask job : "I am doing what I can to keep this temple alive. Membership is down, and the I fear the city is trying to close our doors."
  Personality 94 name: Melissa
  Personality 94 confused: "I don't have time to answer your questions."
  Personality 94 look    : You see a plain looking woman who seems to be busy doing some light house cleaning.
  Personality 94 ask name: "I'm Melissa," she says. "What do you want?"
  Personality 94 ask job : "What is my job?" she asks in a sarcastic voice. "I clean, I cook, and mostly, I take care of my no-good husband."
  Personality 95 name: Homer
  Personality 95 confused: "I don't know about that."
  Personality 95 look    : You see a young, kind of awkward looking man. He is holding a small, dull sword.
  Personality 95 ask name: "I'm Homer," he says. "Remember me?"
  Personality 95 ask job : "I suppose I'll have to go back to work, washing windows at the Bayside Resort. I've got to support myself and my wife. Maybe I'll become an adventurer next year."
  Personality 96 name: Monty
  Personality 96 confused: "I don't know."
  Personality 96 look    : This man is wearing a shirt with "Owaji" printed on the front. Below that is a triangular shaped logo with the words "PYRAMID, Inc" written below it.
  Personality 96 ask name: "I'm Monty," he says with a smile. "Welcome to the Owaji Championship Match."
  Personality 96 ask job : "I'm the official host of the these Owaji games. If you're ready to play, I'll explain the rules for this...the final match."
  Personality 97 name: Mark
  Personality 97 confused: 
  Personality 97 look    : This man is leaning against the wall with a drink in one hand. He appears to be watching the people coming and going.
  Personality 97 ask name: "My name's Mark," he says in a low voice.
  Personality 97 ask job : "I'm just hangin' out here. Watchin' the people going up and down. Checkin' out who the Owaji players are."
  Personality 98 name: Protester
  Personality 98 confused: "Give us back our Colosseum!"
  Personality 98 look    : This person is marching back and forth in front of the Colosseum, yelling things like "Keep Independence City independent!"
  Personality 98 ask name: "I've got nothing to say to you. Talk to our leader, Jerry. He speaks for us all."
  Personality 98 ask job : "Don't turn Independence City into a police state! Let our own guards handle our affairs!"
  Personality 99 name: Jerry
  Personality 99 confused: "No more questions. I don't want to talk to you, anyway."
  Personality 99 look    : This man has an intense look on his face. He wears beads and a brightly colored vest with no shirt underneath.
  Personality 99 ask name: "I'm Jerry, man," he answers. "What do you want?" He seems to resent talking to you.
  Personality 99 ask job : "I'm the leader of this protest against the takeover of our Colosseum. First they take this from us, next... the city. We don't want their government or their rules."
  Node 0 person  : 90- Mr. Livingston
  Node 0 keywords: tuto inte
  Node 0 type    : 0
  Node 0 text0   : "I have knowledge of many subjects. For a fee, I can tutor you on any number of subjects. What would you like me to teach you?"
  Node 0 text1   : 
  Node 1 person  : 90- Mr. Livingston
  Node 1 keywords: teac purc
  Node 1 type    : 8
  Node 1 text0   : 
  Node 1 text1   : 
  Node 2 person  : 91- Miss Kinsley
  Node 2 keywords: adve xxxx
  Node 2 type    : 0
  Node 2 text0   : "Oh, I'd recognize you anywhere. You've done a lot for the city of Independence."
  Node 2 text1   : 
  Node 3 person  : 91- Miss Kinsley
  Node 3 keywords: book cont
  Node 3 type    : 0
  Node 3 text0   : "Not only is it a good adventure story, it also tells about the history of West Zinlasia. If you have time, I'd like to give you my synopsis of your book, to be sure I remember it all for when I discuss it with my students.
  Node 3 text1   : Do you have time to listen?"
  Node 4 person  : 90- Mr. Livingston
  Node 4 keywords: trai purc
  Node 4 type    : 8
  Node 4 text0   : 
  Node 4 text1   : 
  Node 5 person  : 92- Harold
  Node 5 keywords: purc xxxx
  Node 5 type    : 7
  Node 5 text0   : Food Mart
  Node 5 text1   : 
  Node 6 person  : 93- Brother Thomas
  Node 6 keywords: clos door
  Node 6 type    : 0
  Node 6 text0   : "The mayor doesn't want this temple here. This used to be the gathering place for the Priest's Guild, and while it still stands, it is a reminder of the old ways to the people."
  Node 6 text1   : 
  Node 7 person  : 93- Brother Thomas
  Node 7 keywords: prie guil
  Node 7 type    : 0
  Node 7 text0   : "The Priest's Guild used to be based heavily in magic. Magic has been banned on Hollis Island and so was the guild. The temples were allowed to stay open, but things are not the same as they used to be.
  Node 7 text1   : People used to come to us for our healing spells, but now that we are not allowed to practice magic, there is not much reason for them to come."
  Node 8 person  : 93- Brother Thomas
  Node 8 keywords: heal spel
  Node 8 type    : 0
  Node 8 text0   : "The Medical Center was opened about 4 years ago, and the physicians there have learned new methods of healing. It has been quite successful. I'm afraid there's not much of a future for the Hand of Faith."
  Node 8 text1   : 
  Node 9 person  : 93- Brother Thomas
  Node 9 keywords: magi xxxx
  Node 9 type    : 0
  Node 9 text0   : "Magic use is simply not allowed any more. Even beneficial spells for healing."
  Node 9 text1   : 
  Node 10 person  : 93- Brother Thomas
  Node 10 keywords: temp xxxx
  Node 10 type    : 0
  Node 10 text0   : "There used to be a few temples spread across the island, but this is the only one left. Time will tell whether it remains standing or not."
  Node 10 text1   : 
  Node 11 person  : 94- Melissa
  Node 11 keywords: husb home
  Node 11 type    : 1
  Node 11 text0   : "His name's Homer. And he left home to become an 'adventurer'. What the hell is an adventurer? If you see him, tell him to get his ass home or I'll send him on an adventure he'll never forget!"
  Node 11 text1   : "It's so nice to have Homer back home, isn't it," she says, looking in his direction. "Yes dear," he answers in a defeated voice.
  Node 12 person  : 93- Brother Thomas
  Node 12 keywords: hand fait
  Node 12 type    : 0
  Node 12 text0   : "That is the official name of the Priest's Guild. The icon can be seen in that picture, hanging behind me."
  Node 12 text1   : 
  Node 13 person  : 95- Homer
  Node 13 keywords: bays reso
  Node 13 type    : 0
  Node 13 text0   : "It's not a very exciting job, but at least it puts food on the table."
  Node 13 text1   : 
  Node 14 person  : 95- Homer
  Node 14 keywords: wife meli
  Node 14 type    : 0
  Node 14 text0   : "Melissa is my lovely wife," he says loudly, so to be sure she hears him. "What would I do without her?"
  Node 14 text1   : 
  Node 15 person  : 95- Homer
  Node 15 keywords: adve xxxx
  Node 15 type    : 0
  Node 15 text0   : "Some day I'll be an adventurer like you. I just need more practice. Maybe I can convince Melissa to come with me and we could adventure together."
  Node 15 text1   : 
  Node 16 person  : 96- Monty
  Node 16 keywords: fina matc
  Node 16 type    : 0
  Node 16 text0   : "This is the Championship Match. The winner of this match is given the title, Master Player, and, in addition to the 500 gold award, is also given the grand prize."
  Node 16 text1   : 
  Node 17 person  : 96- Monty
  Node 17 keywords: gran priz
  Node 17 type    : 0
  Node 17 text0   : "The grand prize changes each night. It is typically donated to the games by an outside organization and is usually a rare or one-of-a-kind magical item worth hundreds or even thousands of gold coins."
  Node 17 text1   : 
  Node 18 person  : 96- Monty
  Node 18 keywords: rule xxxx
  Node 18 type    : 0
  Node 18 text0   : "The rules of the Championship Match are as follows... Eight players compete each night. The players are paired up and we start the competition with four simultaneous games. The four winners are then paired up and two games are played.
  Node 18 text1   : The winners of the two games then play each other." (more)
  Node 19 person  : 95- Homer
  Node 19 keywords: join xxxx
  Node 19 type    : 0
  Node 19 text0   : "I can't join you now. I've got to stay here with Melissa. Besides, I don't think I'm ready to be an adventurer."
  Node 19 text1   : 
  Node 20 person  : 96- Monty
  Node 20 keywords: more xxxx
  Node 20 type    : 0
  Node 20 text0   : "The winner of the final game is crowned the Master Player. He wins 500 gold pieces and the grand prize. In each game, you must win two rounds to move to the next match.
  Node 20 text1   : The rules are the same as an expert match, with these additions. When you reach the fifteenth well, you have a choice to move forward or backward." (continue)
  Node 21 person  : 96- Monty
  Node 21 keywords: cont xxxx
  Node 21 type    : 0
  Node 21 text0   : "If you move forward and overshoot the last well, you lose and your opponent automatically wins the round. If you move backward, you have a chance of knocking out your opponent by landing in the same well.
  Node 21 text1   : If your opponent is knocked out, you win the match." (keep going)
  Node 22 person  : 96- Monty
  Node 22 keywords: keep goin
  Node 22 type    : 0
  Node 22 text0   : A Battle occurs when you land in the same well as your opponent, just like in an expert game. Oh, and you must decide whether to move forward or backward before you roll the die.
  Node 22 text1   : The cost to play is 100 gold coins. And that's for the entire match, not for each round. So, do you think you're ready to play?"
  Node 23 person  : 96- Monty
  Node 23 keywords: play xxxx
  Node 23 type    : 29
  Node 23 text0   : "You've won the Championship Match. You're a Master Owaji player. The games aren't open to you. You can retire now."
  Node 23 text1   : 
  Node 24 person  : 96- Monty
  Node 24 keywords: pyra xxxx
  Node 24 type    : 0
  Node 24 text0   : "Thet's the name of the company that created and distributes the game of Owaji."
  Node 24 text1   : 
  Node 25 person  : 97- Mark
  Node 25 keywords: owaj play
  Node 25 type    : 0
  Node 25 text0   : "The Championship Match is being played downstairs. Only qualified players are allowed to enter the player's area."
  Node 25 text1   : 
  Node 26 person  : 97- Mark
  Node 26 keywords: qual area
  Node 26 type    : 0
  Node 26 text0   : "You need to be a fourth rank player. You know, the rank of champion. It takes a lot of time and a lot of gold to get up to that rank."
  Node 26 text1   : 
  Node 27 person  : 97- Mark
  Node 27 keywords: bato mone
  Node 27 type    : 29
  Node 27 text0   : "What about it?" he asks.
  Node 27 text1   : 
  Node 28 person  : 91- Miss Kinsley
  Node 28 keywords: time list
  Node 28 type    : 29
  Node 28 text0   : "So what do you plan to do now?" she asks. (more)
  Node 28 text1   : 
  Node 29 person  : 91- Miss Kinsley
  Node 29 keywords: more xxxx
  Node 29 type    : 1
  Node 29 text0   : You tell her you are planning to join the Odashai Guardians in East Zinlasia. "Well, that should certainly provide many adventures for you," she says.
  Node 29 text1   : You tell her that you have joined the Odashai Guardians and have very important duties to attend to. "Good for you," she says. "Well, don't let me keep you. Thank you again for taking the time to listen to me."
  Node 30 person  : 99- Jerry
  Node 30 keywords: gove rule
  Node 30 type    : 0
  Node 30 text0   : "We want to keep Independence City independent, man. We don't need the Zinlasian government coming over here, taking over our city, and telling us what to do.
  Node 30 text1   : This is OUR Colosseum, man. It was built for the people. Not to be a military institution. (more)
  Node 31 person  : 99- Jerry
  Node 31 keywords: more xxxx
  Node 31 type    : 0
  Node 31 text0   : "They say they're here to help us with the Nephilim war, but we know what they really want...To take us over, man, and make us live by their rules. They've already chosen a mayor to rule us."
  Node 31 text1   : 
  Node 32 person  : 99- Jerry
  Node 32 keywords: mayo rule
  Node 32 type    : 0
  Node 32 text0   : "Mayor Yansick doesn't know anything about this city. And she doesn't care what the people want or say. She gets her orders from Governor Walwick in Zenith."
  Node 32 text1   : 
  Node 33 person  : 99- Jerry
  Node 33 keywords: walw zeni
  Node 33 type    : 0
  Node 33 text0   : "We know that Governor Walwick is power hungry. He won't be happy until he has control over every province in Zinlasia. But you're probably on his side. We know who you are. You lived over there.
  Node 33 text1   : And you're responsible for the creation of the portal that allowed them to come over here in the first place."
  Node 34 person  : 99- Jerry
  Node 34 keywords: prot colo
  Node 34 type    : 0
  Node 34 text0   : "This is supposed to be a place of enjoyment for the people. Not a place where generals and soldiers play their war games."
  Node 34 text1   : 
  Node 35 person  : 96- Monty
  Node 35 keywords: owaj xxxx
  Node 35 type    : 0
  Node 35 text0   : "This is the Championship Match. The winner of this match is given the title, Master Player, and, in addition to the 500 gold award, is also given the grand prize."
  Node 35 text1   : 

  Town = 10: Lancaster                    

  Town Messages:
  Message 0: Lancaster                    
  Message 1: Rectangle 1                  
  Message 2: Rectangle 2                  
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This was the entrance to the Lancaster Mines. The entrance has caved in and is completely blocked by debris.
  Message 21: The sign here says 'Dynamite Storage.' Well, "not anymore," you think to yourself.
  Message 22: As you enter Lancaster, you are horrified at what you find. There is massive damage to every building. Smoldering fires continue to burn in some spots. And there are bodies everywhere.
  Message 23: Then out of the corner of your eye, you think you see movement. At first you think it may be survivors. But then you realize it's Nephilim scouts, looking to loot what's left of the town.
  Message 24: You notice a large shadow on the ground ahead of you as something flies overhead. Looking up, you are unprepared for the sight before you. A trio of large wyverns come swooping out of the skies.
  Message 25: Riding on the backs of each is a Nephilim! Before you grasp the meaning of this, they are landing around you, ready to attack!
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
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  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
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  Message 90: *
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  Message 110: *
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  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Jewelry Shop
  Message 121: Gilbert's Groceries
  Message 122: Hurtful Things
  Message 123: Blacksmith
  Message 124: High Quality Armor
  Message 125: Identifier
  Message 126: Adventurer's Supplies
  Message 127: Missy's Missiles
  Message 128: Protective Gear
  Message 129: Steel Mill
  Message 130: Lancaster Mining Co.
  Message 131: Mayor's Office
  Message 132: Conference Room
  Message 133: City Hall
  Message 134: City Hall
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 100 name: Samantha
  Personality 100 confused: 
  Personality 100 look    : A pretty, young woman stands behind the jewelry case...Well, she would be pretty if she wiped the scowl off her face.
  Personality 100 ask name: "I'm Samantha," she says. The cold expression on her face doesn't change.
  Personality 100 ask job : "I own this jewelry shop," she says coldly. "What do you want?"
  Personality 101 name: Jacob
  Personality 101 confused: "Leave me alone."
  Personality 101 look    : You see a middle-aged man wearing a pair of thick-lensed spectacles. He looks surprised to see you as you enter his home.
  Personality 101 ask name: "I'm Jacob," he says in a flat voice. "Are you selling something?"
  Personality 101 ask job : "I'm retired, so I don't have any money to spend on whatever it is you are selling."
  Personality 102 name: Gilbert
  Personality 102 confused: "I don't know what you mean."
  Personality 102 look    : The man behind the counter watches you with a suspicious eye.
  Personality 102 ask name: "My name is Gilbert," he says flatly. "I'm the owner of this establishment."
  Personality 102 ask job : "I'm the local grocer," he says, irritated. "Can't you read the sign out in front.
  Personality 103 name: Millicent
  Personality 103 confused: "What do you mean?"
  Personality 103 look    : You see an impressive looking woman, dressed in armor and carrying a sword.
  Personality 103 ask name: "I am Millicent," she says in a commanding voice. "I've never seen you in my shop before."
  Personality 103 ask job : "I sell weapons," she says proudly. "And if you want special qualities added, you can talk to Stephan over there."
  Personality 104 name: Stephan
  Personality 104 confused: 
  Personality 104 look    : You see a strong looking man standing behind the counter. He is shaping a new sword over the furnace.
  Personality 104 ask name: "I am Stephen," he says, not bothering to stop what he's doing.
  Personality 104 ask job : "I custom shape weapons for my customers to better work with their personal style and stature. This produces a much better and more powerful product."
  Personality 105 name: Horace
  Personality 105 confused: "I don't follow you."
  Personality 105 look    : The man behind the counter is dressed in shiny, steel armor. He turns to look at you, though his face is hidden behind his helm.
  Personality 105 ask name: "I'm Horace," he says. "What's it to you?"
  Personality 105 ask job : "I'm the armorer for this town. I sell high quality armor, including armor made of steel."
  Personality 106 name: Abigail
  Personality 106 confused: "Oh, I just don't know."
  Personality 106 look    : You see a young, frazzled looking woman, reading a large tome and scribbling down notes on a scroll.
  Personality 106 ask name: She looks up at you, startled. "Oh, I didn't hear you come in. I'm trying to learn this chapter on 'area spells'.
  Personality 106 ask job : "Well, I'm studying to be a mage. But for right now, I make my living as an identifier."
  Personality 107 name: Jeremy
  Personality 107 confused: "That doesn't interest me."
  Personality 107 look    : The man behind the counter doesn't seem to be too friendly. He just stares at you as you approach.
  Personality 107 ask name: "I'm Jeremy," he says without emotion.
  Personality 107 ask job : "I run this shop. I sell supplies to adventurers." You tell him that you are adventurers! "Are you, now," he says, with little interest.
  Personality 108 name: Mayor Carson
  Personality 108 confused: "I have no time for you."
  Personality 108 look    : The man behind the desk looks at you with indignation. "Do you always barge into people's offices unannounced?"
  Personality 108 ask name: "I'm Mayor Carson," he says, "and I don't have time to talk to a bunch of outsiders who don't belong here in Lancaster Valley."
  Personality 108 ask job : "Well, being this is the mayor's office and I being Mayor Carson, even a moron could figure out what my job is. If you don't know the meaning of the word, go find a library and look it up."
  Personality 109 name: Unused
  Personality 109 confused: 
  Personality 109 look    : 
  Personality 109 ask name: 
  Personality 109 ask job : 
  Node 0 person  : 460- Samantha
  Node 0 keywords: jewe xxxx
  Node 0 type    : 0
  Node 0 text0   : "Occasionally, the miners find precious gems and they sell them to me. I make rings and necklaces out of them."
  Node 0 text1   : 
  Node 1 person  : 460- Samantha
  Node 1 keywords: ring neck
  Node 1 type    : 0
  Node 1 text0   : "Did you want to buy something?"
  Node 1 text1   : 
  Node 2 person  : 460- Samantha
  Node 2 keywords: purc xxxx
  Node 2 type    : 0
  Node 2 text0   : "I don't like doing business with outsiders. I'll sell to you if you insist, but don't expect any bargains. Are you still interested?"
  Node 2 text1   : 
  Node 3 person  : 460- Samantha
  Node 3 keywords: inte xxxx
  Node 3 type    : 7
  Node 3 text0   : Rings 'n Things
  Node 3 text1   : 
  Node 4 person  : 460- Samantha
  Node 4 keywords: sell xxxx
  Node 4 type    : 0
  Node 4 text0   : "I don't buy from outsiders."
  Node 4 text1   : 
  Node 5 person  : 460- Samantha
  Node 5 keywords: sapp xxxx
  Node 5 type    : 29
  Node 5 text0   : "I told you, I don't sell sapphires!"
  Node 5 text1   : 
  Node 6 person  : 461- Jacob
  Node 6 keywords: reti xxxx
  Node 6 type    : 0
  Node 6 text0   : "Yes, retired," he says, annoyed, "as in taking it easy...not working anymore...not wanting to be disturbed."
  Node 6 text1   : 
  Node 7 person  : 461- Jacob
  Node 7 keywords: jewe xxxx
  Node 7 type    : 1
  Node 7 text0   : "Leave me alone."
  Node 7 text1   : You ask him if he used to be a jeweler. "Yes," he answers, "that's what I used to do. But now I'm retired."
  Node 8 person  : 461- Jacob
  Node 8 keywords: sapp xxxx
  Node 8 type    : 2
  Node 8 text0   : You ask him if he might have a sapphire necklace for sale. "If you want to buy jewelry, go see Samantha at the jewelry shop. I told you I'M RETIRED! Do you have a memory problem?"
  Node 8 text1   : Just as he looks as if he's going to throw you out, he says, "Wait a minute. You won't find anything like that over there. You might ask Mr. Simms. But I don't think he'll sell."
  Node 9 person  : 461- Jacob
  Node 9 keywords: sama xxxx
  Node 9 type    : 0
  Node 9 text0   : "She works at the jewelry shop. Go see her if you want to buy jewelry."
  Node 9 text1   : 
  Node 10 person  : 461- Jacob
  Node 10 keywords: simm xxxx
  Node 10 type    : 0
  Node 10 text0   : "Mr. Simms has a sapphire necklace. I repaired it for him a couple of weeks ago. You see, he and I go way back. We were two of the very first residents in Lancaster Valley. He has collected a lot of gems from the mines.
  Node 10 text1   : I've been his jeweler for many years and I've created some beautiful jewelry with the gems he's brought me. He still comes to me for work. Refuses to go to anyone else, even though I'm retired."
  Node 11 person  : 461- Jacob
  Node 11 keywords: gems mine
  Node 11 type    : 0
  Node 11 text0   : "They rarely uncover any valuable gems from the mines any more. Simms emptied those mines out years ago."
  Node 11 text1   : 
  Node 12 person  : 462- Gilbert
  Node 12 keywords: groc xxxx
  Node 12 type    : 0
  Node 12 text0   : "I sell food. Do you want to buy something, or what?"
  Node 12 text1   : 
  Node 13 person  : 462- Gilbert
  Node 13 keywords: food purc
  Node 13 type    : 7
  Node 13 text0   : Gilbert's Groceries
  Node 13 text1   : 
  Node 14 person  : 463- Millicent
  Node 14 keywords: spec qual
  Node 14 type    : 0
  Node 14 text0   : "He can augment your weapons to make them much more powerful...for a price, that is. Quite a steep price, I must add."
  Node 14 text1   : 
  Node 15 person  : 463- Millicent
  Node 15 keywords: augm xxxx
  Node 15 type    : 0
  Node 15 text0   : "Talk to Stephan about that."
  Node 15 text1   : 
  Node 16 person  : 463- Millicent
  Node 16 keywords: step xxxx
  Node 16 type    : 0
  Node 16 text0   : "He's right over there," she says, pointing to her right. "We share this shop."
  Node 16 text1   : 
  Node 17 person  : 463- Millicent
  Node 17 keywords: weap purc
  Node 17 type    : 7
  Node 17 text0   : Hurtful Things
  Node 17 text1   : 
  Node 18 person  : 464- Stephan
  Node 18 keywords: weap shap
  Node 18 type    : 0
  Node 18 text0   : "A weapon that has been tailored to a person, based on his size and fighting style, will do much more damage than a generic weapon. Thus, I am able to augment certain weapons for my customers.
  Node 18 text1   : 
  Node 19 person  : 464- Stephan
  Node 19 keywords: augm xxxx
  Node 19 type    : 0
  Node 19 text0   : "You are not one of my customers," he says coldly and turns away.
  Node 19 text1   : 
  Node 20 person  : 464- Stephan
  Node 20 keywords: cust xxxx
  Node 20 type    : 0
  Node 20 text0   : "My customers are all trustworthy people who live here in Lancaster Valley. You are an outsider. I don't do business with outsiders." 
  Node 20 text1   : 
  Node 21 person  : 465- Horace
  Node 21 keywords: stee xxxx
  Node 21 type    : 0
  Node 21 text0   : "Armor made from steel is the best you can buy. Steel is this town's biggest and most profitable resource. The hills here are rich with ore that we use to make steel." 
  Node 21 text1   : 
  Node 22 person  : 465- Horace
  Node 22 keywords: prof reso
  Node 22 type    : 0
  Node 22 text0   : "Talk to the guys at the mill if you're so interested."
  Node 22 text1   : 
  Node 23 person  : 465- Horace
  Node 23 keywords: mill xxxx
  Node 23 type    : 0
  Node 23 text0   : "It's in the north part of town, near the mine."
  Node 23 text1   : 
  Node 24 person  : 465- Horace
  Node 24 keywords: armo purc
  Node 24 type    : 0
  Node 24 text0   : "I'm not too keen on outfitting potential enemies with my high quality armor, not that I'm saying you're my enemy. But I'm careful about doing business with outsiders."
  Node 24 text1   : He thinks about it for a minute. "Well, if you really need armor, I'll sell you some, if you can 'afford' it. No deals, though."
  Node 25 person  : 465- Horace
  Node 25 keywords: affo deal
  Node 25 type    : 7
  Node 25 text0   : High Quality Armor
  Node 25 text1   : 
  Node 26 person  : 466- Abigail
  Node 26 keywords: area spel
  Node 26 type    : 0
  Node 26 text0   : "It is not an easy chapter. I tried to become a member of the Mages Guild, but I couldn't pass any of the tests. They were just too hard for me.
  Node 26 text1   : So now I'm studying on my own. But it all just seems too hard. Maybe I should try joining the Alchemist's Guild instead.
  Node 27 person  : 466- Abigail
  Node 27 keywords: guil xxxx
  Node 27 type    : 0
  Node 27 text0   : "There's guilds all over the place, here in West Zinlasia."
  Node 27 text1   : 
  Node 28 person  : 466- Abigail
  Node 28 keywords: mage xxxx
  Node 28 type    : 0
  Node 28 text0   : "The Mages Guild is about 20 miles west of here, past Meikaprr Forest.
  Node 28 text1   : 
  Node 29 person  : 466- Abigail
  Node 29 keywords: alch xxxx
  Node 29 type    : 0
  Node 29 text0   : "The Alchemist's Guild is just north of here, on the other side of the hills.
  Node 29 text1   : 
  Node 30 person  : 466- Abigail
  Node 30 keywords: meik fore
  Node 30 type    : 0
  Node 30 text0   : "That's where the Nephilim used to live, before they were driven out by the humans. Now they live in the caves south of here, at the base of the Catsclaw Mountains. I kind of feel sorry for them."
  Node 30 text1   : 
  Node 31 person  : 466- Abigail
  Node 31 keywords: cats moun
  Node 31 type    : 0
  Node 31 text0   : "The Catsclaw Mountains divide Zinlasia into two areas...East and West Zinlasia. I hear they are impossible to cross.
  Node 31 text1   : 
  Node 32 person  : 466- Abigail
  Node 32 keywords: neph xxxx
  Node 32 type    : 0
  Node 32 text0   : "They're the cat creatures that live south of here. I hear they're quite savage. We have a stockade to keep them out."
  Node 32 text1   : 
  Node 33 person  : 466- Abigail
  Node 33 keywords: stoc xxxx
  Node 33 type    : 0
  Node 33 text0   : "It's just a little south of here. I feel quite safe having it there. Who knows what would happen if the Nephilim got into our valley."
  Node 33 text1   : 
  Node 34 person  : 466- Abigail
  Node 34 keywords: iden xxxx
  Node 34 type    : 16
  Node 34 text0   : "I can identify your items for a small fee," she says. "Show my what you have."
  Node 34 text1   : 
  Node 35 person  : 467- Jeremy
  Node 35 keywords: supp purc
  Node 35 type    : 0
  Node 35 text0   : "I sell various footwear for hiking and such. And I sell light sources for exploring caves and that sort of thing. What do you want?"
  Node 35 text1   : 
  Node 36 person  : 467- Jeremy
  Node 36 keywords: adve xxxx
  Node 36 type    : 0
  Node 36 text0   : "Ya, you know... 'ad-ven-tur-ers'. Silly people who run around the world, getting into all kinds of trouble."
  Node 36 text1   : 
  Node 37 person  : 467- Jeremy
  Node 37 keywords: foot boot
  Node 37 type    : 7
  Node 37 text0   : Adventurer's Supplies
  Node 37 text1   : 
  Node 38 person  : 467- Jeremy
  Node 38 keywords: ligh sour
  Node 38 type    : 7
  Node 38 text0   : Adventurer's Supplies
  Node 38 text1   : 
  Node 39 person  : 468- Mayor Carson
  Node 39 keywords: libr xxxx
  Node 39 type    : 0
  Node 39 text0   : "I hear there's a nice one back in Independence City. If that's where you're from, I suggest you go back."
  Node 39 text1   : 
  Node 40 person  : 468- Mayor Carson
  Node 40 keywords: inde xxxx
  Node 40 type    : 0
  Node 40 text0   : "We, here in Lancaster Valley, want nothing to do with Independence City. Most of us left there years ago. Things got too weird over there...too many rules. And when all the guilds were abolished, that was the last straw."
  Node 40 text1   : 
  Node 41 person  : 468- Mayor Carson
  Node 41 keywords: lanc vall
  Node 41 type    : 0
  Node 41 text0   : "This is the finest town in these parts. Here, we are free to live they way we want to, away from the 'evils' of the world and especially away from the constrictive rules of Independence City."
  Node 41 text1   : 
  Node 42 person  : 468- Mayor Carson
  Node 42 keywords: evil xxxx
  Node 42 type    : 0
  Node 42 text0   : "Well, the Nephs, for one. We got rid of those dirty beasts and now this valley is Neph free. We have a blockade set up to keep them out, too."
  Node 42 text1   : 
  Node 43 person  : 468- Mayor Carson
  Node 43 keywords: neph xxxx
  Node 43 type    : 0
  Node 43 text0   : "The Nephilim. Those dirty cat creatures who used to infest this valley. If one even steps foot in this town, or this valley for that matter, the fur will fly." He chuckles at his choice of words.
  Node 43 text1   : 
  Node 44 person  : 468- Mayor Carson
  Node 44 keywords: dyna xxxx
  Node 44 type    : 1
  Node 44 text0   : "You can't honestly think that I would give total strangers access to our dynamite.
  Node 44 text1   : "Help rid us of the creatures in the mine and you can have whatever you want."
  Node 45 person  : 468- Mayor Carson
  Node 45 keywords: crea unde
  Node 45 type    : 1
  Node 45 text0   : "I have no time for you."
  Node 45 text1   : "All sorts of undead creatures have infested the mine. The miners must have released them when they unearthed a new section of the mine."
  Node 46 person  : 468- Mayor Carson
  Node 46 keywords: mine xxxx
  Node 46 type    : 1
  Node 46 text0   : "I have no time for you."
  Node 46 text1   : "Undead creatures have infested Lancaster Mine. All operations have shut down and we are at their mercy."

  Town = 11:                              

  Town Messages:
  Message 0:                              
  Message 1: Dark Passage                 
  Message 2: Dark Passage                 
  Message 3: Kunlatass Hideout            
  Message 4: Kunlatass Hideout            
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: As the lifeless body of Kumar falls to the ground, it seems that your only hope for an alliance with the Wesshaka tribe has been lost. Of course, this will result in an unpleasant outcome.
  Message 21: "It'ss too late!" cries Kumar. "The Tarantulak parentss have returned! I will do what I can to fend them off."
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: 
  Message 27: "Thank you for fighting by my sside," says Kumar. "I do not believe I could have killed them on my own. Let uss hurry before more of the children arrive to avenge the death of their parentss."
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: Kumar rejoins your party.
  Message 34: Kumar leaves the party.
  Message 35: You find a lose brick on this wall. Moving it uncovers a hidden lever.
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: Nothing happens.
  Message 42: Kumar joins your party.
  Message 43: You tell him that the coast is clear. "It is ssad that thingss have come to thiss," he says. "I sso wisshed to reunite the two tribess." You tell him that there's no time for remorse now. We've got to get out of here. (continue)
  Message 44: You stop, dead in your tracks, as you get a wift of the familiar smell of quickfire. You had better proceed with great caution. Setting off a quickfire trap would ultimately spell your doom.
  Message 45: But isn't there a way to stop quickfire from spreading, in case you DO set off a trap? You wrack your brain, trying to come up with an answer.
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
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  Message 120: 
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  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 110 name: Kumar
  Personality 110 confused: 
  Personality 110 look    : The Slithzerikai standing before you has the look of a warrior, yet you see intelligence and compassion in his eyes.
  Personality 110 ask name: "I believe we sshould talk later," says Kumar. "I must kill thesse creaturess or I fear we will not leave thesse cavess alive."
  Personality 110 ask job : You get no response.
  Personality 111 name: General Vargas
  Personality 111 confused: "There's no time for talk right now."
  Personality 111 look    : You see a large, impressive looking man, standing before you. He is dressed in heavy armor and he looks a bit intimidating.
  Personality 111 ask name: "There's no time for talk right now," he says. "You must tale Sister Elysia to Sariminsum immediately."
  Personality 111 ask job : "There's no time for talk right now," he says. "You must take Sister Elysia to Sariminsum immediately."
  Personality 112 name: Kumar
  Personality 112 confused: "Pleasse. You must get me out of here."
  Personality 112 look    : The Slithzerikai standing before you has the look of a warrior, yet you see intelligence and compassion in his eyes.
  Personality 112 ask name: "I am Kumar," he answers. "Ambassador for the Wesshaka Tribe. For the time being, that iss."
  Personality 112 ask job : "I have been kidnapped by the Kunlatass tribe. I do not know what they plan to do to me. Have you come to resscue me?"
  Personality 113 name: Unused
  Personality 113 confused: 
  Personality 113 look    : 
  Personality 113 ask name: 
  Personality 113 ask job : 
  Personality 114 name: Unused
  Personality 114 confused: 
  Personality 114 look    : 
  Personality 114 ask name: 
  Personality 114 ask job : 
  Personality 115 name: Unused
  Personality 115 confused: 
  Personality 115 look    : 
  Personality 115 ask name: 
  Personality 115 ask job : 
  Personality 116 name: Unused
  Personality 116 confused: 
  Personality 116 look    : 
  Personality 116 ask name: 
  Personality 116 ask job : 
  Personality 117 name: Unused
  Personality 117 confused: 
  Personality 117 look    : 
  Personality 117 ask name: 
  Personality 117 ask job : 
  Personality 118 name: Unused
  Personality 118 confused: 
  Personality 118 look    : 
  Personality 118 ask name: 
  Personality 118 ask job : 
  Personality 119 name: Unused
  Personality 119 confused: 
  Personality 119 look    : 
  Personality 119 ask name: 
  Personality 119 ask job : 
  Node 0 person  : 112- Kumar
  Node 0 keywords: resc come
  Node 0 type    : 29
  Node 0 text0   : "I don't know where the lever to open thiss door iss," he says. "It musst be ssomewhere nearby. There'ss no other way out of thiss cell."
  Node 0 text1   : 
  Node 1 person  : 112- Kumar
  Node 1 keywords: cont xxxx
  Node 1 type    : 28
  Node 1 text0   : "Yess, I'm afraid you are right," he sighs. "I will join you once more. Let uss proceed to Zenith."
  Node 1 text1   : 

  Town = 12: Shrine of Odashai              

  Town Messages:
  Message 0: Shrine of Odashai              
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Thank you," says Sister Elysia. And without another word, she leaves the group and quietly walks over to gaze upon the statue of Odashai. She then kneels in front of it and bows down her head.
  Message 21: You leave her in peace for a few minutes before approaching the subject about the interview.
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: Sister Elysia leaves the party.
  Message 27: Before you ask for an interview, you need to have a piece of paper to write it on.
  Message 28: You ask her if it would be alright to get an interview now. "Yes, of course," she says. "What do you want to know?" You start by asking her about her home town. "I come from Dunsten," she answers.
  Message 29: "It's just a small village on an island east of the mainland. There was a temple in the village which housed the Holy Order of Empowerment. I joined when I was a little girl, and it was very helpful to me as I grew up."
  Message 30: "I was very saddened when the temple closed it's doors a couple years ago, due to lack of interest. From then on, I felt an emptiness in my life. There was little for me in Dunsten, so I decided to begin this pilgrimage."
  Message 31: You ask her what her religion has to offer it's followers. "Odashai is the god of strength and protection. The more we believe in him, the stronger his power becomes. We need his strength to fight evil."
  Message 32: "Evil is all around us, but most people are unaware of this. They believe the world is a safe and carefree place. It is safe now, only because we have Odashai keeping it that way. Things could change if we all lose our faith in him."
  Message 33: You rephrase your question by asking exactly what services do you offer. "As an example," you say, "the Fellowship of the Hand of Faith offers healing services..."
  Message 34: "I don't heal," she interrupts. Then she laughs nervously and says, "I mean, healing is not a service offered by the Holy Order of Empowerment. We do supply special potions of empowerment for a small donation."
  Message 35: "Don't most temples offer healing services?" you ask. She seems uncomfortable with the subject, but continues, "Many religions do, but ours does not. We believe that faith in Odashai will give a person the strength to heal himself."
  Message 36: "That is one reason I was attracted to this religion. It creates strength and self reliance that other religions do not. The stronger your belief in Odashai, the more empowered he becomes." 
  Message 37: "And the more powerful he is, the more empowered YOU become." You ask her another question..."What proof do you have of his ascension?" She thinks for a minute, and then answers.
  Message 38: "I have FAITH that he ascended. And that is all I am asking of you and all the people of Zinlasia. That is all we need. That is all Odashai needs." You finish writing down her words and then thank her for the interview.
  Message 39: "Perhaps this will help get my message out to the people," she says. Then she turns back towards the statue, and kneels once again. You decide it's best to leave her alone right now.
  Message 40: Now you need to get back to Zenith to submit the story to Mr. White at the Tribune.
  Message 41: As you leave the shrine, your talking crystal begins to glow. You peer into it and you see General Vargas. "I have your first assignment," he says. "You will be reporting to Col. Blumstedt for a while.
  Message 42: He is headquartered on Hollis Island in the Colosseum in Independence City. Report to him for your first orders." 
  Message 43: Oops. You just realized you don't have any paper. If you want to get the story for the Zenith Tribune, you'll need to get some.
  Message 44: "Welcome," says Brother Theodore, his arms open to you. "Is it not wonderful? Odashai has given us a sign that all is well." You're not exactly sure what he's talking about.
  Message 45: 
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: Sister Elysia comes up from behind him. "It's the trees," she says to you. "They're in bloom. Don't you understand? They only bloom once every four years. They shouldn't be in bloom now. They have two more years."
  Message 51: You tell her you noticed the trees as you approached the shrine and they're very pretty, but... "This species of trees blooms once every four years," interrupts Brother Theodore. 
  Message 52: "I've been caretaker for this shrine for longer than I can remember. This has never happened before. It's truly a miracle sent by Odashai. He's trying to send us a message, saying we should all believe in him."
  Message 53: You listen to the two of them as they continue to marvel at what has happened. As you listen, you write down all that they say. By the time they are finished, they have you believing in the miracle, too.
  Message 54: You decide to walk around a little to see if you can find anything else to add to the story.
  Message 55: 
  Message 56: Your talking crystal begins to glow. You look into it and see the face of Erathmus, from the Research Center. "I have some interesting news," he says. "Upon examining the wyvern scale, I've come to one conclusion."
  Message 57: "The scale is not from an existing species. It's a magical conjurate. Do you understand what I'm saying?" You tell him no. "The wyverns were summoned! And certainly not by the Nephilim."
  Message 58: "This is magic far superior than what the Nephilim are capable of doing. But what this means, I don't know. Perhaps they've tapped into some powerful magical source. Or maybe they've teamed up with someone else."
  Message 59: "But these are questions I certainly can't answer." You thank him for the information. "I do have one request from you," he says, "if you don't mind. There's talk of a strange and possible new species in East Zinlasia."
  Message 60: "It's a bird-like creature that has been reportedly seen in the Mount Urlek area." You tell him you just happen to be in that area as we speak. "If you could perhaps capture one and bring it to me for study, I'd be most appreciative."
  Message 61: "I don't believe it's particularly dangerous so it shouldn't be too difficult. Try asking around to see if anyone's seen any strange looking birds." You tell him that you will. He thanks you and the talking crystal grows dark.
  Message 62: While you have the crystal out, you decide to give General Vargas the message about the wyverns. Now if you can remember how this works...oh yes. You hold it up to your face and say in a clear voice, "General Vargas."
  Message 63: In a few seconds, an image begins to form inside the crystal. "Yes, what is?" says Vargas. "Oh, it's you. How are things going?" You tell him what Erathmus told you. "Okay. I'll inform Governor Walwick."
  Message 64: "You should probably think about heading back here. By the time you get here, I will have spoken to the governor and I'm sure I will have the next assignment for you." And without as much as a goodbye, the crystal goes dark.
  Message 65: Well, you guess there's not much else to do here. Maybe ask around to see if anyone's seen any strange birds and then head back to the Zenith Tribune to submit your story.
  Message 66: 
  Message 67: 
  Message 68: The first thing you notice is the large crowd of people, milling about. They must all have come to see the 'miracle'.
  Message 69: Before you stands the statue of Odashai. It is a magnificent work of art and is quite an impressive sight. Just looking at it fills you with feelings of hope and courage. Do you wish to pray to  Odashai?
  Message 70: 
  Message 71: 
  Message 72: 
  Message 73: 
  Message 74: 
  Message 75: Nothing happens. Your faith in Odashai must not be strong enough.
  Message 76: This portal doesn't seem to be functioning.
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
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  Message 86: *
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  Message 90: *
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  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Shrine of Odashai
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 120 name: Mathius
  Personality 120 confused: "I don't know."
  Personality 120 look    : You see a very old man standing before you. He has a look of peace on his face.
  Personality 120 ask name: "My name is Mathius," he says, his voice barely a whisper.
  Personality 120 ask job : "I have traveled far to visit the Shrine of Odashai. I feel much contentment, now that I am here. It is sad that there are so few believers these days."
  Personality 121 name: Brother Theodore
  Personality 121 confused: "I wish I knew."
  Personality 121 look    : A middle-aged man wanders slowly through the shrine with his hands clasped behind his back. He nods at you as you enter.
  Personality 121 ask name: "I am Brother Theodore," he answers in a soft voice. "Good day to you."
  Personality 121 ask job : "I am the caretaker for the Shrine of Odashai. I see to it's upkeep and answer any questions visitors might have."
  Personality 122 name: Sister Elysia
  Personality 122 confused: "I don't wish to speak of that."
  Personality 122 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 122 ask name: "I am Sister Elysia," she says in a quiet voice.
  Personality 122 ask job : "I am going to remain here for a few days," she says. "I need to be close to my god."
  Personality 123 name: Unused
  Personality 123 confused: 
  Personality 123 look    : 
  Personality 123 ask name: 
  Personality 123 ask job : 
  Personality 124 name: Unused
  Personality 124 confused: 
  Personality 124 look    : 
  Personality 124 ask name: 
  Personality 124 ask job : 
  Personality 125 name: Unused
  Personality 125 confused: 
  Personality 125 look    : 
  Personality 125 ask name: 
  Personality 125 ask job : 
  Personality 126 name: Unused
  Personality 126 confused: 
  Personality 126 look    : 
  Personality 126 ask name: 
  Personality 126 ask job : 
  Personality 127 name: Unused
  Personality 127 confused: 
  Personality 127 look    : 
  Personality 127 ask name: 
  Personality 127 ask job : 
  Personality 128 name: Unused
  Personality 128 confused: 
  Personality 128 look    : 
  Personality 128 ask name: 
  Personality 128 ask job : 
  Personality 129 name: Unused
  Personality 129 confused: 
  Personality 129 look    : 
  Personality 129 ask name: 
  Personality 129 ask job : 
  Node 0 person  : 120- Mathius
  Node 0 keywords: beli xxxx
  Node 0 type    : 0
  Node 0 text0   : "The young people today do not believe in Odashai. If they would just come to visit this place, they would feel his power emanating from the shrine."
  Node 0 text1   : 
  Node 1 person  : 120- Mathius
  Node 1 keywords: odas shri
  Node 1 type    : 0
  Node 1 text0   : "Many people think this is just a memorial to a dead general. But I know that this is truly a shrine to a strong and powerful god. I feel peace knowing that he is with us, if at least just here on top of this mountain."
  Node 1 text1   : 
  Node 2 person  : 121- Brother Theodore
  Node 2 keywords: shri odas
  Node 2 type    : 0
  Node 2 text0   : "This shrine was built for Odashai after he ascended from this plane and became a god. His mortal remains are buried beneath the very floor we are standing upon. "
  Node 2 text1   : 
  Node 3 person  : 121- Brother Theodore
  Node 3 keywords: tele port
  Node 3 type    : 1
  Node 3 text0   : "The teleporters are not in working order. They haven't worked for many years now. Originally, they were created to travel to and from the many shrines that were built across Zinlasia." (more)
  Node 3 text1   : "I see you are activating the portals," he says. "Those portals haven't worked in hundreds of years. This is truly remarkable."
  Node 4 person  : 121- Brother Theodore
  Node 4 keywords: more xxxx
  Node 4 type    : 0
  Node 4 text0   : "This is the only shrine outside the Untamed Region. The others have been abandoned and their teleporters shut down.
  Node 4 text1   : They could probably be re-activated, but since the shrines have been abandoned and the Untamed Region is off limits, that is something that will probably never happen."
  Node 5 person  : 121- Brother Theodore
  Node 5 keywords: unta regi
  Node 5 type    : 0
  Node 5 text0   : "The Untamed Region is the area outside East Zinlasia that is full of dangerous creatures. Many years ago, civilization extended into that area. There were many cities, each with its own shrine to Odashai.
  Node 5 text1   : But over time, the area became increasingly dangerous, and soon they could not withstand the attacks from the many evil creatures inhabiting the land." (cont.)
  Node 6 person  : 121- Brother Theodore
  Node 6 keywords: cont crea
  Node 6 type    : 0
  Node 6 text0   : "The people fled the cities and the area was blocked off with barriers and stockades. The Zinlasian military vigilantly patrols the borders and keeps any dangerous creatures inside what they then named, the Untamed Region.
  Node 6 text1   : I believe it was the loss of faith in Odashai that caused those cities to fall to the evil hordes."
  Node 7 person  : 121- Brother Theodore
  Node 7 keywords: care xxxx
  Node 7 type    : 0
  Node 7 text0   : "It is not difficult work and it is my way of showing my faith. I keep his statue clean and keep the torches burning. There's not much I can do about the teleporters, though."
  Node 7 text1   : 
  Node 8 person  : 122- Sister Elysia
  Node 8 keywords: inte xxxx
  Node 8 type    : 29
  Node 8 text0   : "Please," she says, "I have no more to say to you."
  Node 8 text1   : 
  Node 9 person  : 121- Brother Theodore
  Node 9 keywords: stra bird
  Node 9 type    : 1
  Node 9 text0   : "I wish I knew."
  Node 9 text1   : "Funny you should mention that," he says. "It was just a couple days ago. I saw it circling the sky. I couldn't tell whether it was a bird or a bat. It didn't stay long. I saw it fly towards the direction of Minobi."
  Node 10 person  : 121- Brother Theodore
  Node 10 keywords: tree mira
  Node 10 type    : 1
  Node 10 text0   : "I wish I knew."
  Node 10 text1   : "All the trees bloomed overnight. Just like that. There wasn't as much as a single bud on them the night before."

  Town = 13: Healer's Cottage             

  Town Messages:
  Message 0: Healer's Cottage             
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
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  Message 78: *
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  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
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  Message 89: *
  Message 90: *
  Message 91: *
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  Message 93: *
  Message 94: *
  Message 95: *
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  Message 98: *
  Message 99: *
  Message 100: *
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  Message 102: *
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  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Healer
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 130 name: Belinda
  Personality 130 confused: "I don't know."
  Personality 130 look    : You see a serious looking woman dressed in the robes of a healer. She welcomes you in to the room.
  Personality 130 ask name: "I am Belinda. Is there something that ails you?"
  Personality 130 ask job : "I am the healer for the community of Harper. If you need healing, just let me know. I also sell of few herbs for alchemist's potions."
  Personality 131 name: Kathleen
  Personality 131 confused: "I don't know."
  Personality 131 look    : A very rugged looking woman is standing behind the counter. She is sharpening the blade of a very large and lethal looking axe.
  Personality 131 ask name: "I am Kathleen," she says in a forceful voice. "What can I do for you today?"
  Personality 131 ask job : "I sell weapons to the guild members. And these are not your everyday cheap weapons. Only high quality for low prices."
  Personality 132 name: Gregory
  Personality 132 confused: "I dunno understand."
  Personality 132 look    : There is a very large man standing behind the counter. He has a red, flowing beard and a jolly laugh.
  Personality 132 ask name: "I be Gregory," he says to you. "What is it that you'd be needing, this fine afternoon?"
  Personality 132 ask job : "I can augment yer weapons, I can. Though me prices be on the steep side. I'll be glad to look them over and tell you what I can do."
  Personality 133 name: Monty
  Personality 133 confused: He says nothing.
  Personality 133 look    : The man standing before you is dressed in full plate armor. He drums his fingers on the counter as you approach.
  Personality 133 ask name: "I'm Monty," he says. "Good to meet you. Please, come in and check out my wares."
  Personality 133 ask job : "I'm the armorer for the guild. I sell only armor made from iron and steel."
  Personality 134 name: Seymour
  Personality 134 confused: "I don't know about that."
  Personality 134 look    : "This man is dressed in all manner of armor. Behind him, and in glass cases, are various pieces of protective gear.
  Personality 134 ask name: "My name is Seymour," he says, politely. "Is there something I can help you with?"
  Personality 134 ask job : "I sell protective gear...all kinds. Just tell me what interests you. I have shields, helmets, and gauntlets."
  Personality 135 name: Pierre
  Personality 135 confused: "I don't understand."
  Personality 135 look    : The man behind the counter is sitting quietly. He quietly greets you as you approach him.
  Personality 135 ask name: "I am Pierre," he says. "Please, come in."
  Personality 135 ask job : "I sell missile weapons," he states, flatly. "Please, look over my stock and let me know what you would like to buy."
  Personality 136 name: Patricia
  Personality 136 confused: "I'm not sure what you mean."
  Personality 136 look    : You see a strong woman, standing on the platform. She is waving a sword in the air. You're not sure if she is practicing or demonstrating.
  Personality 136 ask name: "I am Patricia," she says, a little out of breath. "Come in. Welcome to the Fighter's Club."
  Personality 136 ask job : "I teach our members, new and old, about various techniques of combat. I also can teach you things about many other subject as well. Let me know if you need training."
  Personality 137 name: Com. Wellington
  Personality 137 confused: 
  Personality 137 look    : The man behind the desk looks up as you enter the room. "Come in," he says in a youthful voice.
  Personality 137 ask name: "I'm Commander Wellington," he says, reaching out to shake your hand.
  Personality 137 ask job : "I'm the leader of the Fighter's Guild. I used to lead the town guard, but now, that job's been taken over by Colonel Blumstedt."
  Personality 138 name: Jail Guard
  Personality 138 confused: "What does this look like, an information desk?"
  Personality 138 look    : This man is dressed in the uniform of a typical town guard. He looks terribly bored and says nothing as you approach him.
  Personality 138 ask name: You introduce yourself and he grunts a barely audible, "Hello." You wait for him to tell you his name, but he remains silent.
  Personality 138 ask job : "What does it look like?" he asks. "I'm the head wizard of the Mages Guild. See my pointy hat." It's obvious he has no interest in conversation, so you turn away and move on.
  Personality 139 name: Dan
  Personality 139 confused: 
  Personality 139 look    : This salesperson is watching you as you browse through the store. "Let me know if I can be of any help," he says.
  Personality 139 ask name: "My name's Dan," he says, shaking your hand.
  Personality 139 ask job : "This is my shop. I sell furniture. I'm sure you'll find that I have a great selection. Let me know if you see anything you'd like to buy."
  Node 0 person  : 130- Belinda
  Node 0 keywords: heal xxxx
  Node 0 type    : 12
  Node 0 text0   : Belinda
  Node 0 text1   : 
  Node 1 person  : 130- Belinda
  Node 1 keywords: ails xxxx
  Node 1 type    : 0
  Node 1 text0   : "I can heal all manner of ailments. Poisoning, disease, minor and major wounds, you name it."
  Node 1 text1   : 
  Node 2 person  : 130- Belinda
  Node 2 keywords: purc herb
  Node 2 type    : 7
  Node 2 text0   : Belinda's Healing Herbs
  Node 2 text1   : 
  Node 3 person  : 130- Belinda
  Node 3 keywords: harp xxxx
  Node 3 type    : 0
  Node 3 text0   : "Harper is a nice, quiet town. I like the people and I enjoy the simple life I live here."
  Node 3 text1   : 
  Node 4 person  : 130- Belinda
  Node 4 keywords: alch poti
  Node 4 type    : 0
  Node 4 text0   : "For a more extensive supply, you can check out the Alchemist's Guild in Independence City."
  Node 4 text1   : 
  Node 5 person  : 130- Belinda
  Node 5 keywords: guil xxxx
  Node 5 type    : 0
  Node 5 text0   : "You can find several guilds in Independence. Years ago, you had to travel to the mainland to find and join the guilds. But they have since all returned to the city."
  Node 5 text1   : 
  Node 6 person  : 130- Belinda
  Node 6 keywords: inde xxxx
  Node 6 type    : 0
  Node 6 text0   : "It's the biggest city in West Zinlasia."
  Node 6 text1   : 
  Node 7 person  : 131- Kathleen
  Node 7 keywords: high qual
  Node 7 type    : 0
  Node 7 text0   : "I sell only weapons made of steel. We get them imported directly from Lancaster Valley."
  Node 7 text1   : 
  Node 8 person  : 131- Kathleen
  Node 8 keywords: pric xxxx
  Node 8 type    : 0
  Node 8 text0   : "I sell only weapons made of steel. We get them imported directly from Lancaster Valley."
  Node 8 text1   : 
  Node 9 person  : 131- Kathleen
  Node 9 keywords: stee lanc
  Node 9 type    : 0
  Node 9 text0   : "Lancaster is northeast of here, across the bay on the mainland. It's a mining town, and they have a steel refinery there. Lately it's been difficult to get shipments from there, with the ferry closed." 
  Node 9 text1   : 
  Node 10 person  : 131- Kathleen
  Node 10 keywords: ferr clos
  Node 10 type    : 0
  Node 10 text0   : "All travel to the Nephilim lands and the outskirts is closed to the public. And Lancaster Valley is right on the border. I hear they've been fending off many attacks. Hopefully, this will all end soon."
  Node 10 text1   : 
  Node 11 person  : 131- Kathleen
  Node 11 keywords: purc weap
  Node 11 type    : 7
  Node 11 text0   : Kathleen's Weapons
  Node 11 text1   : 
  Node 12 person  : 132- Gregory
  Node 12 keywords: augm xxxx
  Node 12 type    : 17
  Node 12 text0   : "Well, let's be seeing what you got there," he says, looking over your inventory. "I can add +3 to any non magical weapon you've got."
  Node 12 text1   : 
  Node 13 person  : 132- Gregory
  Node 13 keywords: weap xxxx
  Node 13 type    : 0
  Node 13 text0   : "I'm the most skilled in the land," he boasts. "You won't be finding any better than I on this side of the Catclaw Mountains."
  Node 13 text1   : 
  Node 14 person  : 132- Gregory
  Node 14 keywords: catc moun
  Node 14 type    : 0
  Node 14 text0   : "The tallest mountain tops in all of Zinlasia. No one's ever crossed them by foot."
  Node 14 text1   : 
  Node 15 person  : 133- Monty
  Node 15 keywords: iron xxxx
  Node 15 type    : 0
  Node 15 text0   : "You'll find my prices for iron armor are cheaper than what they charge in town. It's one of the benefits for being a member of the guild."
  Node 15 text1   : 
  Node 16 person  : 133- Monty
  Node 16 keywords: stee xxxx
  Node 16 type    : 0
  Node 16 text0   : "Armor made form steel is one of the strongest you can buy. These come directly from Lancaster Valley."
  Node 16 text1   : 
  Node 17 person  : 133- Monty
  Node 17 keywords: lanc vall
  Node 17 type    : 0
  Node 17 text0   : "Better buy quick, cause my stock could run out soon if the war continues over on the mainland. All deliveries have stopped right now, and who knows when they'll start up again."
  Node 17 text1   : 
  Node 18 person  : 133- Monty
  Node 18 keywords: purc armo
  Node 18 type    : 7
  Node 18 text0   : Monty's Armor
  Node 18 text1   : 
  Node 19 person  : 134- Seymour
  Node 19 keywords: shie xxxx
  Node 19 type    : 7
  Node 19 text0   : Protective Gear
  Node 19 text1   : 
  Node 20 person  : 134- Seymour
  Node 20 keywords: helm xxxx
  Node 20 type    : 7
  Node 20 text0   : Protective Gear
  Node 20 text1   : 
  Node 21 person  : 134- Seymour
  Node 21 keywords: gaun xxxx
  Node 21 type    : 7
  Node 21 text0   : Protective Gear
  Node 21 text1   : 
  Node 22 person  : 135- Pierre
  Node 22 keywords: miss weap
  Node 22 type    : 0
  Node 22 text0   : "How you say..." he searches for the right word, "projectile weapons. My weapons, you use from a distance. You must have a good aim, yes?"
  Node 22 text1   : 
  Node 23 person  : 135- Pierre
  Node 23 keywords: purc xxxx
  Node 23 type    : 7
  Node 23 text0   : Missile Weapons
  Node 23 text1   : 
  Node 24 person  : 136- Patricia
  Node 24 keywords: figh club
  Node 24 type    : 0
  Node 24 text0   : "This is the newest guild in Independence City."
  Node 24 text1   : 
  Node 25 person  : 136- Patricia
  Node 25 keywords: trai teac
  Node 25 type    : 8
  Node 25 text0   : 
  Node 25 text1   : 
  Node 26 person  : 137- Com. Wellington
  Node 26 keywords: colo blum
  Node 26 type    : 0
  Node 26 text0   : "He's a member of the Odashai Guardians. He was sent here by the Zinlasian government to 'monitor' the city and assess the situation with the Nephilim." 
  Node 26 text1   : 
  Node 27 person  : 137- Com. Wellington
  Node 27 keywords: odas guar
  Node 27 type    : 0
  Node 27 text0   : "The Odashai Guardians are an elite branch of the Zinlasian military. They handle more important matters than the standard Zinlasian soldiers. I don't know why they don't let our own guards do their job.
  Node 27 text1   : Of course, it's all politics."
  Node 28 person  : 137- Com. Wellington
  Node 28 keywords: poli zinl
  Node 28 type    : 0
  Node 28 text0   : "If Independence City wants to be recognized in the League of Zinlasian Nations, then we have to obey the rules they set for us. And we do need to be recognized.
  Node 28 text1   : We can't stay independent and continue to grow strong without outside help and protection." (more)
  Node 29 person  : 137- Com. Wellington
  Node 29 keywords: more xxxx
  Node 29 type    : 0
  Node 29 text0   : "There are many people here who are against this idea, but they're just not thinking things through. We DO need a strong military and, well, honestly speaking, we just don't have the resources for one on our own."
  Node 29 text1   : 
  Node 30 person  : 137- Com. Wellington
  Node 30 keywords: situ neph
  Node 30 type    : 0
  Node 30 text0   : "I personally don't think the Nephilim pose a major threat to us, but it is nice to have the soldiers here to help protect us."
  Node 30 text1   : 
  Node 31 person  : 137- Com. Wellington
  Node 31 keywords: moni xxxx
  Node 31 type    : 0
  Node 31 text0   : "I hope that's all they're here to do, but there is talk among the townspeople that the Zinlasian Government plans to take over the city. That may not be such a bad thing, but I really don't know what to think." 
  Node 31 text1   : 
  Node 32 person  : 137- Com. Wellington
  Node 32 keywords: figh guil
  Node 32 type    : 0
  Node 32 text0   : "This is the newest guild in the land. I can tell you all about the services we offer, or I'll let you in on a little bit of the history of the guild."
  Node 32 text1   : 
  Node 33 person  : 137- Com. Wellington
  Node 33 keywords: serv xxxx
  Node 33 type    : 0
  Node 33 text0   : "Members can purchase the highest quality weapons and armor for the best prices. We have one of the best trainer's around and all members have a free place to sleep in our large and spacious barracks."
  Node 33 text1   : 
  Node 34 person  : 137- Com. Wellington
  Node 34 keywords: weap armo
  Node 34 type    : 0
  Node 34 text0   : "We offer some of the highest quality steel items, along with a large selection of missile weapons, helms, gauntlets, and shields. And you can have your old weapons augmented by our talented blacksmith.
  Node 34 text1   : 
  Node 35 person  : 137- Com. Wellington
  Node 35 keywords: trai xxxx
  Node 35 type    : 0
  Node 35 text0   : "Patricia is an excellent trainer in all forms of combat. And she can teach you about many other skills as well."
  Node 35 text1   : 
  Node 36 person  : 137- Com. Wellington
  Node 36 keywords: barr xxxx
  Node 36 type    : 0
  Node 36 text0   : "There is always room in our barracks for any member who just needs a good night's sleep. It's no frills, but this is the Fighter's Guild. We're tough. We don't need silk sheets and a mint on the pillow."
  Node 36 text1   : 
  Node 37 person  : 137- Com. Wellington
  Node 37 keywords: hist xxxx
  Node 37 type    : 0
  Node 37 text0   : "This building used to be called The Armory and it was the headquarters for the town guard. But since our alliance with East Zinlasia, the League of Zinlasian Nations has brought in their own soldiers to patrol the city.
  Node 37 text1   : They have taken the Colosseum for their headquarters." (cont.)
  Node 38 person  : 137- Com. Wellington
  Node 38 keywords: cont xxxx
  Node 38 type    : 0
  Node 38 text0   : "Since they basically put the town guard out of business, we have turned this building into the Fighter's Guild. We now offer many services for combat-oriented adventurers."
  Node 38 text1   : 
  Node 39 person  : 137- Com. Wellington
  Node 39 keywords: colo xxxx
  Node 39 type    : 0
  Node 39 text0   : "The Colosseum is south of here. It was originally intended as a place for entertainment and sports events. The Zinlasian soldiers took it over because it was the only building in the city large enough to meet their needs.
  Node 39 text1   : Many people here aren't too happy about this."
  Node 40 person  : 137- Com. Wellington
  Node 40 keywords: join memb
  Node 40 type    : 1
  Node 40 text0   : "To join the Fighter's Guild, you'll first have to complete a task," says Wellington.
  Node 40 text1   : "You are now members of the Fighter's Guild. You have full access to all the guild's services."
  Node 41 person  : 137- Com. Wellington
  Node 41 keywords: task ring
  Node 41 type    : 29
  Node 41 text0   : "You have completed the task I gave you. You're now members of the Fighter's Guild."
  Node 41 text1   : 
  Node 42 person  : 137- Com. Wellington
  Node 42 keywords: sign xxxx
  Node 42 type    : 29
  Node 42 text0   : "You have completed the task I gave you. You're now members of the Fighter's Guild."
  Node 42 text1   : 
  Node 43 person  : 139- Dan
  Node 43 keywords: purc furn
  Node 43 type    : 0
  Node 43 text0   : You look over the selection, but you're not exactly in the market for furniture right now. Maybe someday when you settle down and retire from adventuring.
  Node 43 text1   : 
  Node 44 person  : 134- Seymour
  Node 44 keywords: purc xxxx
  Node 44 type    : 0
  Node 44 text0   : "Just tell me what interests you. I have shields, helmets, and gauntlets."
  Node 44 text1   : 

  Town = 14: Carl's Stables               

  Town Messages:
  Message 0: Carl's Stables               
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Carl's Stables
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
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  TownDialogue:
  Personality 140 name: Carl
  Personality 140 confused: "I don't know."
  Personality 140 look    : The man behind the counter is wearing soiled clothes and looks a bit unkept.
  Personality 140 ask name: "I'm Carl. How are you?" he asks
  Personality 140 ask job : "I own these stables and I have horses for sale."
  Personality 141 name: Stable Boy
  Personality 141 confused: "Sorry, I'm too busy."
  Personality 141 look    : You see a teen-aged boy who is busy carrying out his work on the grounds.
  Personality 141 ask name: "I don't have time to talk, I'm afraid," he says. "I'm very busy right now."
  Personality 141 ask job : "I am a stableboy here. I keep things clean and tend to the horses."
  Personality 142 name: Unused
  Personality 142 confused: 
  Personality 142 look    : 
  Personality 142 ask name: 
  Personality 142 ask job : 
  Personality 143 name: Unused
  Personality 143 confused: 
  Personality 143 look    : 
  Personality 143 ask name: 
  Personality 143 ask job : 
  Personality 144 name: Unused
  Personality 144 confused: 
  Personality 144 look    : 
  Personality 144 ask name: 
  Personality 144 ask job : 
  Personality 145 name: Unused
  Personality 145 confused: 
  Personality 145 look    : 
  Personality 145 ask name: 
  Personality 145 ask job : 
  Personality 146 name: Unused
  Personality 146 confused: 
  Personality 146 look    : 
  Personality 146 ask name: 
  Personality 146 ask job : 
  Personality 147 name: Unused
  Personality 147 confused: 
  Personality 147 look    : 
  Personality 147 ask name: 
  Personality 147 ask job : 
  Personality 148 name: Unused
  Personality 148 confused: 
  Personality 148 look    : 
  Personality 148 ask name: 
  Personality 148 ask job : 
  Personality 149 name: Unused
  Personality 149 confused: 
  Personality 149 look    : 
  Personality 149 ask name: 
  Personality 149 ask job : 
  Node 0 person  : 141- Stable Boy
  Node 0 keywords: hors xxxx
  Node 0 type    : 0
  Node 0 text0   : "If you want to buy a horse, talk to Carl. He's in the front office."
  Node 0 text1   : 
  Node 1 person  : 140- Carl
  Node 1 keywords: stab xxxx
  Node 1 type    : 0
  Node 1 text0   : "These are the finest stables on the island," he says. "I take pride in my work and I love my animals. My horses get the best care."
  Node 1 text1   : 
  Node 2 person  : 140- Carl
  Node 2 keywords: hors care
  Node 2 type    : 0
  Node 2 text0   : "I can sell you one of my horses. They go for 400 gold. And you got to take good care of them, too. Did you want to buy one?"
  Node 2 text1   : 
  Node 3 person  : 140- Carl
  Node 3 keywords: purc xxxx
  Node 3 type    : 21
  Node 3 text0   : "It's a deal," he says. You pay him the 400 gold coins and he says, "Your horse is right through the door behind me. Either in the stable or out in the field."
  Node 3 text1   : "I'm afraid you don't have enough gold," he tells you. "Come back when you do."

  Town = 15: McPearson Farm               

  Town Messages:
  Message 0: McPearson Farm               
  Message 1: Chicken House                
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Chicken House
  Message 21: Benjamin looks at the eggs you brought him. "Very good," he says. "Here's your payment. Come back in a few days if you need more money. Those chickens are always laying eggs."
  Message 22: "Get out of here!" Benjamin yells. "You chicken murderers! What am I going to tell my wife?"
  Message 23: "You killed my chickens!" cries Eleanor. "You chicken murderers!"
  Message 24: "You killed my wife!" cries Benjamin. "I'll kill you!"
  Message 25: "You killed Mommy!" the boys cry.
  Message 26: "You killed our Daddy!" the boys cry. "We'll get you for that!"
  Message 27: "I gave you your reward. I'm sorry, but it's all I have."
  Message 28: "It's not much, but it's all I can afford." She hands you a basket with twelve large eggs inside. "These are the biggest ones I could find."
  Message 29: *
  Message 30: *
  Message 31: *
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  Message 119: *
  Message 120: McPearson's Farm
  Message 121: 
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  TownDialogue:
  Personality 150 name: Benjamin
  Personality 150 confused: 
  Personality 150 look    : Behind the desk, sits a sour looking man. He is diligently filling out papers and pounding his fist occasionally.
  Personality 150 ask name: "My name is Benjamin. What do you want?" he yells. "Excuse me, I didn't mean to shout, but I am up to my you know what in work."
  Personality 150 ask job : "I'm trying to run this farm. It's a lot of work, you know. The boys are too young to help out and I can't afford to hire any help.
  Personality 151 name: Eleanor
  Personality 151 confused: "I didn't hear you."
  Personality 151 look    : Standing before you is a young woman who is busily counting eggs and placing them neatly into a basket.
  Personality 151 ask name: "I'm Eleanor," she says. "What can I do for you?"
  Personality 151 ask job : "I spend most of my time taking care of my chickens. I talk with them and sing to them. It makes them happy. And happy chickens lay good, healthy eggs."
  Personality 152 name: Unused
  Personality 152 confused: 
  Personality 152 look    : 
  Personality 152 ask name: 
  Personality 152 ask job : 
  Personality 153 name: Unused
  Personality 153 confused: 
  Personality 153 look    : 
  Personality 153 ask name: 
  Personality 153 ask job : 
  Personality 154 name: Unused
  Personality 154 confused: 
  Personality 154 look    : 
  Personality 154 ask name: 
  Personality 154 ask job : 
  Personality 155 name: Unused
  Personality 155 confused: 
  Personality 155 look    : 
  Personality 155 ask name: 
  Personality 155 ask job : 
  Personality 156 name: Unused
  Personality 156 confused: 
  Personality 156 look    : 
  Personality 156 ask name: 
  Personality 156 ask job : 
  Personality 157 name: Unused
  Personality 157 confused: 
  Personality 157 look    : 
  Personality 157 ask name: 
  Personality 157 ask job : 
  Personality 158 name: Unused
  Personality 158 confused: 
  Personality 158 look    : 
  Personality 158 ask name: 
  Personality 158 ask job : 
  Personality 159 name: Unused
  Personality 159 confused: 
  Personality 159 look    : 
  Personality 159 ask name: 
  Personality 159 ask job : 
  Node 0 person  : 150- Benjamin
  Node 0 keywords: wife elea
  Node 0 type    : 0
  Node 0 text0   : "My wife, Eleanor, can usually be found out back, in the chicken house. That's where she spends most of her time."
  Node 0 text1   : 
  Node 1 person  : 150- Benjamin
  Node 1 keywords: vaca city
  Node 1 type    : 0
  Node 1 text0   : "My wife thought this would be a lovely time of year to take the boys up to Independence. Someone's got to stay here and run the farm. And I can't do it all by myself. How would you like some work?"
  Node 1 text1   : 
  Node 2 person  : 150- Benjamin
  Node 2 keywords: work help
  Node 2 type    : 0
  Node 2 text0   : "I get some help from my wife, Eleanor, but she mostly takes care of those lousy chickens. She just loves the dirty things."
  Node 2 text1   : 
  Node 3 person  : 150- Benjamin
  Node 3 keywords: boys youn
  Node 3 type    : 0
  Node 3 text0   : "They just play in their room every day. Well, soon, they're going to have to grow up and learn what it is to make a living as a farmer. It's not an easy life, that's for sure."
  Node 3 text1   : 
  Node 4 person  : 150- Benjamin
  Node 4 keywords: hire xxxx
  Node 4 type    : 0
  Node 4 text0   : "I not hiring anyone. I don't have the money and I've got two young boys who are going to have to start chipping in around here."
  Node 4 text1   : 
  Node 5 person  : 150- Benjamin
  Node 5 keywords: farm xxxx
  Node 5 type    : 0
  Node 5 text0   : "I raise sheep and chickens. The sheep are no problem but those blasted chickens drive me crazy."
  Node 5 text1   : 
  Node 6 person  : 150- Benjamin
  Node 6 keywords: chic ques
  Node 6 type    : 1
  Node 6 text0   : "We have a problem with the chickens and my wife's just worried sick about the whole thing. Talk to her if you're here to help. I have more important things to deal with."
  Node 6 text1   : "Thanks for taking care of our problem with the chickens. Now I can concentrate on more important things."
  Node 7 person  : 151- Eleanor
  Node 7 keywords: heal eggs
  Node 7 type    : 0
  Node 7 text0   : "We sell the eggs to the markets and restaurants in Independence City, to the north. There's not a lot of profit in it, but I enjoy it. My husband thinks it's a waste of time."
  Node 7 text1   : 
  Node 8 person  : 151- Eleanor
  Node 8 keywords: husb wast
  Node 8 type    : 0
  Node 8 text0   : "Benjamin would rather raise cows for beef. He says we'll make a lot more money that way. But there's a cattle ranch right down the road and I think there'd be too much competition."
  Node 8 text1   : 
  Node 9 person  : 151- Eleanor
  Node 9 keywords: comp xxxx
  Node 9 type    : 0
  Node 9 text0   : "We can barely make ends meet, now, and we can't afford to put a lot of money into a business that might not make it."
  Node 9 text1   : 
  Node 10 person  : 151- Eleanor
  Node 10 keywords: chic ques
  Node 10 type    : 1
  Node 10 text0   : "Have you come to help my poor chickens?" she asks. "Some animal has been sneaking into the chicken house and eating them right and left. It left bloody footprints and I think it's a large wolf. I'm sure it lives somewhere on this island." (more)
  Node 10 text1   : You tell her that you've taken care of the creature that has been eating her chickens. "Thank you so much. Now I can stop worrying."
  Node 11 person  : 151- Eleanor
  Node 11 keywords: rewa xxxx
  Node 11 type    : 29
  Node 11 text0   : "If you can help me with my chicken problem, I will give you a reward."
  Node 11 text1   : 
  Node 12 person  : 151- Eleanor
  Node 12 keywords: more xxxx
  Node 12 type    : 1
  Node 12 text0   : "Please. Find it and get rid of it for me. I can't bear to see another one of my chickies, er, chickens get eaten. I will reward you if do this for me."
  Node 12 text1   : "I didn't hear you."

  Town = 16: Cattle Ranch                 

  Town Messages:
  Message 0: Cattle Ranch                 
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Slaughterhouse
  Message 21: *
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  Message 120: Cattle Ranch
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  TownDialogue:
  Personality 160 name: Olivia
  Personality 160 confused: "I'm not sure what you mean?"
  Personality 160 look    : You see a plainly dressed woman, with a slight rugged look to her. Her skin is tanned from working in the fields.
  Personality 160 ask name: "I am Olivia," she answers. "If you're looking for my husband, he's out near the barn, I think."
  Personality 160 ask job : "A little bit of everything," she says. "You caught me in the house today, but I'm usually out in the fields with the rest of the men."
  Personality 161 name: Phil
  Personality 161 confused: "I'm too busy."
  Personality 161 look    : You see a rugged looking man who seems to be very busy. He is covered in sweat and doesn't smell very good.
  Personality 161 ask name: "I'm Phil," he answers. "What can I do for you?"
  Personality 161 ask job : "I run this ranch. We raise cattle for their meat and sell it in town and to the people of Independence on Hollis Island."
  Personality 162 name: Ranch Hand
  Personality 162 confused: 
  Personality 162 look    : You see a man who is wearing clothes covered in dust. His skin is sun-baked and deeply tanned.
  Personality 162 ask name: "I've got too much work to chit chat right now," he says as he wipes the sweat from his brow.
  Personality 162 ask job : "My job is to work sun up to sun down, cleaning the barn, feeding the cattle, and rounding them up for slaughter when the time comes."
  Personality 163 name: Unused
  Personality 163 confused: 
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  Personality 164 name: Unused
  Personality 164 confused: 
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  Personality 165 name: Unused
  Personality 165 confused: 
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  Personality 166 name: Unused
  Personality 166 confused: 
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  Personality 167 name: Unused
  Personality 167 confused: 
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  Personality 168 name: Unused
  Personality 168 confused: 
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  Personality 169 name: Unused
  Personality 169 confused: 
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  Node 0 person  : 160- Olivia
  Node 0 keywords: fiel xxxx
  Node 0 type    : 0
  Node 0 text0   : "I help my husband and the ranch hands with the cattle. Owning a ranch is a lot of work, and good help is hard to find."
  Node 0 text1   : 
  Node 1 person  : 160- Olivia
  Node 1 keywords: help find
  Node 1 type    : 0
  Node 1 text0   : "My husband is always looking for extra help. If you are interested, go ask him."
  Node 1 text1   : 
  Node 2 person  : 160- Olivia
  Node 2 keywords: husb barn
  Node 2 type    : 0
  Node 2 text0   : "Phil is my husband. He is over by the barn which you can find south and a little to the east of the house."
  Node 2 text1   : 
  Node 3 person  : 161- Phil
  Node 3 keywords: ranc catt
  Node 3 type    : 0
  Node 3 text0   : "This is the largest ranch in these parts and it takes a lot of work to keep it going. My wife and the ranch hands are hard workers, but I'm always looking for more help."
  Node 3 text1   : 
  Node 4 person  : 161- Phil
  Node 4 keywords: wife xxxx
  Node 4 type    : 0
  Node 4 text0   : "Her name is Olivia," he says smiling. "She is my inspiration. Having such a good woman by my side makes all the hard work worth it."
  Node 4 text1   : 
  Node 5 person  : 161- Phil
  Node 5 keywords: inde holl
  Node 5 type    : 0
  Node 5 text0   : "That's where I make most of my money. There's a large market for beef up in Independence City. But it's such a hassle getting it to them. City folk hate leaving Hollis Island, so it's up to me to get it delivered."
  Node 5 text1   : 
  Node 6 person  : 161- Phil
  Node 6 keywords: deli help
  Node 6 type    : 0
  Node 6 text0   : "I'm looking for someone to deliver the beef to Independence. Specifically, to Everett Perkins, who owns the Bayside Resort. He is my biggest customer. I would hire you, but there is a problem."
  Node 6 text1   : 
  Node 7 person  : 161- Phil
  Node 7 keywords: ever perk
  Node 7 type    : 0
  Node 7 text0   : "He is a very generous man and he pays me well. He serves excellent prime rib dinners at his restaurant in the resort."
  Node 7 text1   : 
  Node 8 person  : 161- Phil
  Node 8 keywords: reso bays
  Node 8 type    : 0
  Node 8 text0   : "The Bayside Resort is a very fancy hotel that is a little to the northeast of Independence. It's where the wealthy people of Hollis Island go to vacation."
  Node 8 text1   : 
  Node 9 person  : 161- Phil
  Node 9 keywords: prob xxxx
  Node 9 type    : 0
  Node 9 text0   : "I've had a lot of trouble with people I've hired to deliver my goods. They've taken the beef and run, so to speak. I'll tell you what...I will sell you the beef for 3 gold each. Everett buys it for 6, so you will double your money.
  Node 9 text1   : Are you interested?"
  Node 10 person  : 161- Phil
  Node 10 keywords: inte purc
  Node 10 type    : 7
  Node 10 text0   : Cattle Ranch
  Node 10 text1   : 
  Node 11 person  : 162- Ranch Hand
  Node 11 keywords: slau xxxx
  Node 11 type    : 0
  Node 11 text0   : "We raise these cattle for the beef. When they're the right age, we got to slaughter them," he says in an almost apologetic tone.
  Node 11 text1   : 
  Node 12 person  : 160- Olivia
  Node 12 keywords: catt xxxx
  Node 12 type    : 0
  Node 12 text0   : "We own the largest cattle ranch in these parts," she says proudly.
  Node 12 text1   : 

  Town = 17: Cottage in the Woods         

  Town Messages:
  Message 0: Cottage in the Woods         
  Message 1: Rectangle 1                  
  Message 2: Rectangle 2                  
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
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  Message 13: Rectangle 13                 
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  Message 15: Rectangle 15                 
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There is a huge worg backed into the corner of this abandoned cottage. There is blood and chicken feathers all over the place. Now that you're here, it looks like his chicken eating days are over.
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  Message 120: Beware of cat
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  TownDialogue:
  Personality 170 name: Felix
  Personality 170 confused: "That's right."
  Personality 170 look    : You see an elderly man, hobbling through the cottage with the support of a cane. He carefully steps over the cats as he moves to greet you.
  Personality 170 ask name: "My name is Felix," he answers. "But folks around these parts call me Old Felix, the Cat Man. And do you know why?" Before you have a chance to answer, he says, "Cause I got all these cats!"
  Personality 170 ask job : "Job?" He thinks for a moment and scratches his chin. "Taking care of all these cats!" He nods his head. "That's right. And I sometimes go out to collect wormgrass."
  Personality 171 name: Meika
  Personality 171 confused: "Meow. Meow. Meow!"
  Personality 171 look    : You see a cute little kitty who looks up at you and says, "Meow."
  Personality 171 ask name: "Meow."
  Personality 171 ask job : "Meow. Meow."
  Personality 172 name: Unused
  Personality 172 confused: 
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  Personality 172 ask job : 
  Personality 173 name: Unused
  Personality 173 confused: 
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  Personality 174 name: Unused
  Personality 174 confused: 
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  Personality 175 name: Unused
  Personality 175 confused: 
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  Personality 176 name: Unused
  Personality 176 confused: 
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  Personality 177 name: Unused
  Personality 177 confused: 
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  Personality 178 name: Unused
  Personality 178 confused: 
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  Personality 179 name: Unused
  Personality 179 confused: 
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  Node 0 person  : 170- Felix
  Node 0 keywords: cats xxxx
  Node 0 type    : 0
  Node 0 text0   : "You noticed my cats, did you? Well, I got them to get rid of the rats."
  Node 0 text1   : 
  Node 1 person  : 170- Felix
  Node 1 keywords: rats xxxx
  Node 1 type    : 0
  Node 1 text0   : "I had a bad rat problem for a while. I tried poison to get rid of them, but that was too much work. Then one day Meika appeared at my door and she was a great ratter, she was."
  Node 1 text1   : 
  Node 2 person  : 170- Felix
  Node 2 keywords: meik ratt
  Node 2 type    : 0
  Node 2 text0   : "I named her Meika. I don't know her real name. But she was great at catching those rats, so I got some more cats and now my cottage is rat free, that's right."
  Node 2 text1   : 
  Node 3 person  : 170- Felix
  Node 3 keywords: worm coll
  Node 3 type    : 0
  Node 3 text0   : "I use it for one of my recipes," he says. "I collect it down by the water's edge, east of here. But I gotta be careful of the swamps. They're dangerous, they are."
  Node 3 text1   : 
  Node 4 person  : 170- Felix
  Node 4 keywords: swam xxxx
  Node 4 type    : 0
  Node 4 text0   : "There's poisonous plants growing in the swamps. I make sure I don't go near them."
  Node 4 text1   : 
  Node 5 person  : 170- Felix
  Node 5 keywords: reci xxxx
  Node 5 type    : 0
  Node 5 text0   : "I know a couple of recipes. One is for Speed, which I use so I can  feed all these cats. The other is Poison, which I don't need any more, but I used to use it to get rid of the rats. I could sell you the recipes, if you're interested."
  Node 5 text1   : 
  Node 6 person  : 170- Felix
  Node 6 keywords: inte xxxx
  Node 6 type    : 11
  Node 6 text0   : Old Felix
  Node 6 text1   : 
  Node 7 person  : 170- Felix
  Node 7 keywords: spee xxxx
  Node 7 type    : 0
  Node 7 text0   : "To make a speed potion, I use comfrey root, which I get from Emily, who lives to the west, and wormgrass, which I collect myself near the swamps."
  Node 7 text1   : 
  Node 8 person  : 170- Felix
  Node 8 keywords: pois xxxx
  Node 8 type    : 0
  Node 8 text0   : "To make a poison potion, you need Holly. I think Emily grows that in her garden, but I'm not sure."
  Node 8 text1   : 
  Node 9 person  : 170- Felix
  Node 9 keywords: emil xxxx
  Node 9 type    : 0
  Node 9 text0   : "She is a nice old gal who lives right outside of Harper. She grows lot's of nice things in her garden. I visit her sometimes." A smile comes over his face."
  Node 9 text1   : 
  Node 10 person  : 171- Meika
  Node 10 keywords: meow xxxx
  Node 10 type    : 29
  Node 10 text0   : "What?"
  Node 10 text1   : 

  Town = 18: Hunter's Lodge               

  Town Messages:
  Message 0: Hunter's Lodge               
  Message 1: Rectangle 1                  
  Message 2: Rectangle 2                  
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You give him any pelts you have collected and he pays you 10 gold pieces for each one.
  Message 21: "You don't have any pelts," says Travis.
  Message 22: You give him the unicorn horns that you have and he pays you 50 gold pieces for each one.
  Message 23: "I don't see any unicorn horns," says Travis. "No common ones, that is. It would sure be nice if you had one of those golden ones, though."
  Message 24: "I don't believe it," cries Travis. "You got a golden one! Well, I'm a bit upset that I didn't get it first, but here's the 500 gold I promised to pay."
  Message 25: "You found a golden unicorn?" he asks. "Well, I don't see any horn. I should have known you were just pullin' my leg."
  Message 26: "What kind of horn do you have to sell me?
  Message 27: 1) common unicorn horn
  Message 28: 2) golden unicorn horn
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: You show your pass to the guard and he lets you proceed.
  Message 33: The guard asks to see your pass. You tell him that you don't have one. "You need to talk to Murray at the front desk in the lodge about a membership if you want to visit the hunting grounds."
  Message 34: As you leave the hunting grounds, the guard asks to see your pass. You hand it to him and he disposes of it. "Have a nice day," he says. "Come back anytime."
  Message 35: You ask him if he'll buy Tiger Bear hides. "I've never heard of Tiger Bears," he says. You show him the hide. "His eyes almost pop out of his head. "That is beautiful!" he cries. "Do you know how much I could get for one of these?"
  Message 36: Then, he gets a hold of himself and says, nonchalantly, "I mean, I suppose I could buy some from you. There must be a market for this somewhere. How about, oh, 50 gold?" You tell him that you think it's worth at least 300 gold coins.
  Message 37: "Three hundred!" he cries. "I can't afford that." As you start to walk away, he says, "Okay. I can give you 200 gold per hide. But not a penny more." You tell him that sounds reasonable.
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: "Okay, than that's settled," he says. "I'll pay you 200 gold for each Tiger Bear hide you bring me. Does that sound good?" 
  Message 42: You ask him if he buys Tiger Bear hides. "I've never heard of a Tiger Bear," he says. "Bring me a hide and I'll take a look at it."
  Message 43: "You don't have any Tiger Bear hides," he says.
  Message 44: You give him the hides and he pays you 200 gold for each one.
  Message 45: "Where did you get these horns?" he asks, amazed. "There's no way I can pay you 500 gold for each one. I'd go broke. I can pay you 200 gold for each one. Take it or leave it." You accept his offer.
  Message 46: *
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  Message 120: Hollis Island Hunting Lodge
  Message 121: Hunting Grounds -->
  Message 122: 
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  TownDialogue:
  Personality 180 name: Travis
  Personality 180 confused: "Ask someone else."
  Personality 180 look    : This rough looking man has a wad of chewing tobacco in his cheek. His clothes are unkept and his personal hygiene leaves much to be desired.
  Personality 180 ask name: "I'm Travis," he says, looking for a place to spit. "What brings you here?"
  Personality 180 ask job : "I am a trapper and trader. I hunt wolves and other animals for their fur to make coats and other such garments. I'm always interested in trading if you have any items of that nature."
  Personality 181 name: Murray
  Personality 181 confused: 
  Personality 181 look    : The man standing behind the desk looks like the oudoors type.
  Personality 181 ask name: "I'm Murray," he says. "Welcome to the Hollis Island Hunting Lodge."
  Personality 181 ask job : "I offer information about the lodge and the hunting grounds. If you're interested, you can purchase a membership from me, as well."
  Personality 182 name: Unused
  Personality 182 confused: 
  Personality 182 look    : 
  Personality 182 ask name: 
  Personality 182 ask job : 
  Personality 183 name: Unused
  Personality 183 confused: 
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  Personality 184 name: Unused
  Personality 184 confused: 
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  Personality 185 name: Unused
  Personality 185 confused: 
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  Personality 186 name: Unused
  Personality 186 confused: 
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  Personality 187 name: Unused
  Personality 187 confused: 
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  Personality 188 name: Unused
  Personality 188 confused: 
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  Personality 189 name: Unused
  Personality 189 confused: 
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  Node 0 person  : 180- Travis
  Node 0 keywords: trad item
  Node 0 type    : 1
  Node 0 text0   : "I'll buy any pelts you have for 10 gold each. For unicorn horns, I pay 50 gold. And if you're lucky to come across a golden unicorn, I'll pay you 500 gold coins for it's horn."
  Node 0 text1   : "I'll buy any pelts you have for 10 gold each. For Tiger Bear hides, I'll pay 200 gold. For unicorn horns, I pay 50 gold. And if you're lucky to come across a golden unicorn, I'll pay you 500 gold coins for it's horn."
  Node 1 person  : 180- Travis
  Node 1 keywords: gold unic
  Node 1 type    : 0
  Node 1 text0   : "You'll find a few common unicorns in the hunting grounds. But the golden unicorn is very rare. I've only seen one of its kind in these parts. I was too slow to catch it. I think there's one in the hunting grounds, but I've never found it.
  Node 1 text1   : If you go looking for it, be careful. It can be very dangerous when cornered."
  Node 2 person  : 180- Travis
  Node 2 keywords: hunt grou
  Node 2 type    : 0
  Node 2 text0   : "The hunting grounds are west of this lodge. Talk to the guy at the front desk if you want to do some hunting."
  Node 2 text1   : 
  Node 3 person  : 180- Travis
  Node 3 keywords: coat garm
  Node 3 type    : 0
  Node 3 text0   : "I make fancy fur coats and things like that for the rich folks up in Independence City."
  Node 3 text1   : 
  Node 4 person  : 180- Travis
  Node 4 keywords: purc sell
  Node 4 type    : 0
  Node 4 text0   : "What items do you have for trade?"
  Node 4 text1   : 
  Node 5 person  : 180- Travis
  Node 5 keywords: pelt xxxx
  Node 5 type    : 29
  Node 5 text0   : "Is there anything else you want?"
  Node 5 text1   : 
  Node 6 person  : 180- Travis
  Node 6 keywords: unic horn
  Node 6 type    : 29
  Node 6 text0   : "Is there anything else you want?"
  Node 6 text1   : 
  Node 7 person  : 181- Murray
  Node 7 keywords: lodg xxxx
  Node 7 type    : 0
  Node 7 text0   : "The Hunting Lodge offers a place for hunters, new and experienced, to gather and exchange stories. You can usually find traders here who are looking to buy animal pelts and things like that."
  Node 7 text1   : 
  Node 8 person  : 181- Murray
  Node 8 keywords: hunt grou
  Node 8 type    : 0
  Node 8 text0   : "The hunting grounds are stocked with many types of game animals. We have wolves, bears, snakes, and other native animals." (more)
  Node 8 text1   : 
  Node 9 person  : 181- Murray
  Node 9 keywords: more xxxx
  Node 9 type    : 0
  Node 9 text0   : "We've also brought some other animals over from the mainland. You can find unicorns and a few ursags. Use caution when hunting these species. They're a bit more dangerous than the other animals."
  Node 9 text1   : 
  Node 10 person  : 181- Murray
  Node 10 keywords: purc memb
  Node 10 type    : 0
  Node 10 text0   : "We offer two choices for membership. You can buy a day pass, which allows access to the hunting grounds for a single visit. Or, there's the annual pass, which is good for unlimited visits for one year.
  Node 10 text1   : It's 25 gold for a single visit and just 100 gold for the annual pass. Which would you like?"
  Node 11 person  : 181- Murray
  Node 11 keywords: sing visi
  Node 11 type    : 22
  Node 11 text0   : You give him 25 gold and he hands you a day pass. "This pass gives you access to the hunting grounds for one visit. Keep in mind that the Hunting Lodge is in no way responsible for any injuries or death that you or your party might encounter."
  Node 11 text1   : "You don't have enough gold," says Murray.
  Node 12 person  : 181- Murray
  Node 12 keywords: annu pass
  Node 12 type    : 22
  Node 12 text0   : You give him 100 gold and he hands you an annual pass. "This pass gives you access to the hunting grounds for one year. Keep in mind that the Hunting Lodge is in no way responsible for any injuries or death that you or your party might encounter."
  Node 12 text1   : "You don't have enough gold," says Murray.
  Node 13 person  : 181- Murray
  Node 13 keywords: info xxxx
  Node 13 type    : 0
  Node 13 text0   : "What would you like to know about? I can tell you about the lodge, the hunting grounds, or about purchasing a membership."
  Node 13 text1   : 
  Node 14 person  : 180- Travis
  Node 14 keywords: tige bear
  Node 14 type    : 29
  Node 14 text0   : "I'll pay 200 gold coins for each Tiger Bear Hide that you bring me. Does that sound good?"
  Node 14 text1   : 
  Node 15 person  : 180- Travis
  Node 15 keywords: hide xxxx
  Node 15 type    : 29
  Node 15 text0   : "I'll pay 200 gold coins for each Tiger Bear Hide that you bring me. Does that sound good?"
  Node 15 text1   : 
  Node 16 person  : 180- Travis
  Node 16 keywords: good xxxx
  Node 16 type    : 29
  Node 16 text0   : "Is there anything else you want?"
  Node 16 text1   : 
  Node 17 person  : 180- Travis
  Node 17 keywords: sell xxxx
  Node 17 type    : 0
  Node 17 text0   : "What do you have to sell me?" he asks. "I buy pelts and unicorn horns."
  Node 17 text1   : 

  Town = 19: Bayside Resort               

  Town Messages:
  Message 0: Bayside Resort               
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "I'm always looking to buy beef for my restaurant, especially from Phil's ranch, down in Harper. I will pay you 6 golds for each piece you bring me."
  Message 21: "Let me see what you have," he says. "Oh, this is prime cut beef. I'll buy all you have." He pays you 6 golds per piece of meat.
  Message 22: Kitchen
  Message 23: Before you leave, a wonderful continental breakfast is brought to your door. You thank the bellboy and continue on your way.
  Message 24: The door is locked tight. The lock doesn't look pickable."
  Message 25: Room 100
  Message 26: Room 101
  Message 27: Room 102
  Message 28: Room 103
  Message 29: Room 104
  Message 30: Room 105
  Message 31: Room 106
  Message 32: Room 107
  Message 33: Room 108
  Message 34: Room 109
  Message 35: Room 110
  Message 36: Room 111
  Message 37: Room 112
  Message 38: Room 113
  Message 39: Room 114
  Message 40: Room 115
  Message 41: Room 116
  Message 42: Room 117
  Message 43: Room118
  Message 44: Room 119
  Message 45: Room 120
  Message 46: Room 121
  Message 47: Room 122
  Message 48: Room 123
  Message 49: "I'm afraid this match is only open to players of the Novice rank. You need to play in an amateur match before you can play in this game.
  Message 50: You can find Franklin hosting amateur games at the Dungeon Bar and Grill in Independence City."
  Message 51: "Well then, let me know when you're ready."
  Message 52: "I'm afraid this match is only open to players of the Novice rank. You need to play in an amateur match before you can play in this game." You tell her you won that match already.
  Message 53: "Then you need to show me your Novice Baton. If you've lost it, I'm afraid you're out of luck."
  Message 54: "Okay," says Marsha. "If you're both ready, roll your dice to see who moves first."
  Message 55: "I'm afraid you don't have enough money," says Marsha. "I suggest you remedy that situation and return here right away."
  Message 56: She takes your gold and says, "Now take a seat on the chair across from your opponent and we'll get under way."
  Message 57: The waiter brings you the halibut dinner. It looks and smells delicious. You pay him the 12 gold.
  Message 58: The waiter brings the crab salad. It looks very good, with large pieces of fresh crabmeat adorning the plate. You pay him the 10 gold.
  Message 59: The waiter brings you the prime rib dinner. It smells heavenly and the beef sizzles on the platter. You pay him the 15 gold.
  Message 60: You don't have enough gold.
  Message 61: "It costs 10 gold pieces to play a round in a novice match. The rules are nearly the same as in an amatuer match except for one exception. The jackpot is different depending on the way you win."
  Message 62: "If you win a round by reaching or passing the last well, the jackpot is 25 gold pieces. If you win by knocking out your opponent, you get 50 gold pieces. To win the match, you must win three rounds. So you can win up to 150 gold in a match."
  Message 63: "If you win the match, you will rise to the next rank. We take a short break between each round. When you're ready for another round, just talk to me and let me know you're ready to play."
  Message 64: "Are you ready to play?"
  Message 65: 
  Message 66: 
  Message 67: "Okay," says Marsha. "If you're both ready, roll your dice and we'll see who moves first."
  Message 68: "You rolled the highest number," she says to you, "so you go first. Roll your die again." You roll a one and put your game piece in the first well.
  Message 69: Your opponent rolls a four. He puts his game piece in the fourth well.
  Message 70: You roll a four. You move your game piece to the fifth well.
  Message 71: Your opponent rolls a five. He moves his game piece to the ninth well.
  Message 72: You roll a five. You move your game piece to the tenth well.
  Message 73: Your opponent rolls a five. He moves his game piece to the fourteenth well.
  Message 74: You roll a four. You move your game piece to the fourteenth well and knock your opponent out. "We have a winner," cries Marsha.
  Message 75: "You won this round by a knockout. You win the jackpot of 50 gold pieces!"
  Message 76: "Your opponent rolled the highest number, so he moves first." He tosses his die on the table. He rolls a three and puts his game piece in the third well.
  Message 77: You roll a five. You put your game piece in the fifth well.
  Message 78: Your opponent rolls a six. He moves his game piece to the ninth well.
  Message 79: You roll a five. You move your game piece to the tenth well.
  Message 80: Your opponent rolls a one. He moves his game piece to the tenth well and knocks you out. "We have a winner," cries Marsha. "I'm sorry," she says to you.
  Message 81: You roll a three. You move your game piece to the thirteenth well.
  Message 82: Your opponent rolls a two. He moves his game piece to the sixteenth well.
  Message 83: You roll a four. You move your game piece to the seventeenth well.
  Message 84: Your opponent rolls a two. He moves his game piece to the eighteenth well.
  Message 85: You roll a two. You move your game piece to the nineteenth well.
  Message 86: Your opponent rolls a four. "And he's past the last well and we have a winner," cries Marsha. "Don't give up," she says to you.
  Message 87: You roll a five. "That takes you past twenty," cries Marsha. "You're the winner of this round. You take the jackpot of 25 gold pieces."
  Message 88: "You've won three rounds and that makes you the winner of this match. You must relinquish your Novice Baton in exchange for this Adept Baton." She hands the new baton to you.
  Message 89: "You are now at the second rank of Adept. You may compete in the adept matches, held in East Zinlasia."
  Message 90: "The match is over. We have a winner." She turns to you and says, "Better luck next time. You're welcome to play the next match, we have more opponents ready to play."
  Message 91: You roll a five. You move your game piece to the tenth well.
  Message 92: Your opponent rolls a one. He moves his game piece to the tenth well and knocks you out. "I'm afraid you lose this round," Marsha says to you.
  Message 93: "It's 10 gold pieces to play the next round. Remember, the first one to win three rounds, wins the match and moves up to the next rank. The jackpot is paid out after each round, so there's lot's of money to be won."
  Message 94: "Are you ready to play?"
  Message 95: 
  Message 96: 
  Message 97: 
  Message 98: 
  Message 99: "Get out of here before I call security!" cries the woman inside this room. You apologize and quickly leave.
  Message 100: "I believe you have the wrong room," says the man inside this room. You say you're sorry and continue on your way.
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Bayside Resort
  Message 121: The Barrier Reef Restaurant
  Message 122: The Barrier Reef Restaurant
  Message 123: West Wing Pool
  Message 124: East Wing Pool
  Message 125: The Grotto
  Message 126: Boat Rentals
  Message 127: The Grotto
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 190 name: Everett
  Personality 190 confused: "I don't know about that."
  Personality 190 look    : You see a well dressed man who looks to be in charge. He welcomes you as you enter the lobby.
  Personality 190 ask name: "My name is Everett Perkins," he says, extending a hand to you. "Welcome to the Bayside Resort."
  Personality 190 ask job : "I am the owner and manager of this resort."
  Personality 191 name: Susan
  Personality 191 confused: 
  Personality 191 look    : You see a nice looking woman, standing behind the counter. She is dressed in a fancy uniform which must be the standard attire for the resort.
  Personality 191 ask name: "Hello. Welcome to the Bayside Resort," she says in a friendly voice. "My name is Susan. How may I help you?"
  Personality 191 ask job : "I book reservations for rooms here at the resort. We have quite a few rooms available at the present. Would you like a room?"
  Personality 192 name: Hostess
  Personality 192 confused: 
  Personality 192 look    : You see a pretty, young woman standing at the front desk of the restaurant. She greets you as you approach.
  Personality 192 ask name: "I am the hostess, here at the Barrier Reef Restaurant. If you wish to dine with us today, please, seat yourself and your waiter will be with you shortly. We have indoor and outdoor dining."
  Personality 192 ask job : "My job is to say 'I am the hostess at the Barrier Reef Restaurant, etc." she says. "Um, that's it, I guess."
  Personality 193 name: Waiter
  Personality 193 confused: 
  Personality 193 look    : You see a well groomed and uniformed man who is making the rounds, taking people's orders.
  Personality 193 ask name: "I am Rudolph, your waiter," he says with perfect and deliberate enunciation. "Are you ready to order?"
  Personality 193 ask job : "My job is to serve you as best I can and make your visit here a pleasurable one."
  Personality 194 name: Marsha
  Personality 194 confused: "I'm not sure what you're asking."
  Personality 194 look    : This woman standing by the table is in conversation with the man seated in the chair. She smiles as you approach.
  Personality 194 ask name: "I'm Marsha," she says. "Interested in a round of Owaji?"
  Personality 194 ask job : "I host novice matches of Owaji, here at the Bayside Resort. I bet you'd like to play."
  Personality 195 name: unused
  Personality 195 confused: "I wouldn't know."
  Personality 195 look    : You see a very wealthy looking middle aged man. He looks at you with indignation as you enter his room.
  Personality 195 ask name: "My name is Alfred Winthrop," he says. "And just who are you to come barging into my room, uninvited?"
  Personality 195 ask job : "I am retired now," he says, "although I used to be the owner of a large mining operation, back home."
  Personality 196 name: unused
  Personality 196 confused: "Oh, please."
  Personality 196 look    : You see a middle aged woman who is wearing too much makeup and is way overdressed for someone who is on vacation.
  Personality 196 ask name: "I am Mrs. Winthrop," she says. She looks at you with arrogance and says nothing more.
  Personality 196 ask job : "Oh, please," she says with indignation. "I haven't worked a day in my life, thank you very much."
  Personality 197 name: Mitch
  Personality 197 confused: "I don't know."
  Personality 197 look    : You see a young man, probably in his early twenties. He has his elbows on the counter and is resting his head in between his hands.
  Personality 197 ask name: "I'm Mitch," he says, sitting up straight. "Anything I can do for you?"
  Personality 197 ask job : "I'm in charge of the boat rentals, here at the Bayside Resort. Are you interested in renting a boat?"
  Personality 198 name: Al
  Personality 198 confused: "Don't know nothin' about that."
  Personality 198 look    : You see a portly, middle aged man standing behind the counter, wiping it down with a small rag. He looks up and says, "Welcome you's to my bar."
  Personality 198 ask name: "Al's the name," he says with a big smile. "Hey, I remember you's guys. I used to work at the Dungeon, in the city. Remember me?"
  Personality 198 ask job : "Ya, I got's this new job, here at the Grotto. It's much more fancy smancy than my old job. What can I do for you's. You's guys want somethin' ta drink or how 'bout a game of Owaji?"
  Personality 199 name: Stephan
  Personality 199 confused: "Aren't there some other guests you could bother, I mean, talk to?"
  Personality 199 look    : This man is wearing shorts and sandals, which show off his pale, boney legs. His shirt is covered with bright, colorful flowers.
  Personality 199 ask name: "I'm Stephan," he says. "Are you with the hotel?" You tell him no. "Oh," he says, a bit confused as to why you've walked into his room.
  Personality 199 ask job : "I'm on vacation," he answers. "I brought the wife and kids here with me from Zenith."
  Node 0 person  : 190- Everett
  Node 0 keywords: reso bays
  Node 0 type    : 0
  Node 0 text0   : "This is the largest facility of it's kind in West  Zinlasia. I built this for people to get away from their hum drum lives and have a little bit of fun and relaxation.
  Node 0 text1   : This could make Hollis Island a top vacation getaway, if it wasn't for the Neph war, that is."
  Node 1 person  : 190- Everett
  Node 1 keywords: neph xxxx
  Node 1 type    : 0
  Node 1 text0   : "This isn't the most popular spot in the land right now. But once the war is resolved, I know business will improve. The addition of The Grotto should help in the meantime."
  Node 1 text1   : 
  Node 2 person  : 190- Everett
  Node 2 keywords: grot xxxx
  Node 2 type    : 0
  Node 2 text0   : "The Grotto is the resort's newest attraction. It's a bar and rec room. The biggest one on the island. It's become a popular hangout spot for the locals."
  Node 2 text1   : 
  Node 3 person  : 199- Stephan
  Node 3 keywords: zeni xxxx
  Node 3 type    : 0
  Node 3 text0   : "Zenith is over in East Zinlasia. I guess it's about 80 miles are so from here, but with the teleportal, it's just a hop and a skip away. Anyway, we're having a real nice time, here."
  Node 3 text1   : 
  Node 4 person  : 190- Everett
  Node 4 keywords: sell xxxx
  Node 4 type    : 29
  Node 4 text0   : "Is there anything else you are interested in?"
  Node 4 text1   : 
  Node 5 person  : 190- Everett
  Node 5 keywords: rest xxxx
  Node 5 type    : 0
  Node 5 text0   : "The Barrier Reef is the beautiful, tropically themed restaurant at the heart of my resort. You must eat there. We serve a delicious prime rib dinner, prepared with the highest quality beef."
  Node 5 text1   : 
  Node 6 person  : 191- Susan
  Node 6 keywords: room rese
  Node 6 type    : 0
  Node 6 text0   : "We offer nothing but luxury rooms, here at the Bayside Resort. The standard rate is 25 gold per night, which includes breakfast. Are you interested?"
  Node 6 text1   : 
  Node 7 person  : 191- Susan
  Node 7 keywords: inte xxxx
  Node 7 type    : 3
  Node 7 text0   : The bellboy shows you to your room and it is indeed, very nice. The rest you have is one to the best you've had in a long time.
  Node 7 text1   : You do not have enough gold.
  Node 8 person  : 193- Waiter
  Node 8 keywords: orde purc
  Node 8 type    : 0
  Node 8 text0   : "The fresh fish today is halibut. It is served garnished with lemon and garlic. We have a delightful crab salad with bay shrimp and crisp, fresh lettuce. And our specialty is the prime rib. Which would you like?
  Node 8 text1   : 
  Node 9 person  : 193- Waiter
  Node 9 keywords: crab sala
  Node 9 type    : 0
  Node 9 text0   : "What a perfect choice. The crab salad is 10 gold coins. Is that what you want?"
  Node 9 text1   : 
  Node 10 person  : 193- Waiter
  Node 10 keywords: fish hali
  Node 10 type    : 0
  Node 10 text0   : "What a perfect choice. The halibut is 12 gold coins. Are you interested?"
  Node 10 text1   : 
  Node 11 person  : 193- Waiter
  Node 11 keywords: inte xxxx
  Node 11 type    : 29
  Node 11 text0   : 
  Node 11 text1   : 
  Node 12 person  : 193- Waiter
  Node 12 keywords: want xxxx
  Node 12 type    : 29
  Node 12 text0   : 
  Node 12 text1   : 
  Node 13 person  : 193- Waiter
  Node 13 keywords: prim spec
  Node 13 type    : 0
  Node 13 text0   : "What a perfect choice. The prime rib is 15 golds. Is that your decision?
  Node 13 text1   : 
  Node 14 person  : 193- Waiter
  Node 14 keywords: deci xxxx
  Node 14 type    : 29
  Node 14 text0   : 
  Node 14 text1   : 
  Node 15 person  : 194- Marsha
  Node 15 keywords: roun owaj
  Node 15 type    : 0
  Node 15 text0   : "Owaji is the hottest game around. It's well known in East Zinlasia and now it's popularity is quickly spreading throughout West Zinlasia as well.
  Node 15 text1   : 
  Node 16 person  : 194- Marsha
  Node 16 keywords: play xxxx
  Node 16 type    : 29
  Node 16 text0   : "You've won this match and you're ready to play in an adept match now. You'll need to travel to East Zinlasia for that."
  Node 16 text1   : 
  Node 17 person  : 194- Marsha
  Node 17 keywords: novi matc
  Node 17 type    : 0
  Node 17 text0   : "This is the first rank in the game of Owaji. You must rise in rank by winning each match until you reach the rank of champion. Then you can compete in the Owaji Championship, held in Zenith."
  Node 17 text1   : 
  Node 19 person  : 194- Marsha
  Node 19 keywords: zeni xxxx
  Node 19 type    : 0
  Node 19 text0   : "Zenith is the capital city of East Zinlasia. It's a beautiful city. You must visit there, if you haven't already."
  Node 19 text1   : 
  Node 20 person  : 199- Stephan
  Node 20 keywords: wife kids
  Node 20 type    : 0
  Node 20 text0   : "Oh, they're around here somewhere. Probably playing at the beach. Well, nice talking to you. I really have to run."
  Node 20 text1   : 
  Node 25 person  : 190- Everett
  Node 25 keywords: meat beef
  Node 25 type    : 0
  Node 25 text0   : "I buy only the best beef for my prime rib dinners that are served at my restaurant. If you have any meat to sell, let me know."
  Node 25 text1   : 
  Node 28 person  : 194- Marsha
  Node 28 keywords: rule xxxx
  Node 28 type    : 0
  Node 28 text0   : "You roll your die and move your game piece across the board by the number of moves that come up on the die. There are twenty wells in the board and the first to reach the last well wins.
  Node 28 text1   : If your opponent lands on a well that you occupy, you are knocked out of the game. In a two player game, he becomes the instant winner." (more)
  Node 29 person  : 194- Marsha
  Node 29 keywords: more xxxx
  Node 29 type    : 0
  Node 29 text0   : To win a novice match, you must win three rounds. A jackpot is rewarded after each round, so you really can't lose. The first person to win three rounds, wins the match. He then moves up to the next rank.
  Node 29 text1   : The second rank is Adept. You will receive the Adept Baton and will be able to compete in any adept match."
  Node 30 person  : 194- Marsha
  Node 30 keywords: zinl xxxx
  Node 30 type    : 0
  Node 30 text0   : "Do you mean East Zinlasia or West Zinlasia?"
  Node 30 text1   : 
  Node 31 person  : 194- Marsha
  Node 31 keywords: west xxxx
  Node 31 type    : 0
  Node 31 text0   : "This is West Zinlasia. It's everything west of the Catsclaw Mountains."
  Node 31 text1   : 
  Node 32 person  : 194- Marsha
  Node 32 keywords: east xxxx
  Node 32 type    : 0
  Node 32 text0   : "East Zinlasia is the main province that is east of the Catsclaw Mountains. To get there, you need to take a teleporter from the Transport Center in Independence City."
  Node 32 text1   : 
  Node 33 person  : 198- Al
  Node 33 keywords: game owaj
  Node 33 type    : 0
  Node 33 text0   : "They's playin' it near the back corner of the bar. The dame in the fancy green dress is hostin' the match. I hear's that they're given away lot's a gold. You's guys should play."
  Node 33 text1   : 
  Node 34 person  : 198- Al
  Node 34 keywords: dung xxxx
  Node 34 type    : 0
  Node 34 text0   : "The Dungeon Bar and Grill. It's a pretty okay place and all, but when this place opened up, I tell's myself, Al, you's got ta get a job in that joint. It's high class. And, well, here I is."
  Node 34 text1   : 
  Node 35 person  : 198- Al
  Node 35 keywords: grot xxxx
  Node 35 type    : 0
  Node 35 text0   : "Pretty fancy name, huh?" he says. "Considerin' it's just a bar and all."
  Node 35 text1   : 
  Node 36 person  : 198- Al
  Node 36 keywords: drin xxxx
  Node 36 type    : 0
  Node 36 text0   : "We got beer and a whole slew a fu fu drinks that I can't remember the names of. Why don't you's just order yourself a beer. It's five gold a mug."
  Node 36 text1   : 
  Node 37 person  : 198- Al
  Node 37 keywords: beer xxxx
  Node 37 type    : 18
  Node 37 text0   : You give him five gold pieces and he hands you a cold beer in a fancy mug. It's actually pretty good.
  Node 37 text1   : "You's don't got enough gold," says Al.
  Node 38 person  : 197- Mitch
  Node 38 keywords: rent boat
  Node 38 type    : 1
  Node 38 text0   : "I only have one boat left. The others have all been rented out. You can rent for the hour or the season. Well, actually, I can only rent this last boat out for the season. It's 300 gold pieces. Is that okay?"
  Node 38 text1   : "Sorry, I don't have any more boats for rent."
  Node 39 person  : 197- Mitch
  Node 39 keywords: okay xxxx
  Node 39 type    : 20
  Node 39 text0   : You pay him the 300 gold pieces and he gives you a receipt for the boat. "Just keep this with you to show proof that you've rented the boat for the season. And I must give you some important advice."
  Node 39 text1   : "You don't have enough gold," he says.
  Node 40 person  : 197- Mitch
  Node 40 keywords: advi impo
  Node 40 type    : 2
  Node 40 text0   : "It's best you just keep the boat in the bay. I wouldn't take it up the north river if I was you. It leads to the mainland and things are pretty dangerous up there right now.
  Node 40 text1   : The Bayside Resort cannot be held liable for anything that might happen to you if you leave the bay. That includes theft, bodily injury, or death."

  Town = 20: Fort Brachner                

  Town Messages:
  Message 0: Fort Brachner                
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Do you want to hear Professor Synapsis' lecture again?
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: "If everyone is ready, I shall begin the lecture," says Prof. Synapsis. "Firstly, let me welcome you to your first step in becoming an Odashai Guardian. Secondly, pay close attention to this lecture, as you will be tested later."
  Message 27: "As you may or may not know, the Odashai Guardians were named after the legendary general, Harhkomon Odashai. He was a mysterious man, but also a great man." 
  Message 28: "He was an excellent soldier as well as an adept spellcaster. He was also a scholar and a linguist, mastering the ancient language of the mages. In short, he was a well-rounded adventurer, as YOU need to be to succeed."
  Message 29: "Harhkomon was born nearly 300 years ago and began his career in the military very early on in his life. He moved up through the ranks very rapidly and soon became a general in the Zinlasian army."
  Message 30: "Now, East Zinlasia was an untamed land during those times, and the small towns that existed then were the constant target of attacks from the various creatures that inhabited the area."
  Message 31: "One particularly dangerous and troublesome foe was the Mountain Troll. They were an extremely aggressive species and very difficult to fight because of their regenerative nature."
  Message 32: "General Odashai decided to rid the land of these menacing creatures. He amassed a huge army and scoured the land, destroying any trolls he came upon, using mages adept at the use of fire magic."
  Message 33: "Mountain Trolls have a weakness to fire, if you didn't know. Anyway, he drove out all the trolls from East Zinlasia, and then built strong stockades and barriers to keep them from returning."
  Message 34: "He was hailed as a hero and large campaigns were created to rid the area of all threats. Soon, East Zinlasia was as safe a place to live as any in the world. General Odashai then created the Odashai Guardians to keep it that way."
  Message 35: "Zenith is what it is today, because of Harhkomon Odashai. What became of this great hero, you may ask? There are different stories floating around as to how he met his end."
  Message 36: "Some say he went into the Untamed Region, to rid it of it's many dangers, and never returned. Then, there's the belief among the religious groups that say he became a god and ascended from this plane."
  Message 37: "Which leads me to the Ascensionites. They worship Odashai as a god and believe the story of his ascension. The Holy Order of Empowerment is based on this belief. There are fewer followers of this religion today than in years gone by."
  Message 38: "And I shall explain the reason. If you recall, I mentioned the Untamed Region. It was not known by this name in the days when Odashai was alive. It was also part of East Zinlasia and many cities flourished there."
  Message 39: "When Odashai died, and I'm afraid it was due to an illness, and nothing more, shrines and memorials were built in almost every city in all of East Zinlasia. As the Ascensionites grew in number, these shrines became places of worship."
  Message 40: "Soon, every city had a large following of Ascensionites and their temples dotted the landscape. The belief that Odashai had become a god gave people a sense of security and a feeling a well being."
  Message 41: "They believed he was watching over and protecting them. Well, to make a long story short, the barriers and stockades soon began to fall in the northern parts of the province. The northern cities once again fell prey to the wandering beasts."
  Message 42: "The followers of the religion began to lose their faith. Over the years, the entire northern region became a dangerous place to live. People fled the cities and moved to the southern areas where the barriers had not yet fallen." 
  Message 43: "The northern region became known as the Untamed Region. And this dispels the myth that Odashai dissappeared in the Untamed Region because it theoretically didn't exist til after his death."
  Message 44: "So today, the Ascensionites are still around, but in much fewer numbers. The Holy Order of Empowerment can be found in Zenith and it has many members, but it is not the huge organization it used to be."
  Message 45: "Now I'll talk a little more about his last years. He led the Odashia Guardians from his room in The Citadel for the last fourteen years of his life. He was diagnosed with bloodgrave disease at age 63, an incurable illness to this day."
  Message 46: "He died less than a year later and his remains were buried beneath the shrine on Mount Urlek. He was a great man, and his name will live on forever." 
  Message 47: And, who knows, perhaps one of you will go on to greatnesss as well, and find your name in the annuls of history, alongside his."
  Message 48: "Well, that's all for my lecture. The next step of your induction into the Odashai Guardians is to travel to the Testing Grounds and speak with Colonel Shuraden."
  Message 49: "To get there, just leave Fort Brachner and follow the road all the way to the end. Good luck to you all, and feel free to return anytime if you feel the need to sit in on my lecture again."
  Message 50: The guard stops you and asks for your security pass. You show it to him and he says, "Report to Colonel Branoss before you do anything else."
  Message 51: The guard stops you as you try to enter. "Have you spoken with Colonel Brannos yet?" he asks. You tell him no. "You need to see the Colonel first. Go back to the courtyard and go west."
  Message 52: The guards stop you as you try to exit the fort. "Please report to Colonel Branoss before you leave the fort."
  Message 53: The ferry is waiting here, at the end of the pier. The steward calls to you, "Are you boarding this ferry for the return trip to Riddenport?"
  Message 54: 
  Message 55: 
  Message 56: 
  Message 57: 
  Message 58: 
  Message 59: You climb aboard the ferry and in a short while, it leaves the port and makes it's way across the channel. Soon, you're docked at the pier in Riddenport and you exit the ship.
  Message 60: "So, you're now members of the Odashai Guardians," he says. "Congratulations. It takes skill and intelligence to pass the Induction Test. You will now report to General Vargas."
  Message 61: Wrapped around the sword on this statue is a piece of paper. You take it off and open it. On it, is a note, written in the ancient script of the mages.
  Message 62: It reads, "The third dial is set to a letter. Next... On a tiny island, unaccessable by boat, climb a palm and get the prize."
  Message 63: Unfortunately, your mage lore is not high enough to read what it says.
  Message 64: The guard stops you as you attempt to enter the room. "You may enter," he says, pointing to your group. "But that other guy is not authorized." You look at Homer. "Well," he begins. "I guess it's time I went home, anyway."
  Message 65: "My wife must be worried sick. It's been a lot of fun. Maybe you'll come visit me sometime at my home in Independence." You say goodbye as Homer reluctantly leaves your group.
  Message 66: 
  Message 67: 
  Message 68: 
  Message 69: 
  Message 70: Homer leaves the party.
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
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  Message 78: *
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  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Classroom
  Message 121: Colonel's Office
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
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  Message 139: 

  TownDialogue:
  Personality 200 name: Prof. Synapsis
  Personality 200 confused: "I don't have anything to say about that."
  Personality 200 look    : "You see a scholarly looking man, standing behind his desk at the head of the classroom.
  Personality 200 ask name: "I am Professor Synapsis," he says, politely. "Welcome to my class."
  Personality 200 ask job : "I am giving a lecture on the great General Odashai. Please, take a seat so I may begin."
  Personality 201 name: Colonel Branoss
  Personality 201 confused: "I can't help you there."
  Personality 201 look    : The man behind the desk is wearing the standard uniform of an Odashai Guardian.
  Personality 201 ask name: "I am Colonel Branoss," he says, standing up. "Welcome to Fort Brachner."
  Personality 201 ask job : "I'm in charge of everything, here at the fort. My main task is to oversee the recruits that are here to join the ranks of the Odashai Guardians."
  Personality 202 name: Heidi
  Personality 202 confused: "I can't answer that."
  Personality 202 look    : You see a pretty, young girl with blonde hair. She has sparkling blue eyes and a smile that won't quit.
  Personality 202 ask name: "Hello, my name is Heidi," she says in a bubbly voice. 
  Personality 202 ask job : "I sell footwear," she says. "Whether you have big feet, little feet, or in between feet, I have what you want. So, what do you want to buy?"
  Personality 203 name: Shubert
  Personality 203 confused: His nose is buried in his book again and he doesn't hear you.
  Personality 203 look    : The man behind the counter is wearing wide rimmed glasses and has his nose buried in a book. He is so engrossed in his reading that he hardly notices the customers.
  Personality 203 ask name: "Oh, goodness! You startled me," he cries. "I'm sorry, I was just at the good part. Anyway, my name is Shubert."
  Personality 203 ask job : "I own this book store. I love to read. And now I am surrounded by books and I couldn't be happier." He looks at you closely. "You look familiar," he says.
  Personality 204 name: Jocelyn
  Personality 204 confused: 
  Personality 204 look    : Sitting behind the counter is a plump, middle-aged woman. She gives you a big, warm smile as you enter the shop.
  Personality 204 ask name: "I'm Jocelyn," she says in a friendly voice. "Please, come in. Have a look around."
  Personality 204 ask job : "I own this shop," she answers. "You can find a little bit of everything here. I buy and sell all types of items."
  Personality 205 name: Nicholas
  Personality 205 confused: "I don't know."
  Personality 205 look    : This bearded man is grinding up some ingredients and sprinkling them into a large black cauldron. He mixes the brew with a big wooden spoon.
  Personality 205 ask name: "I am Nicholas," he answers, as he continues to stir the mixture.
  Personality 205 ask job : "I am an alchemist," he says. "But I don't sell my potions. Rather, I sell the knowledge to create potions. You will also need to find your own reagents."
  Personality 206 name: Ian
  Personality 206 confused: 
  Personality 206 look    : The man behind the counter is carefully dusting the various glass containers that line the shelf behind him. Each one contains a different colored liquid.
  Personality 206 ask name: "I'm Ian," he says, turning around to greet you.
  Personality 206 ask job : "I sell potions," he answers. "Take a look at the shelves behind me. Let me know when you know what you want to buy." He turns around and goes back to his dusting.
  Personality 207 name: Selene
  Personality 207 confused: She is too busy to answer.
  Personality 207 look    : This woman is seated behind the counter, busily sewing the hem on a pair of trousers. She looks up and smiles as you enter the shop.
  Personality 207 ask name: "I'm Selene," she says. "I'll be with you in just a moment."
  Personality 207 ask job : "I'm a seamstress," she answers. "I can alter or repair clothes that are brought in to me. I also have a small selection of clothing that I sell. Are you here to make a purchase?"
  Personality 208 name: Ambassador Cooper
  Personality 208 confused: "I can't discuss that right now."
  Personality 208 look    : This is an average looking, middle-aged man. He greets you politely as you approach him.
  Personality 208 ask name: "I am Ambassador Cooper," he says in a congenial voice. 
  Personality 208 ask job : "I represent the people of Zenith at meetings of the League of Zinlasian Nations. I also travel to the other provinces as the ambassador for the human race."
  Personality 209 name: Unused
  Personality 209 confused: 
  Personality 209 look    : 
  Personality 209 ask name: 
  Personality 209 ask job : 
  Node 0 person  : 200- Prof. Synapsis
  Node 0 keywords: gene odas
  Node 0 type    : 0
  Node 0 text0   : "Yes. He is the subject of my lecture. If you'll be kind enough to take a seat, I can begin."
  Node 0 text1   : 
  Node 1 person  : 200- Prof. Synapsis
  Node 1 keywords: lect clas
  Node 1 type    : 0
  Node 1 text0   : "I'm sure you will find my lecture quite informative. Now please, I have no time for questions."
  Node 1 text1   : 
  Node 2 person  : 201- Colonel Branoss
  Node 2 keywords: fort brac
  Node 2 type    : 0
  Node 2 text0   : "This is where all recruits come for their induction into the Odashai Guardians."
  Node 2 text1   : 
  Node 3 person  : 201- Colonel Branoss
  Node 3 keywords: odas guar
  Node 3 type    : 0
  Node 3 text0   : "We are the elite force in the Zinlasian military. As an Odashai Guardian, you will be expected to undertake the most important and dangerous missions to keep peace for the nation of Zinlasia."
  Node 3 text1   : 
  Node 4 person  : 201- Colonel Branoss
  Node 4 keywords: recr join
  Node 4 type    : 2
  Node 4 text0   : "Before you become an Odashai Guardian, you must pass the Test of Induction. This will test many of your skills, including combat, spellcasting, intelligence, and dexterity. We do not train you in these skills. 
  Node 4 text1   : If you believe you are not ready, you are free to leave and come back at another time. Now I'll tell you about the test."
  Node 5 person  : 201- Colonel Branoss
  Node 5 keywords: test xxxx
  Node 5 type    : 29
  Node 5 text0   : "Before you take the test, you will need to see Professor Synapsis. He teaches a class on the history of the founder of this organization, General Odashai. 
  Node 5 text1   : After the class, you will then need to go to the Testing Grounds on the east side of the island." (more)
  Node 6 person  : 201- Colonel Branoss
  Node 6 keywords: more xxxx
  Node 6 type    : 0
  Node 6 text0   : "There, different environments have been simulated and you will have to go through a kind of obstacle course.
  Node 6 text1   : You will need an above average knowledge in the arts of spellcasting, combat, trap disarming and a basic ability to read the ancient script of the mages."
  Node 7 person  : 201- Colonel Branoss
  Node 7 keywords: scri mage
  Node 7 type    : 0
  Node 7 text0   : "It is an ancient language that is not used anymore, except by the Magite race. General Odashai was an accomplished linguist as well as a great soldier and he could read and write in this language."
  Node 7 text1   : 
  Node 8 person  : 201- Colonel Branoss
  Node 8 keywords: miss dang
  Node 8 type    : 2
  Node 8 text0   : "Before you become an Odashai Guardian, you must pass the Test of Induction. This will test many of your skills, including combat, spellcasting, intelligence, and dexterity. We do not train you in these skills. 
  Node 8 text1   : If you believe you are not ready, you are free to leave and come back at another time. Now I'll tell you about the test."
  Node 9 person  : 201- Colonel Branoss
  Node 9 keywords: indu xxxx
  Node 9 type    : 2
  Node 9 text0   : "Before you become an Odashai Guardian, you must pass the Test of Induction. This will test many of your skills, including combat, spellcasting, intelligence, and dexterity. We do not train you in these skills. 
  Node 9 text1   : If you believe you are not ready, you are free to leave and come back at another time. Now I'll tell you about the test."
  Node 10 person  : 202- Heidi
  Node 10 keywords: foot purc
  Node 10 type    : 7
  Node 10 text0   : Heidi's Footwear
  Node 10 text1   : 
  Node 11 person  : 203- Shubert
  Node 11 keywords: purc book
  Node 11 type    : 7
  Node 11 text0   : Book Store
  Node 11 text1   : 
  Node 12 person  : 203- Shubert
  Node 12 keywords: fami xxxx
  Node 12 type    : 0
  Node 12 text0   : "I know who you are," he exclaims. "You wrote 'The Adventurer's Club', didn't you." You tell him yes. "I thought so. I recognized your picture on the back cover. It's one of my best sellers.
  Node 12 text1   : Are you going to write another one?" You tell him maybe.
  Node 13 person  : 203- Shubert
  Node 13 keywords: litt girl
  Node 13 type    : 0
  Node 13 text0   : You ask him about the book, 'A Little Girl'. "That one never sold very well," he says. "If I have any left, it would be in the bargain bin."
  Node 13 text1   : 
  Node 14 person  : 204- Jocelyn
  Node 14 keywords: purc xxxx
  Node 14 type    : 23
  Node 14 text0   : Pawn Shop
  Node 14 text1   : 
  Node 15 person  : 204- Jocelyn
  Node 15 keywords: sell xxxx
  Node 15 type    : 15
  Node 15 text0   : "Well, let's take a look and see what you've got," she says, looking over your inventory.
  Node 15 text1   : 
  Node 16 person  : 204- Jocelyn
  Node 16 keywords: emer ring
  Node 16 type    : 0
  Node 16 text0   : You ask her if anyone brought in an emerald ring ten years ago. "Are you serious?" she asks. You tell her that it's very important. "Well, you're lucky I keep records of all my transactions," she answers, bringing out a large ledger.
  Node 16 text1   : "Let's take a look." She opens the book and leafs through it. "You said ten years ago, right?" (more)
  Node 17 person  : 204- Jocelyn
  Node 17 keywords: more xxxx
  Node 17 type    : 0
  Node 17 text0   : "Let's see what we've got?" She searches through the pages and then finds an entry. "Here's one," she says. "A Mr. Charlie Smith hocked an emerald ring roughly ten years ago."
  Node 17 text1   : You tell her that's not the right name and to search some more. She does, and comes up with two more names for that year, both female. (continue)
  Node 18 person  : 204- Jocelyn
  Node 18 keywords: cont xxxx
  Node 18 type    : 0
  Node 18 text0   : "He may not have used his real name," she says. "This Charlie Smith could be your guy." You ask her if she still has the ring. "Heavens no," she says. "But I can tell you who I sold it to."
  Node 18 text1   : She turns back to the page and says, "Mrs. Wilma Harrington of Southside Apartments right here in Zenith."
  Node 19 person  : 204- Jocelyn
  Node 19 keywords: sout apar
  Node 19 type    : 0
  Node 19 text0   : "That's the big building at the south entrance to the city, in the Residential Area."
  Node 19 text1   : 
  Node 20 person  : 204- Jocelyn
  Node 20 keywords: memo crys
  Node 20 type    : 0
  Node 20 text0   : You ask her if anyone brought in an emerald ring ten years ago. "Are you serious?" she asks. You tell her that it's very important. "Well, you're lucky I keep records of all my transactions," she answers, bringing out a large ledger.
  Node 20 text1   : "Let's take a look." She opens the book and leafs through it. "You said ten years ago, right?" (more)
  Node 21 person  : 205- Nicholas
  Node 21 keywords: reag xxxx
  Node 21 type    : 0
  Node 21 text0   : "Most of the reagents you will need are pretty scarce around these parts. West Zinlasia is the best place to look for them. Most grow wild in the forests and caves on the mainland. 
  Node 21 text1   : And if you're a member of the Alchemist's Guild in Independence City, you can just buy them. What I sell here, are recipes."
  Node 22 person  : 205- Nicholas
  Node 22 keywords: alch guil
  Node 22 type    : 0
  Node 22 text0   : "I was a member of the Alchemist's Guild. But I've since moved to Zenith and opened my own shop here. I can teach you many of the recipes I learned, but you can learn many more from the guild members in Independence.
  Node 22 text1   : 
  Node 23 person  : 205- Nicholas
  Node 23 keywords: inde xxxx
  Node 23 type    : 0
  Node 23 text0   : "Independence City is where you can find many guilds. If you're adventurers, you should join all the guilds. They offer many benefits and services to their members."
  Node 23 text1   : 
  Node 24 person  : 205- Nicholas
  Node 24 keywords: purc reci
  Node 24 type    : 11
  Node 24 text0   : Recipes by Nicholas
  Node 24 text1   : 
  Node 25 person  : 201- Colonel Branoss
  Node 25 keywords: zinl xxxx
  Node 25 type    : 0
  Node 25 text0   : "If you don't know where you are, soldier, then I suggest you turn around and go home right this minute."
  Node 25 text1   : 
  Node 26 person  : 201- Colonel Branoss
  Node 26 keywords: prof syna
  Node 26 type    : 0
  Node 26 text0   : "He can be found in the classroom at the southeast section on the fort."
  Node 26 text1   : 
  Node 27 person  : 201- Colonel Branoss
  Node 27 keywords: gene varg
  Node 27 type    : 1
  Node 27 text0   : "He leads the Odashai Guardians from the Citadel in Zenith."
  Node 27 text1   : "He leads the Odashai Guardians. You'll report to him from now on."
  Node 28 person  : 206- Ian
  Node 28 keywords: dust xxxx
  Node 28 type    : 0
  Node 28 text0   : "I can't tolerate a dirty shop," he says. "And these bottles get so dusty, sitting here on the shelves."
  Node 28 text1   : 
  Node 29 person  : 206- Ian
  Node 29 keywords: poti purc
  Node 29 type    : 7
  Node 29 text0   : Ian's Potions
  Node 29 text1   : 
  Node 30 person  : 207- Selene
  Node 30 keywords: alte repa
  Node 30 type    : 0
  Node 30 text0   : "If you have an article of clothing that is too big or too small, I can fix that. And I can sew up holes and repair tears as well."
  Node 30 text1   : 
  Node 31 person  : 207- Selene
  Node 31 keywords: clot purc
  Node 31 type    : 7
  Node 31 text0   : Seamstress Selene
  Node 31 text1   : 
  Node 32 person  : 207- Selene
  Node 32 keywords: seam xxxx
  Node 32 type    : 0
  Node 32 text0   : "That's me. Selene, the seamstress."
  Node 32 text1   : 
  Node 33 person  : 208- Ambassador Cooper
  Node 33 keywords: amba trav
  Node 33 type    : 0
  Node 33 text0   : "As an ambassador, I must do a lot of traveling. When I'm not making the rounds to various cities in the other provinces, I stay here in Zenith. I rent this small, studio apartment since I don't have the time to take care of a nice house.
  Node 33 text1   : "I am thinking of buying one in Independence. I hear there are some beautiful homes there."
  Node 34 person  : 208- Ambassador Cooper
  Node 34 keywords: leag nati
  Node 34 type    : 0
  Node 34 text0   : "The League of Zinlasian Nations is located in International Street, just north of here. It is there that representatives from all across the land meet to discuss current issues."
  Node 34 text1   : 
  Node 35 person  : 208- Ambassador Cooper
  Node 35 keywords: prov xxxx
  Node 35 type    : 0
  Node 35 text0   : "There are many different races living in the four provinces of Zinlasia. Each race has at least one reprentative in the League of Zinlasian Nations."
  Node 35 text1   : 
  Node 36 person  : 208- Ambassador Cooper
  Node 36 keywords: inde xxxx
  Node 36 type    : 0
  Node 36 text0   : "Independence City is the largest city in West Zinlasia. Now that it is under the rule of the Zinlasian government, it can become one of the top cities in all of Zinlasia."
  Node 36 text1   : 
  Node 37 person  : 202- Heidi
  Node 37 keywords: alte xxxx
  Node 37 type    : 0
  Node 37 text0   : "My boots are the one-size-fits-all type. I'm afraid I don't do any alterations. Maybe try another shoe store."
  Node 37 text1   : 

  Town = 21:                              

  Town Messages:
  Message 0:                              
  Message 1: Dark Tunnel                  
  Message 2: Dark Tunnel                  
  Message 3: Dark Tunnel                  
  Message 4: Critter Caverns              
  Message 5: Critter Caverns              
  Message 6: Critter Caverns              
  Message 7: Critter Caverns              
  Message 8: Critter Caverns              
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This large stalagmite blocks your way. You will need a special hammer to break it...One found in a tool shop or perhaps a construction site.
  Message 21: You use the sledgehammer to break the stalagmite. After a few swings, you reduce it to rubble. Unfortunately, the sledgehammer also breaks in the process and you toss it aside.
  Message 22: There is a large patch of mushrooms here. Because of your Cave Lore trait, you know they are edible and gather them up.
  Message 23: There is a large patch of mushrooms here. Because you lack the Cave Lore trait, you don't know if they are edible or not. You leave them alone.
  Message 24: Rusty begins to bark and runs over to the east wall of this narrow tunnel. "What's the matter, boy?" you ask. "It's just a dead end." But he keeps barking at the wall.
  Message 25: It's a secret passage! The boys must have gone this way.
  Message 26: "Rusty! You found us!" cries Billy. Rusty runs up to him and licks him on the face. "It was HIS idea to come in here," says Todd. "You said there'd be more gems in here," he says to his brother.
  Message 27: "I didn't know there'd be slimes in here," Billy says to him. "They cornered us back here and we couldn't escape," he says to you.
  Message 28: "Thanks for saving us. We can get home by ourselves," he says. "Come on Rusty." The boys take off down the tunnel, with Rusty at their side.
  Message 29: Rusty leaves the party.
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
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  TownDialogue:
  Personality 210 name: Unused
  Personality 210 confused: 
  Personality 210 look    : 
  Personality 210 ask name: 
  Personality 210 ask job : 
  Personality 211 name: Unused
  Personality 211 confused: 
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  Personality 211 ask job : 
  Personality 212 name: Unused
  Personality 212 confused: 
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  Personality 213 name: Unused
  Personality 213 confused: 
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  Personality 214 name: Unused
  Personality 214 confused: 
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  Personality 215 name: Unused
  Personality 215 confused: 
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  Personality 215 ask job : 
  Personality 216 name: Unused
  Personality 216 confused: 
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  Personality 217 name: Unused
  Personality 217 confused: 
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  Personality 218 name: Unused
  Personality 218 confused: 
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  Personality 218 ask job : 
  Personality 219 name: Unused
  Personality 219 confused: 
  Personality 219 look    : 
  Personality 219 ask name: 
  Personality 219 ask job : 

  Town = 22: Lucinda's Manor              

  Town Messages:
  Message 0: Lucinda's Manor              
  Message 1: Rectangle 1                  
  Message 2: Rectangle 2                  
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: A hordling lies waiting inside the chest. It jumps out and immediately attacks you!
  Message 21: This door has a silver keyhole. It is locked tight.
  Message 22: You use the Silver Key to unlock the door and it opens right up.
  Message 23: This door has a gold keyhole. It is locked tight.
  Message 24: You use the Gold Key to unlock the door and it opens right up.
  Message 25: You hold the Lightning Rod up to the barrier. When the tip of the rod touches the barrier, it absorbs the electricity and the barrier vanishes. So does the rod, as it disintegrates into a pile of ashes.
  Message 26: This door is locked tight. It doesn't even have a keyhole.
  Message 27: A piece of paper magically floats in the air. A note written on it says, "Must set the table. Use any extra chairs available. The blue china would look nice."
  Message 28: A piece of paper magically floats in the air. A note written on it says, "Must find and  alphabetize the books, and put them back on the shelves where they belong."
  Message 29: You don't have room for this item in your inventory. You drop it on the floor in front of you.
  Message 30: A piece of paper magically floats in the air. A note written on it says, "Dear friend. I assume you are a friend as only one of my friends would be clever enough to get past my magic locks." 
  Message 31: "If you are not a friend, then, GET OUT OF MY HOUSE! Okay, that said, I've left this note so you will not worry about me. I have found an extraordinary book about the creation of familiars."
  Message 32: "Some of the ingredients are quite rare and hard to find. I've only acquired one item so far...the host, which I have stored in the chest, here in my lab. So I am out and about, trying to track down the other ingredients."
  Message 33: "This could take some time, so who knows when I will return. I've left the book here, if you'd like to check it out. It's on the bookshelf, here in the lab. Well, see you soon... maybe. Yours truly, Lucinda."
  Message 34: You snatch the note from the air. This note should prove to the Mage's Guild that she's alright.
  Message 35: 
  Message 36: The little bat-like creature begins to move. It flops around inside the cauldron and then pops out and flies towards you. It then hovers over your heads. "I am yours to command," it says in a high pitched voice.
  Message 37: "But I have only the strength to use my powers but once a day." It continues to hover above you. As you move about the lab, it follows you. It appears that you now have your own personal familiar.
  Message 38: You see a book on the shelf titled, "The Book of Familiars." You take the book and read a few pages. You learn that familiars are magical beings that are bound to their masters who are usually powerful wizards.
  Message 39: You flip through the pages and find a chapter that describes how to actually create a familiar. You decide to read the chapter.
  Message 40: Inside the chest is a small, bat-like creature. It lies motionless at the bottom. You reach down to touch it, and find that it is warm. It is not breathing, nor is there a heartbeat. But you feel that there is life inside it, waiting to be awakened.
  Message 41: *
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  Message 120: Keep Out!
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  TownDialogue:
  Personality 220 name: Unused
  Personality 220 confused: 
  Personality 220 look    : 
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  Personality 226 name: Unused
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  Town = 23: Residential Area             

  Town Messages:
  Message 0: Residential Area             
  Message 1: Zenith                       
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Fencing lessons inside...
  Message 21: "I think you'll need a little more gold than that," he says.
  Message 22: "Okay, first watch me," he says, walking to the middle of the room. He slashes his sword through the air a few times. "Now I want you to do that, but use me as an opponent." He gives you a sword waits for you to repeat his moves.
  Message 23: You swing the sword at him and he blocks every swipe with his sword. "That wasn't bad, but let me show you how you can do better." He demonstrates more moves with his sword, and by the end of the lesson, you feel you've learned something.
  Message 24: 
  Message 25: 
  Message 26: 
  Message 27: 
  Message 28: Your edged weapons skill is raised by 1 point.
  Message 29: "For instance, there's a book that I love very dearly. It's called 'A Little Girl'. But it's out of print now, and from what I've heard, there are only four copies left in existence.
  Message 30: It would be wonderful if I could gather together those four books. I think the set would be quite valuable, too." (more)
  Message 31: "You've found all four books," he cries. "Thank you so much. I never could have done it myself. As promised, here is your payment... 1000 gold coins." He hands you a big sack of gold.
  Message 32: "Find the last four copies of 'A Little Girl' and bring them to me and I'll pay you 1000 gold coins."
  Message 33: "This is wonderful," he says. "You've found one book so far. Find three more books and I'll pay you 1000 gold coins."
  Message 34: "This is wonderful," he says. "You've found two of the books. Find the other two and I'll pay you 1000 gold coins."
  Message 35: "This is wonderful," he says. "You've found three of the books. Bring me just one more and I'll pay you 1000 gold coins."
  Message 36: He takes the Essence Crystals that you have and pays you 50 gold for each one.
  Message 37: "You don't have any Essence Crystals," he says after looking over your inventory. "Go to Velkala Forest and kill some Forest Wisps. Collect the crystals and I'll pay you 50 gold for each one."
  Message 38: "It's the girl across the hall. Her name is Doris and I'm so in love with her. But I think she hates me or something. She won't give me the time of day. But who can blame her.
  Message 39: Look at me. I'm a nothing. I'm just a big, nerdy wimp! If only I could get some Vigara."
  Message 40: "It's a pill guys can take to make them more virile. Girls can't resist them. But it was banned last year. It seems it caused productivity in the city to decline. But I'm sure you can get it somewhere. 
  Message 41: Maybe in your travels, you might find some for me. As a reward, I could give you this ticket."
  Message 42: "You got some Vigara!" he cries. "Neat-o!" You hand the green pill to him and he says, "Now Doris won't be able to resist me. Thanks a lot you guys. Here's the ticket for the 'Press Your Luck Show'.
  Message 43: Say 'hi' to Regis for me, will you? Now I've got to prepare for my big date!"
  Message 44: There's not enough room in your inventory for that item so you place it on the floor.
  Message 45: "I don't know what to do," he cries. "I can't get rid of her. The Vigara worked, only too well. She's a wild woman! I can't get any peace, ever since that first date."
  Message 46: "Why did you have to give me that Vigara?" he cries. "My life was so simple before. And now I've got this insatiable vixen after me morning, noon, and night. I'm worn out, do you hear?"
  Message 47: "I'm afraid you don't have enough gold," she says.
  Message 48: You hand her the gold and she says, "You'll find your room down the hall, back towards the main entrance. It's the first room south of the double doors."
  Message 49: You lie down on the bed and find that it is quite comfortable. Soon, you fall fast asleep. You sleep the night undisturbed and wake up feeling quite refreshed.
  Message 50: You lie down on the bed and find that it is quite comfortable. Soon, you fall fast asleep. You are awakened in the middle of the night by a strange moaning sound and a glowing blue light.
  Message 51: You open your eyes and standing before you is the ghostly apparition of what appears to be a woman. She is standing there, quietly sobbing to herself.
  Message 52: Attached to this column is a small folded piece of paper. You remove it and open it up. On it, is a note, written in the ancient script of the mages.
  Message 53: It reads, "The second number is '5'. Next... In a place of learning with no books or teachers, IT moves and you don't. Seek that which flies from atop a pole, but not here." 
  Message 54: Unfortunately, your mage lore is not high enough to read what it says
  Message 55: "Wow!" cries Homer. "This city is huge! And it's really pretty, too. I've never been to a city built over the water." You agree that it's quite an impressive city. "Are we going to explore it?" he asks.
  Message 56: You tell him that you've been here before, but as adventurers, it's your job to explore everything. "Can we barge into people's homes, unannounced?" he asks. "That goes without saying," you tell him.
  Message 57: 
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  Message 120: Grocery Store
  Message 121: Seaview Terrace Hotel
  Message 122: Southside Apartments
  Message 123: Southside Apartments
  Message 124: Fellowship of the Hand of Faith
  Message 125: Jump Pad
  Message 126: 
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  TownDialogue:
  Personality 230 name: Denzel
  Personality 230 confused: "I'm not sure about that."
  Personality 230 look    : The man before you has an athletic build and is holding a sword in one hand. He slices through the air with it, as if fighting an invisible opponent.
  Personality 230 ask name: "Hello," he says, stopping what he was doing. "I'm Denzel. I was just practicing some fencing moves."
  Personality 230 ask job : "I teach fencing. I converted this room into a workout room so I could teach from my home. It's cheaper than renting a studio. So, did you want to learn fencing?"
  Personality 231 name: Brother Lucas
  Personality 231 confused: 
  Personality 231 look    : You see a middle-aged man, dressed in priestly robes. He is polishing the altar and whistling to himself.
  Personality 231 ask name: "My name is Brother Lucas," he says in a kindly voice. "Welcome to the Hand of Faith Fellowship. Are you in need of our services?"
  Personality 231 ask job : "I am in charge of this branch of the fellowship. This is the first branch to be set up in East Zinlasia. We've met with some opposition, but overall, the response from the public has been positive."
  Personality 232 name: Larry
  Personality 232 confused: 
  Personality 232 look    : The man behind the counter is overweight and balding. He has food stains on the front of his apron.
  Personality 232 ask name: "I'm Larry," he says. "What can I get you today?"
  Personality 232 ask job : "I own this grocery store. I stand at this counter all day and sell my stock to people day after day. It's great fun," he says, sarcastically. "So, you gonna buy something or not?"
  Personality 233 name: Rupert
  Personality 233 confused: 
  Personality 233 look    : The man before you looks old and feeble. He hobbles around the apartment with the use of a cane.
  Personality 233 ask name: He looks startled at first when he sees you, but then settles down and smiles. "I'm Rupert," he says. "How nice to have visitors. I don't get them very often."
  Personality 233 ask job : "Oh, I keep myself busy," he muses. "I like to read, mostly. I collect books, you know."
  Personality 234 name: Quentin
  Personality 234 confused: "That's something I don't care to discuss."
  Personality 234 look    : You can tell by the way this man is dressed and by his spacious, elegant home, that he is quite well off.
  Personality 234 ask name: "My name is Quentin," he says in a refined manner. "I must remember to lock the front door," he murmurs to himself.
  Personality 234 ask job : "I'm a business man," he says. "Let's just say that I do quite well for myself. Now, if you have something important to discuss, please do. If not, please leave."
  Personality 235 name: Percy
  Personality 235 confused: "Gee, I don't know."
  Personality 235 look    : The young man before you is pale and weak looking. He is suffering from a bad case of acne and the clothes he wears appear to have been picked out by his mother.
  Personality 235 ask name: "My name is Percy," he says, pushing his glasses in place with his middle finger. "Who are you?"
  Personality 235 ask job : "I've been kind of having a little trouble holding a job these days," he stammers. "It's probably because of my magnificent obsession." He laughs nervously, which comes out like a couple of snorts.
  Personality 236 name: Doris
  Personality 236 confused: "Umm, I don't know."
  Personality 236 look    : The young woman before you has stringy, thin hair and freckles covering her face. She has a lazy eye that makes her look cross-eyed when she turns a certain direction.
  Personality 236 ask name: "My name is Doris," she says in a nasally voice. "What are you doing in my apartment?"
  Personality 236 ask job : "I am currently unemployed," she says, spit forming at the side of her mouth. "I was trying to get a job at Num Nums as a waitress."
  Personality 237 name: Rita
  Personality 237 confused: 
  Personality 237 look    : An attractive middle-aged woman stands behind the counter, busily writing in a large ledger. She doesn't see you as you approach.
  Personality 237 ask name: "Oh, I'm sorry," she says. "I'm Rita. Forgive me for not greeting you. There's just so much work to be done."
  Personality 237 ask job : "I own this hotel. It's a lot of work...sometimes overwhelming. But I love every minute of it. Well, I don't enjoy dealing with some of the problems that come up."
  Personality 238 name: Melanie
  Personality 238 confused: 
  Personality 238 look    : This ghostly apparition is standing by the wall, quietly sobbing to herself. A soft blue glow emanates from her body and she seems to fade in and out every few seconds.
  Personality 238 ask name: "My name was Melanie," she says in a mournful voice. "Now, it does not matter."
  Personality 238 ask job : "I wish my death be avenged. My murderer roams this earth by day, free and happy, while I am trapped between planes, in a state of limbo."
  Personality 239 name: Bob
  Personality 239 confused: "That's a good topic, why don't you start."
  Personality 239 look    : This is an average looking man of average height and average age. He appears to be quite average.
  Personality 239 ask name: "My name is Bob," he says. "Have you come to visit me?"
  Personality 239 ask job : "I work at the grocery store in the back, so nobody ever sees me and no one knows I even work there. But now YOU know and you've come for a visit."
  Node 0 person  : 230- Denzel
  Node 0 keywords: lear fenc
  Node 0 type    : 0
  Node 0 text0   : "I can teach to you fight with swords, rapiers, and any other types of edged weapons. I charge 80 gold a lesson. Are you interested?"
  Node 0 text1   : 
  Node 1 person  : 230- Denzel
  Node 1 keywords: inte less
  Node 1 type    : 29
  Node 1 text0   : "Well, come back if you change your mind," he says.
  Node 1 text1   : 
  Node 2 person  : 231- Brother Lucas
  Node 2 keywords: hand fait
  Node 2 type    : 0
  Node 2 text0   : "The Hand of Faith Fellowship offers its services to all people. Here, we teach that man must have faith in himself and his fellow man. Goodness comes from within, not from some divine being."
  Node 2 text1   : 
  Node 3 person  : 231- Brother Lucas
  Node 3 keywords: oppo posi
  Node 3 type    : 0
  Node 3 text0   : "The other main religion in this region is the Holy Order of Empowerment. They have very different views than the Hand of Faith Fellowship."
  Node 3 text1   : 
  Node 4 person  : 231- Brother Lucas
  Node 4 keywords: holy empo
  Node 4 type    : 0
  Node 4 text0   : "They believe that strength comes from some divine being, by the name of Odashai. We believe that strength comes from within. It seems that the Holy Order of Empowerment is losing its popularity with the people here.
  Node 4 text1   : "I'm not sure why. Maybe they're just looking for something new to believe in."
  Node 5 person  : 231- Brother Lucas
  Node 5 keywords: serv xxxx
  Node 5 type    : 0
  Node 5 text0   : "We offer a place for people of the same mind to come together for spiritual fulfillment. The fellowship is open to all who wish to attend. I also offer healing services."
  Node 5 text1   : 
  Node 6 person  : 231- Brother Lucas
  Node 6 keywords: heal xxxx
  Node 6 type    : 12
  Node 6 text0   : Brother Lucas
  Node 6 text1   : 
  Node 7 person  : 232- Larry
  Node 7 keywords: purc groc
  Node 7 type    : 7
  Node 7 text0   : Grocery Store
  Node 7 text1   : 
  Node 8 person  : 233- Rupert
  Node 8 keywords: coll book
  Node 8 type    : 29
  Node 8 text0   : "Thank you so much for finding the entire set of 'A Little Girl'. I will read it over and over. Then, when I tire of this piece of crap, I will sell the set for three times what I paid you!"
  Node 8 text1   : 
  Node 9 person  : 233- Rupert
  Node 9 keywords: more xxxx
  Node 9 type    : 0
  Node 9 text0   : "Maybe you could help. If you find and bring me all four books, I will pay you 1000 gold pieces. But it must be all four. They're not worth very much unless the set is complete."
  Node 9 text1   : 
  Node 10 person  : 233- Rupert
  Node 10 keywords: comp xxxx
  Node 10 type    : 0
  Node 10 text0   : "I'd search myself, but I'm getting up there in years and I don't have the energy. It will not be an easy task, I'm sure. But you're young and energetic. You should have no problem."
  Node 10 text1   : 
  Node 11 person  : 233- Rupert
  Node 11 keywords: litt girl
  Node 11 type    : 29
  Node 11 text0   : "Thank you so much for finding the entire set of 'A Little Girl'. I will read it over and over. Then, when I tire of this piece of crap, I will sell the set for three times what I paid you!"
  Node 11 text1   : 
  Node 12 person  : 234- Quentin
  Node 12 keywords: blac mark
  Node 12 type    : 0
  Node 12 text0   : "So that's why you're here," he says with renewed enthusiasm. "Do you have any Essence Crystals? I sell them to the wealthy Magites who want to increase their magic power. I get a pretty penny for them, I do.
  Node 12 text1   : I'll pay you 50 gold for each one. And by the way, you might want to pay a visit to Tess."
  Node 13 person  : 234- Quentin
  Node 13 keywords: esse crys
  Node 13 type    : 29
  Node 13 text0   : 
  Node 13 text1   : 
  Node 14 person  : 236- Doris
  Node 14 keywords: wait nums
  Node 14 type    : 0
  Node 14 text0   : "Num Nums is this really cool restaurant in the Entertainment District. Well, I went to apply for the job, and the manager looked at me and said, 'we only hire females for this job.'
  Node 14 text1   : I said, 'that's so funny I forgot to laugh,' and stormed out. Can you believe that?"
  Node 15 person  : 235- Percy
  Node 15 keywords: magn obse
  Node 15 type    : 29
  Node 15 text0   : "You know. I told you about Doris, the love of my life. She's all I think about. All I dream about. All I, um, never mind about that."
  Node 15 text1   : 
  Node 16 person  : 235- Percy
  Node 16 keywords: viga xxxx
  Node 16 type    : 29
  Node 16 text0   : "Thank you again for getting me the Vigara. It's going to change my life forever!"
  Node 16 text1   : 
  Node 17 person  : 235- Percy
  Node 17 keywords: tick xxxx
  Node 17 type    : 0
  Node 17 text0   : "It's a ticket to be a contestant on the show, 'Press Your Luck.' They're very hard to come by and you could win a really neat prize if you're lucky.
  Node 17 text1   : And you would get to meet Regis Fishburn, the host of the show. He's just SO cool!"
  Node 18 person  : 235- Percy
  Node 18 keywords: regi fish
  Node 18 type    : 0
  Node 18 text0   : "I want to be just like him. He's a big, famous star and I'm just this stupid nobody! Life's just not fair."
  Node 18 text1   : 
  Node 19 person  : 235- Percy
  Node 19 keywords: dori xxxx
  Node 19 type    : 29
  Node 19 text0   : "You know. I told you about Doris, the love of my life. She's all I think about. All I dream about. All I, um, never mind about that."
  Node 19 text1   : 
  Node 20 person  : 236- Doris
  Node 20 keywords: perc xxxx
  Node 20 type    : 1
  Node 20 text0   : "He's that nerd across the hall," she says, making a face. "He's always trying to talk to me and stuff. I think he likes me or something. Could you just die, or what?"
  Node 20 text1   : "He's so handsome and virile," she beams. "I never new it could be like that! He's one hunky stud muffin, and he's all mine."
  Node 21 person  : 236- Doris
  Node 21 keywords: like love
  Node 21 type    : 1
  Node 21 text0   : "Eeeoouu!" she cries. "Don't EVEN say that. That, like, makes me feel SO icky!
  Node 21 text1   : "Do you think he really likes me?" she asks, her eyes pleading. "He's just so dreamy. I hope he just doesn't want me for my beauty, like most guys."
  Node 22 person  : 235- Percy
  Node 22 keywords: date xxxx
  Node 22 type    : 1
  Node 22 text0   : "I have to get up the nerve to ask her out. I wonder if I should take the Vigara before I ask her or after." You tell him 'Good luck.' He says, "Thanks. Come back and visit me later and I'll tell you all about it."
  Node 22 text1   : "I've created a monster!" he cries. "She won't leave me alone. She looks at me with those dreamy eyes of hers and I know she's thinking about wedding gowns and raising children. My life is ruined!"
  Node 23 person  : 236- Doris
  Node 23 keywords: date xxxx
  Node 23 type    : 1
  Node 23 text0   : You tell her that Percy wants to go out with her on a date. "Eeoouu, I just knew it," she cries. You tell her she should at least give him a chance. "Well, I'll think about it," she says. "But it doesn't mean I like him or anything."
  Node 23 text1   : "Our first date was magnificent!" she cries. "It was like the stuff that you read about in those naughty little romance novels... only much, MUCH, more!"
  Node 24 person  : 237- Rita
  Node 24 keywords: room purc
  Node 24 type    : 0
  Node 24 text0   : "I have standard rooms for 20 gold a night, or deluxe rooms with a terrace for 25 gold a night. Which would you like?"
  Node 24 text1   : 
  Node 25 person  : 237- Rita
  Node 25 keywords: delu xxxx
  Node 25 type    : 3
  Node 25 text0   : You hand her the gold and she shows you to your room. It is very nicely furnished and has a terrace with a lovely view of the ocean. The sound of the sea lulls you to sleep and you wake up feeling very refreshed.
  Node 25 text1   : "You don't have enough gold," she says.
  Node 26 person  : 237- Rita
  Node 26 keywords: stan xxxx
  Node 26 type    : 29
  Node 26 text0   : 
  Node 26 text1   : 
  Node 27 person  : 237- Rita
  Node 27 keywords: prob xxxx
  Node 27 type    : 1
  Node 27 text0   : "Lately, some guests have been complaining about strange noises and sightings inside the rooms at night. Business will suffer if word gets out that my hotel is haunted."
  Node 27 text1   : "Luckily, there have been no major problems since you took care of my ghost problem."
  Node 28 person  : 237- Rita
  Node 28 keywords: haun ghos
  Node 28 type    : 1
  Node 28 text0   : "From what the guests have described, it seems the ghost of a young woman is haunting my hotel. Several guests have been awakened in the middle of the night by sounds of her moaning and sobbing. I don't know what to do." (more)
  Node 28 text1   : "There have been no more sightings of the ghost since you took care of things. Thank you for your help."
  Node 29 person  : 238- Melanie
  Node 29 keywords: limb xxxx
  Node 29 type    : 0
  Node 29 text0   : "Limbo is like nothingness, but full of sorrow and coldness. I have searched for ten years to find this place, the location of my murder. Now I am here, and cry desperately for help."
  Node 29 text1   : 
  Node 30 person  : 238- Melanie
  Node 30 keywords: help xxxx
  Node 30 type    : 2
  Node 30 text0   : "Help me by locating my body and bringing my murderer to justice. Only then will I be allowed to go to my final resting place. A place of peace and contentment."
  Node 30 text1   : 
  Node 31 person  : 238- Melanie
  Node 31 keywords: body xxxx
  Node 31 type    : 1
  Node 31 text0   : "My body lies stuffed in a chest, rotting and decaying, locked behind a door with a combination lock. Go to Riddenport, my murderer's old home, and uncover my corpse. Alas, I do not know the combination. Only my murderer knows."
  Node 31 text1   : "I know you have found my body, yet I am still trapped in limbo. You must convince the Captain of the Guard that Alexander is my murderer!"
  Node 32 person  : 238- Melanie
  Node 32 keywords: murd xxxx
  Node 32 type    : 2
  Node 32 text0   : "His name is Alexander... Oh, how I hate that name! He said he loved me, wanted to marry me. But it was not me that he wanted, but my family's money. 
  Node 32 text1   : And when my parents were tragically killed in a ferry accident, I inherited all their money." (more)
  Node 33 person  : 238- Melanie
  Node 33 keywords: more xxxx
  Node 33 type    : 0
  Node 33 text0   : "Then he did not need to marry me. He did not need to wait any longer. He took me to this hotel for a romantic getaway. He killed me here and snuck my body out during the night. Then he stole all the gold my parents had left me."
  Node 33 text1   : (continue)
  Node 34 person  : 238- Melanie
  Node 34 keywords: cont xxxx
  Node 34 type    : 0
  Node 34 text0   : "Go to the Captain of the Guard, here in Zenith. Tell him what has happened. Tell him Alexander is a murderer! Then I shall be content. Then I shall finally have peace."
  Node 34 text1   : 
  Node 35 person  : 238- Melanie
  Node 35 keywords: alex xxxx
  Node 35 type    : 0
  Node 35 text0   : "Ooohh, don't say that name!" she wails. "Just the sound of that name fills me with pain. I never wish to hear it again." You ask where he can be found. "He lives here in Zenith, in the Entertainment District."
  Node 35 text1   : 
  Node 36 person  : 238- Melanie
  Node 36 keywords: proo evid
  Node 36 type    : 0
  Node 36 text0   : You tell her that you need proof that Alexander murdered her in order to convince the Captain of the Guard. "Search for my Memory Crystal," she says. 
  Node 36 text1   : 
  Node 37 person  : 238- Melanie
  Node 37 keywords: memo crys
  Node 37 type    : 0
  Node 37 text0   : "A Memory Crystal is a Magite invention that can store images of a person's life. I had it made into a ring and I wore it on the night of the murder. If it's not with my body, then I'm sure he sold it... probably to a pawn shop.
  Node 37 text1   : The memories can be unlocked by a personal code word or phrase."
  Node 38 person  : 238- Melanie
  Node 38 keywords: code phra
  Node 38 type    : 2
  Node 38 text0   : "My code phrase was, 'Melanie's wonderful memories.' I was so young and innocent back then." She grows quiet as if remembering those days gone by.
  Node 38 text1   : "Find my Memory Crystal and say those words to unlock the images of my murder. It looks like an ordinary emerald ring."
  Node 39 person  : 238- Melanie
  Node 39 keywords: emer ring
  Node 39 type    : 0
  Node 39 text0   : "Check any nearby pawn shops and ask if anyone brought in an emerald ring. With luck, it will still be there."
  Node 39 text1   : 
  Node 40 person  : 239- Bob
  Node 40 keywords: visi xxxx
  Node 40 type    : 0
  Node 40 text0   : "Not too many people come to visit me cause no one knows I live here. If they knew I lived here, I'm sure they would come for a visit, but at least you're here. So what should we talk about?
  Node 40 text1   : 
  Node 41 person  : 239- Bob
  Node 41 keywords: talk abou
  Node 41 type    : 0
  Node 41 text0   : "It's so hard to come up with something to talk about, especially with someone that you don't know, but I'm sure we can think of something. 
  Node 41 text1   : You look like a very interesting person so I'm sure you have lot's of things to talk about. I know, why don't you tell about your job."
  Node 42 person  : 239- Bob
  Node 42 keywords: star topi
  Node 42 type    : 0
  Node 42 text0   : "Go right ahead and tell me all that you know about that topic. I'm sure it will be fascinating, coming from you, because you look like such an interesting person and I'm sure you know a lot of things.
  Node 42 text1   : "I don't know very much because I don't get out too often. I mostly work at the store in the back where nobody ever sees me. So, where do you work?"
  Node 43 person  : 239- Bob
  Node 43 keywords: wilm harr
  Node 43 type    : 0
  Node 43 text0   : "Oh, she used to live in this apartment, but she moved to Independence City about six months ago. Then I moved here. I guess I moved here right after she moved away. Isn't that a coincidence.
  Node 43 text1   : Life is full of surprises, isn't it. So, have you come here for a visit?"
  Node 44 person  : 238- Melanie
  Node 44 keywords: capt guar
  Node 44 type    : 0
  Node 44 text0   : "He can be found at the Citadel, in the center of this city."
  Node 44 text1   : 
  Node 45 person  : 237- Rita
  Node 45 keywords: more xxxx
  Node 45 type    : 1
  Node 45 text0   : You ask if there's anything you can do. "I don't know what you COULD do? If you search the hotel, you won't find anything. It only seems to happen when guests rent a room for the night."
  Node 45 text1   : You get no response.
  Node 46 person  : 231- Brother Lucas
  Node 46 keywords: odas xxxx
  Node 46 type    : 0
  Node 46 text0   : "Odashai is a divine being who supposedly watches over the people and gives them strength as well as protection."
  Node 46 text1   : 
  Node 47 person  : 234- Quentin
  Node 47 keywords: tess xxxx
  Node 47 type    : 0
  Node 47 text0   : "She works in the Business Sector, selling potions. She also deals in the black market."
  Node 47 text1   : 

  Town = 24: The Citadel

  Town Messages:
  Message 0: The Citadel
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "The guard stops you from entering. "Only authorized personnel are allowed to enter," he says.
  Message 21: "A strong, stationary energy force has just appeared in the southern area of the Nephilim lands. It appears to be some sort of fortress. We're pretty positive that you'll find Grimly there."
  Message 22: "Vargas tells me that you've dealt with Grimly before, and that he may listen to reason. Tell him we can cure his immortality if he helps us. We need his powers to break through the barrier that has appeared in the Untamed Region."
  Message 23: "General Vargas and Chief Sslatik are gathering troops to meet at the barrier. We believe its defenses can be nullified, but we have no way of removing the barrier through magic or other means."
  Message 24: "Now I must ask you this...Do you think Grimly will listen to you? And will he trust you?" You tell him that you believe Grimly will trust us. "He can be reasonable, especially if treated with respect," you say.
  Message 25: "And he won't want to give up an opportunity to be cured of his immortality. He wants to be mortal more than anything else in the world." Colonel Viatrix nods and then says, "It may be difficult to get to him."
  Message 26: "No doubt, his fortress is well guarded." You agree. "Be well prepared for anything," says Viatrix. "You don't have to tell me," you say.
  Message 27: "Good luck," says Viatrix.
  Message 28: You tell him that you haven't found the body. "Well, I'll tell you what," says O'Malley. "You find me a body and then maybe I'll take this murder business seriously."
  Message 29: You tell him that you found the skeleton of a woman stuffed in a chest in an abandoned house in Riddenport. "Well, I guess I'll have to send one of my boys to verify that," he says.
  Message 30: He chooses a soldier and tells him to accompany you to Riddenport. You take him there and show him the skeleton inside the chest. Upon returning to Zenith, the soldier confirms your story to O'Malley.
  Message 31: "Well, what do you know," says O'Malley. "I guess the first thing to do is look through the files and search for any unsolved disappearances, unless of course you know who the murderer is."
  Message 32: 
  Message 33: 
  Message 34: 
  Message 35: He looks you in the eye and says in a serious tone, "Don't just stand there, If you know who did this, tell me now."
  Message 36: "If you can get enough evidence to prove this guy is a murderer, then there might be some sort of a reward for you."
  Message 37: "You did a fine job," he says. "Here's a 300 gold reward for your help in capturing a murderer." As he hands you the gold, you think you hear the faint sound of joyous laughter.
  Message 38: "What was that?" asks O'Malley. "That is the sound of one happy ghost," you tell him.
  Message 39: You tell him that Alexander is the murderer. "And how do you know this?" he asks. You tell him that the ghost told you. "I can't arrest a man without evidence. I need proof!"
  Message 40: You tell him that Alexander is the murderer. "And how do you know this?" he asks. You tell him that the ghost told you. "There's no murder unless we have a body. You need to show me a body!"
  Message 41: You tell him that there was a murder! "A murder!" cries O'Malley. "Where? Who? When???" You tell him about ten years ago. "What are you talking about?" he demands. You tell him what the ghost told you." (more)
  Message 42: "You should talk to somebody else about that."
  Message 43: "So, this is Grimly," says Col. Viatrix. "I've heard alot about you. I hope you can help us in this time of need." Grimly looks at him and says, "You have funny head. You look ugly like me."
  Message 44: "Umm, yes," stammers Viatrix, "Well anyway, thank you for helping us."
  Message 45: "I hope you're right about Grimly," he says. "He may be our only hope. His fortress is in the southern section of the Nephilim lands."
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: The Citadel
  Message 121: Training Room
  Message 122: Barracks A
  Message 123: Barracks B
  Message 124: Conference Room
  Message 125: Monitoring Room
  Message 126: Fine Horses for Sale
  Message 127: Citadel Stables
  Message 128: Citadel Stables
  Message 129: Captain of the Guard
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 240 name: Colonel Viatrix
  Personality 240 confused: "That doesn't concern me."
  Personality 240 look    : The man before you is obviously in charge of this operation. He is completely bald and his head looks somewhat misshapen. He carries a staff that glows at the end, but it appears more electrical than magical.
  Personality 240 ask name: "I am Colonel Viatrix," he says, in an odd sounding voice. "So you're the new members of the Guardians."
  Personality 240 ask job : "I'm in charge of all operations, here in the Monitoring Room. The T'Lanhg communicate to me anything they discover that seems out of the ordinary. I'm a Receptor, you know."
  Personality 241 name: Lieutenant Geldoff
  Personality 241 confused: "I can't answer that."
  Personality 241 look    : This man is dressed in the standard uniform of a Zinlasian Soldier. He greets you pleasantly as you approach the desk.
  Personality 241 ask name: "My name is Lt. Geldoff," he says. "What business do you have, here at The Citadel?"
  Personality 241 ask job : "I work the reception desk and schedule appointments for those wishing to see General Vargas."
  Personality 242 name: Captain Holt
  Personality 242 confused: "That, I can't help you with."
  Personality 242 look    : The man before you looks to be in perfect shape and he has the look of arrogance about him. He is in the middle of some sort of exercise routine.
  Personality 242 ask name: "I'm Captain Holt," he says, a little out of breath. "Are you here for a workout?"
  Personality 242 ask job : "I'm the personal trainer for the soldiers, here at The Citadel. I do charge for my services as I'm not on the payroll here. But I'm the best there is and I offer training in all skills."
  Personality 243 name: T 'Lanhg
  Personality 243 confused: .....................................
  Personality 243 look    : You try to look at the face of this robed figure, but all you can make out are a pair of glowing eyes.
  Personality 243 ask name: .....................................
  Personality 243 ask job : .....................................
  Personality 244 name: Lt. Hastings
  Personality 244 confused: 
  Personality 244 look    : This man is dressed in the standard uniform of a Zinlasian Soldier. He stands behind the counter, waiting quietly.
  Personality 244 ask name: "I'm Lieutenant Hastings," he answers.
  Personality 244 ask job : "I sell the Citadel's horses that couldn't make the grade. These horses are all still fine animals, they just aren't up to standards to make it into the cavalry unit."
  Personality 245 name: Captain O'Malley
  Personality 245 confused: "You should talk to somebody else about that."
  Personality 245 look    : The man sitting behind the desk looks to be a friendly and amiable sort of person. He is sitting back in his chair with his feet on the desk and hands folded behind his head.
  Personality 245 ask name: "Captain O'Malley at your service," he says in a friendly voice.
  Personality 245 ask job : "I am the Captain of the Guard," he answers. "I am in charge of keeping the peace here in the city of Zenith."
  Personality 246 name: Unused
  Personality 246 confused: 
  Personality 246 look    : 
  Personality 246 ask name: 
  Personality 246 ask job : 
  Personality 247 name: Unused
  Personality 247 confused: 
  Personality 247 look    : 
  Personality 247 ask name: 
  Personality 247 ask job : 
  Personality 248 name: Unused
  Personality 248 confused: 
  Personality 248 look    : 
  Personality 248 ask name: 
  Personality 248 ask job : 
  Personality 249 name: Unused
  Personality 249 confused: 
  Personality 249 look    : 
  Personality 249 ask name: 
  Personality 249 ask job : 
  Node 0 person  : 241- Lieutenant Geldoff
  Node 0 keywords: gene varg
  Node 0 type    : 0
  Node 0 text0   : "His office is on the second floor. He's in charge of this whole operation. Would you like to schedule an appointment to see him?"
  Node 0 text1   : 
  Node 1 person  : 241- Lieutenant Geldoff
  Node 1 keywords: sche appo
  Node 1 type    : 0
  Node 1 text0   : "And you are?" he asks. You tell him the general knows you as the Adventurer's Club. "Just a minute," he says, pulling out a talking crystal. "General Vargas," he says into it. The Adventurer's Club wishes an appointment."
  Node 1 text1   : He listens to the response, then turns to you and says, "He says you don't need an appointment. You can see him in his office now."
  Node 2 person  : 242- Captain Holt
  Node 2 keywords: work xxxx
  Node 2 type    : 0
  Node 2 text0   : "You're free to workout here any time. If you require my services, there's a charge."
  Node 2 text1   : 
  Node 3 person  : 242- Captain Holt
  Node 3 keywords: char xxxx
  Node 3 type    : 0
  Node 3 text0   : "I work for myself. I used to be a member of the Zinlasian military, but frankly, the pay's not that good. Now I work as a trainer and charge on a per session basis. Did you need some training?"
  Node 3 text1   : 
  Node 4 person  : 242- Captain Holt
  Node 4 keywords: trai xxxx
  Node 4 type    : 8
  Node 4 text0   : 
  Node 4 text1   : 
  Node 5 person  : 242- Captain Holt
  Node 5 keywords: skil xxxx
  Node 5 type    : 0
  Node 5 text0   : "Of course, I am best at the combat skills, but after I left the military, I became learned in all manner of subjects. For a fee, I'll train you in any skill you like."
  Node 5 text1   : 
  Node 6 person  : 240- Colonel Viatrix
  Node 6 keywords: rece xxxx
  Node 6 type    : 0
  Node 6 text0   : "I've had a telepathic receiver implanted into my brain so that I may understand the T'Lanhg's language. Since they can only speak telepathically, it's the only way a human can hear them.
  Node 6 text1   : The four T'Lanhg you see in front of you are locked in a telepathic link, which enables them to scry the area for any kinds of trouble." (more)
  Node 7 person  : 240- Colonel Viatrix
  Node 7 keywords: orde miss
  Node 7 type    : 29
  Node 7 text0   : "You need to see General Vargas for your orders."
  Node 7 text1   : 
  Node 8 person  : 240- Colonel Viatrix
  Node 8 keywords: more xxxx
  Node 8 type    : 0
  Node 8 text0   : "If they find anything strange or suspicious, they convey this information to me, and then I inform General Vargas of the situation.
  Node 8 text1   :  It's an almost foolproof process and we've been able to maintain a safe and secure environment for the people of East Zinlasia to live in."
  Node 9 person  : 240- Colonel Viatrix
  Node 9 keywords: gene varg
  Node 9 type    : 0
  Node 9 text0   : "General Vargas is in charge of everything here at The Citadel. He is second only to Governor Walwick, himself."
  Node 9 text1   : 
  Node 10 person  : 240- Colonel Viatrix
  Node 10 keywords: gove walw
  Node 10 type    : 0
  Node 10 text0   : "Governor Walwick has the final say in all matters concerning the national security of Zinlasia."
  Node 10 text1   : 
  Node 11 person  : 244- Lt. Hastings
  Node 11 keywords: cava unit
  Node 11 type    : 0
  Node 11 text0   : "The Citadel's cavalry unit is made up of the finest horses and riders in the province. These mounted soldiers patrol the city and the outskirts, keeping things safe for us all."
  Node 11 text1   : 
  Node 12 person  : 244- Lt. Hastings
  Node 12 keywords: purc hors
  Node 12 type    : 0
  Node 12 text0   : "The horses I've got go for 450 gold pieces each. They're fine animals and worth every penny. Are you interested?"
  Node 12 text1   : 
  Node 13 person  : 244- Lt. Hastings
  Node 13 keywords: inte xxxx
  Node 13 type    : 21
  Node 13 text0   : You hand him the gold and he says, "Just go out in the back and you'll find your horse waiting for you."
  Node 13 text1   : "You don't have enough gold," he says.
  Node 14 person  : 245- Captain O'Malley
  Node 14 keywords: zeni peac
  Node 14 type    : 0
  Node 14 text0   : "Tis a fine city, it is," he says, smiling. "Hardly any crime at all. Me boys are a good lot, they are. They do a fine job keeping the city safe and sound. Now as for outside affairs, that's up to the boys inside the Citadel."
  Node 14 text1   : 
  Node 15 person  : 245- Captain O'Malley
  Node 15 keywords: cita xxxx
  Node 15 type    : 0
  Node 15 text0   : "General Vargas and Colonel Viatrix are in charge of nationwide problems. They head the Odashai Guardians. They take care of the big problems, too big for me and my boys to handle. "
  Node 15 text1   : 
  Node 16 person  : 245- Captain O'Malley
  Node 16 keywords: murd xxxx
  Node 16 type    : 29
  Node 16 text0   : "If you have any more tips on any other unsolved murder cases, be sure and stop by."
  Node 16 text1   : 
  Node 17 person  : 245- Captain O'Malley
  Node 17 keywords: more xxxx
  Node 17 type    : 1
  Node 17 text0   : "You're telling me that a ghost told you about it's own murder?" he asks. That's all very well and good, but I need a body."
  Node 17 text1   : "You should talk to somebody else about that."
  Node 18 person  : 245- Captain O'Malley
  Node 18 keywords: body xxxx
  Node 18 type    : 29
  Node 18 text0   : "That skeleton has been inside that chest for almost ten years. Hard to believe that nobody had discovered it sooner. Of course, Riddenport is outside our jurisdiction, so no one's to blame in my department."
  Node 18 text1   : 
  Node 19 person  : 245- Captain O'Malley
  Node 19 keywords: alex xxxx
  Node 19 type    : 29
  Node 19 text0   : "Alexander will be taken care of, don't you worry," he says.
  Node 19 text1   : 
  Node 20 person  : 245- Captain O'Malley
  Node 20 keywords: proo evid
  Node 20 type    : 1
  Node 20 text0   : "Get me some proof that he killed this woman, or at least some hard evidence that proves we have a case against this man. Why don't you ask this ghost of yours."
  Node 20 text1   : "I've got all the proof I need to send Alexander away for a VERY long time."
  Node 21 person  : 245- Captain O'Malley
  Node 21 keywords: memo crys
  Node 21 type    : 1
  Node 21 text0   : You tell him about the Memory Crystal. "Well, that would definitely give us the proof we need. Heck, we wouldn't even need a trial if the image is clear enough. Now all you have to do is find it."
  Node 21 text1   : "The evidence in that Memory Crystal is enough to send him away for a very long time."
  Node 22 person  : 245- Captain O'Malley
  Node 22 keywords: rewa xxxx
  Node 22 type    : 29
  Node 22 text0   : "If you help us solve any more murder cases, I'll be more than happy to offer you another reward."
  Node 22 text1   : 
  Node 23 person  : 245- Captain O'Malley
  Node 23 keywords: ghos xxxx
  Node 23 type    : 0
  Node 23 text0   : "I don't believe in ghosts. Never have and never will!"
  Node 23 text1   : 
  Node 24 person  : 245- Captain O'Malley
  Node 24 keywords: gene varg
  Node 24 type    : 0
  Node 24 text0   : "He's the leader of the Odashai Guardians. He 'rules' from his office on the second floor of The Citadel."
  Node 24 text1   : 
  Node 25 person  : 245- Captain O'Malley
  Node 25 keywords: colo viat
  Node 25 type    : 0
  Node 25 text0   : "Colonel Viatrix is the second in command, right under General Vargas. He's one of those Receptor types."
  Node 25 text1   : 
  Node 26 person  : 245- Captain O'Malley
  Node 26 keywords: rece type
  Node 26 type    : 0
  Node 26 text0   : "They're the ones with those brain implants that let's them communicate with those creepy T'Lanhg. The whole thing makes my skin crawl."
  Node 26 text1   : 
  Node 27 person  : 240- Colonel Viatrix
  Node 27 keywords: grim fort
  Node 27 type    : 29
  Node 27 text0   : "That doesn't concern me."
  Node 27 text1   : 

  Town = 25: Business District                     

  Town Messages:
  Message 0: Business District                     
  Message 1: Zenith                       
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "I see you have an Owaji Starter Set. Isn't it a fun game?"
  Message 21: As you enter the office, the man at the desk says, "Well, look who it is. So, you've come to beg for your job back." He laughs and welcomes you into the room. This is your old boss, Mr. White. 
  Message 22: You did some freelance writing for him during your stay in Zenith before your return to West Zinlasia. "There's always work for you, if you're still interested in writing for the paper."
  Message 23: "We're doing a story about religion in East Zinlasia. I want you to go to the Holy Order of Empowerment, here in the Business District. There's a very dynamic young woman who's visiting our city."
  Message 24: "Her name is Sister Elysia. She's a missionary slash evangelist who's been trying to revive the old Ascensionite religion. I'd like you to interview her. Just get a story about what it is she hopes to achieve."
  Message 25: "Try to get a little about her background and maybe how she feels about the newer religion from West Zinlasia. What is it again? Fellowship of Faith, or something like that."
  Message 26: "Anyway, return with the story and I'll pay you the usual fee...250 gold coins. And if you've still got what it takes, I'll get more work for you. It'll be just like old times." 
  Message 27: 
  Message 28: 
  Message 29: "As you enter the office, the editor in chief, Mr. White, cries, "Look who's returned. It's the ex-freelance writer. Have you changed your mind about working for me again?"
  Message 30: You tell him, "Well, actually, yes. I'd like to do some freelance writing for the paper, if you've got work for me." He welcomes you into the room and says, "Of course I have work for you. You're one of the best writers that's ever worked for the paper."
  Message 31: You tell him you're not interested in full time work, just an occasional assignment, now and again. "That sounds fine," he answers. "Just like old times. Now sit down and we'll discuss your first assignment."
  Message 32: 
  Message 33: 
  Message 34: 
  Message 35: Well, don't stand there gawking. Get to work!"
  Message 36: Before you ask her for an interview, you had better get some paper first.
  Message 37: You ask her if you can get an interview for the Zenith Tribune. "You want to interview me?" she asks. "I'm flattered, but I don't have the time right now. I'm on my way to Minobi.
  Message 38: In fact, I'm leaving this very minute. Perhaps you can meet me there and then we'll see about an interview." 
  Message 39: "I don't have any assignments for you right now, but I'll contact you if anything else comes up."
  Message 40: You hand the interview to Mr. White. He glances over it and says, "This looks great. Here's your 250 gold. I'll let you know as soon as I have another assignment for you."
  Message 41: "I need you to head over to Mount Urlek and find out what's going on up there. They're all screaming about some sort of miracle occurring up there.
  Message 42: Between me and you, I think it's the high altitude that's affecting their minds. But anyway, grab some paper and get me the story."
  Message 43: You turn in the story about the miracle on top of Mount Urlek. He glances over it and says, "This looks great. Here's your 250 gold. I'll let you know as soon as I have another assignment for you."
  Message 44: Get me a story on the destruction of Minobi. Make sure you put stuff in about the belief that it was the wrath of Odashai that caused the flood. I'll pay you 500 gold for this one."
  Message 45: You show him the story you've written. After looking over it, he says, "It's pretty good. But you know what we need? Let's get the view of a non-believer.
  Message 46: Someone must have a rational explanation for the cause of the flood. Go to the Institute of Meteorology and see what they have to say."
  Message 47: You show him the finished story about the Minobi flood. "Really?" he says, after looking it over. "The researchers over at the institute had no explanation? That's not what I expected.
  Message 48: It's a good story, nonetheless. Here's your 500 gold pieces. You earned it."
  Message 49: This staircase leads to the lower level where there are more classrooms. You see no reason to go downstairs.
  Message 50: "One of our teachers and three of her students were kidnapped by Orcs on a recent field trip to Tel'moria. As of yet, officials have not been able to locate them. The parents of the children are worried sick."
  Message 51: "And there's no one to teach the class. She had a pocket-porter with her on the field trip. I don't know why she didn't use it." You ask him about the pocket-porter. "It's a mini teleporter that can teleport the class back to school in an emergency."
  Message 52: "Anyway, the days keep going by and there is no word from her or the children, and her classroom sits there, vacant. The school is offering a 500 gold reward for anyone who finds and rescues them."
  Message 53: 
  Message 54: 
  Message 55: 
  Message 56: "Miss Pearson tells me that you are responsible for rescuing her and the children. I wish to give you my heartfelt thanks and reward you with these 500 gold pieces."
  Message 57: He hands you a large sack of gold.
  Message 58: "You look like a group that could tackle a problem like this. If you have the time, I would appreciate any help you could offer concerning this problem."
  Message 59: "I'm sorry, but you don't have enough gold," she says. "Your virility will just have to wait."
  Message 60: You give her the 500 gold and she hands you a large, green pill. "That's all I get?" you cry. "Believe me," she says with a smile, "that's all you'll need."
  Message 61: You don't have any more room in your inventory for that item.
  Message 62: Space For Lease
  Message 63: Identifier
  Message 64: "Where are we going?" cries Sister Elysia. "Turn around and go to the Transit Center and take me to Sariminsum!"
  Message 65: 
  Message 66: 
  Message 67: 
  Message 68: 
  Message 69: 
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
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  Message 105: *
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  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
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  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: PYRAMID, Inc.
  Message 121: Zenith Tribune
  Message 122: Zenith Tribune
  Message 123: Editor in Chief
  Message 124: Holy Order of Empowerment
  Message 125: Principal's Office
  Message 126: Study Room
  Message 127: Room 1A
  Message 128: Room 2A
  Message 129: Zenith Elementary School
  Message 130: Zenith Elementary School
  Message 131: Tonics by Tess
  Message 132: Receptoplant Clinic
  Message 133: Jump Pad
  Message 134: Zenith Library
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 250 name: Jake Cameron
  Personality 250 confused: "Can't help you there."
  Personality 250 look    : The man before you is in in his early thirties and dressed in expensive clothes. He has a look of confidence and determination. 
  Personality 250 ask name: "I'm Cameron. Jake Cameron," he says. "Glad to meet you."
  Personality 250 ask job : "I'm the president of PYRAMID, Inc.," he says, proudly. "I started this business completely on my own. It's made me very rich," he brags.
  Personality 251 name: Marjorie
  Personality 251 confused: 
  Personality 251 look    : The woman behind the counter is young and fairly pretty. She smiles as you enter the building.
  Personality 251 ask name: "I'm Marjorie," she says, cheerfully. "What can I do for you?"
  Personality 251 ask job : "I work the front desk, here at PYRAMID, Inc." she answers. "I'm the receptionist and secretary for Mr. Cameron."
  Personality 252 name: Laborer
  Personality 252 confused: "Please, I can't talk right now."
  Personality 252 look    : You see a young child with sweat pouring down it's forehead.
  Personality 252 ask name: "I'm too busy to talk, right now. I have to finish making this Owaji board."
  Personality 252 ask job : "I make Owaji sets. It's a lot of work. We have to finish this batch in time for shipment."
  Personality 253 name: Mr. White
  Personality 253 confused: "That's way over my head."
  Personality 253 look    : For the editor of a big newspaper like the Zenith Tribune, the man sitting behind the desk seems to be a very easy going person.
  Personality 253 ask name: "Whitey, to my friends. Mr. White to you," he says, jokingly.
  Personality 253 ask job : "Well, you may doubt my word, but I do actually run this business. It's surprising anything ever gets done," he says, smiling. 
  Personality 254 name: Secretary
  Personality 254 confused: 
  Personality 254 look    : The woman sitting at the desk is busily writing on a pad of paper. She looks up at you, smiles, and then continues with her work.
  Personality 254 ask name: "I'll be with you in just a moment," she says, not bothering to look up.
  Personality 254 ask job : "I'm just the secretary around here," she complains. "If you need help with anything, ask the boss."
  Personality 255 name: Sister Elysia
  Personality 255 confused: "I don't wish to speak of that."
  Personality 255 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 255 ask name: "I am Sister Elysia," she says in a quiet voice.
  Personality 255 ask job : "I am on a pilgrimage to the Shrine of Odashai on Mount Urlek. On my route, I am spreading the word of Odashai's ascension."
  Personality 256 name: Sister Agatha
  Personality 256 confused: "Perhaps you should pray to Odashai for your answer."
  Personality 256 look    : You see an attractive young woman, dressed in the white robes of an Ascensionite.
  Personality 256 ask name: "Welcome," she says, greeting you. "My name is Sister Agatha. What can I do for you, this fine day?"
  Personality 256 ask job : "I am a disciple for the Holy Order of Empowerment. We are here for all who come seeking enlightenment. Have you come seeking our services?"
  Personality 257 name: Principal Murphy
  Personality 257 confused: "I don't have time to discuss that right now."
  Personality 257 look    : The bearded man sitting behind his desk looks a little tired. He appears to have many things on his mind.
  Personality 257 ask name: "I am Principal Murphy," he answers, remaining seated. "What can I do for you?"
  Personality 257 ask job : "I am the principal for the Zenith Elementary School. It is a fairly demanding job, especially when I have to handle serious problems."
  Personality 258 name: Tess
  Personality 258 confused: "I suppose I used to know that, but I can't remember any more."
  Personality 258 look    : An elderly woman stands behind the counter. She watches you with kind eyes and smiles as you approach.
  Personality 258 ask name: "My name is Tess," she says. "Thank you for visiting my little shop."
  Personality 258 ask job : "I own this tonic shop," she says, proudly. "All my life I've dreamed of having my own business, and finally, in my autumn years, my dream has come true."
  Personality 259 name: Prof. Finklemeyer
  Personality 259 confused: 
  Personality 259 look    : This middle-aged gentleman is reading what looks to be a thick, text book... probably something very technical. He wears his glasses down at the tip of his nose.
  Personality 259 ask name: "My name is Professor Finklemeyer," he says, looking up at you, over the top of his glasses.
  Personality 259 ask job : "For a small fee, I will identify any objects you are unfamiliar with," he says.
  Node 0 person  : 250- Jake Cameron
  Node 0 keywords: pres pyra
  Node 0 type    : 0
  Node 0 text0   : "We're the makers of Owaji, if you don't already know. It was a spark of genius on my part, if you don't mind me saying so."
  Node 0 text1   : 
  Node 1 person  : 250- Jake Cameron
  Node 1 keywords: owaj host
  Node 1 type    : 0
  Node 1 text0   : "We manufacture and distribute it from here to various retail establishments. From there, it is sold either as a Starter Set, or a Hosting Kit. 
  Node 1 text1   : The Hosting Kit is for those who want an opportunity to get a piece of the action. They can make a lot of money, just like me, if they work hard enough." (more)
  Node 2 person  : 250- Jake Cameron
  Node 2 keywords: more star
  Node 2 type    : 0
  Node 2 text0   : "The Starter Set is for those who simply want to play the game. You can find Owaji matches hosted in most taverns around the city. It is quickly expanding to other cities and provinces as well.
  Node 2 text1   : If you're interested in buying either set, just visit your local game store."
  Node 3 person  : 250- Jake Cameron
  Node 3 keywords: game stor
  Node 3 type    : 0
  Node 3 text0   : "Check out the Shopping District. There's a store there that offers a great selection."
  Node 3 text1   : 
  Node 4 person  : 251- Marjorie
  Node 4 keywords: secr rece
  Node 4 type    : 0
  Node 4 text0   : "Yes, that's my job."
  Node 4 text1   : 
  Node 5 person  : 251- Marjorie
  Node 5 keywords: came xxxx
  Node 5 type    : 0
  Node 5 text0   : "He's the president of the company. You can find him through those doors and down the hall. I believe he's not busy right now. You can go right in, if you like."
  Node 5 text1   : 
  Node 6 person  : 251- Marjorie
  Node 6 keywords: pyra xxxx
  Node 6 type    : 0
  Node 6 text0   : "We manufacture the game, Owaji. If you're interested in buying, you need to go to a toy or game store. We don't sell them here."
  Node 6 text1   : 
  Node 7 person  : 251- Marjorie
  Node 7 keywords: owaj xxxx
  Node 7 type    : 29
  Node 7 text0   : "You haven't heard of Owaji? It's played in all the bars. You must not get out much."
  Node 7 text1   : 
  Node 8 person  : 253- Mr. White
  Node 8 keywords: news busi
  Node 8 type    : 1
  Node 8 text0   : "It's a great business and I love it. But it can get overwhelming sometimes. That's why I have to keep my sense of humor. If you're still writing freelance, I might have some work for you. If you'd like an assignment, let me know."
  Node 8 text1   : "It's a great business and I love it. But it can get overwhelming sometimes. That's why I have to keep my sense of humor."
  Node 9 person  : 253- Mr. White
  Node 9 keywords: stor assi
  Node 9 type    : 29
  Node 9 text0   : You tell him that you're not writing any more. You're planning to join the Odashai Guardians. "Oh! Too good for your old friends down at the newspaper office, eh?" he says. Then seriously, he adds, "Well, I wish you all the luck."
  Node 9 text1   : 
  Node 10 person  : 254- Secretary
  Node 10 keywords: boss xxxx
  Node 10 type    : 0
  Node 10 text0   : "He's around here somewhere," she answers.
  Node 10 text1   : 
  Node 11 person  : 253- Mr. White
  Node 11 keywords: zeni trib
  Node 11 type    : 0
  Node 11 text0   : "That's the name of the newspaper. It's Zenith's top selling publication! Of course, it's Zenith's only publication."
  Node 11 text1   : 
  Node 13 person  : 256- Sister Agatha
  Node 13 keywords: odas xxxx
  Node 13 type    : 0
  Node 13 text0   : "Odashai was a powerful general who freed East Zinlasia from the powers of evil that wandered the land. He drove the evil creatures from this land and created a peaceful world... one that still exists to this day.
  Node 13 text1   : One day, he ascended from this earthly plane and became a god." (more)
  Node 14 person  : 256- Sister Agatha
  Node 14 keywords: more xxxx
  Node 14 type    : 0
  Node 14 text0   : "He now watches over us all. Alas, there are many who no longer believe in him. Fortunately, there are still those, like myself, who are still here to spread the word and keep the faith. We are called Ascensionites."
  Node 14 text1   : 
  Node 15 person  : 256- Sister Agatha
  Node 15 keywords: asce xxxx
  Node 15 type    : 0
  Node 15 text0   : "The Ascensionites are those who believe in Odashai's ascension from this plane. There are fewer believers these days, but with the help of Sister Elysia, things may change." 
  Node 15 text1   : 
  Node 16 person  : 256- Sister Agatha
  Node 16 keywords: elys xxxx
  Node 16 type    : 0
  Node 16 text0   : "She is staying with us, here in the temple, while on her pilgrimage to Odashai's Shrine on Mount Urlek. During her travels, she is spreading the word of his greatness."
  Node 16 text1   : 
  Node 18 person  : 256- Sister Agatha
  Node 18 keywords: serv xxxx
  Node 18 type    : 0
  Node 18 text0   : "We offer a selection of empowering potions to all who come to the temple. Of course, a donation is required."
  Node 18 text1   : 
  Node 19 person  : 256- Sister Agatha
  Node 19 keywords: purc poti
  Node 19 type    : 7
  Node 19 text0   : Potions of Empowerment
  Node 19 text1   : 
  Node 20 person  : 256- Sister Agatha
  Node 20 keywords: dona xxxx
  Node 20 type    : 0
  Node 20 text0   : "Your donation goes to the upkeep of our temples and the maintenance of the shrine on Mount Urlek. So, would you like to purchase a potion or two?" 
  Node 20 text1   : 
  Node 22 person  : 256- Sister Agatha
  Node 22 keywords: mino xxxx
  Node 22 type    : 0
  Node 22 text0   : "Minobi is a small village located at the northern tip of The Delta, right where the Twin Rivers merge."
  Node 22 text1   : 
  Node 23 person  : 256- Sister Agatha
  Node 23 keywords: twin rive
  Node 23 type    : 0
  Node 23 text0   : "The West Geminak and East Geminak Rivers flow out of Lake Pentaglas and eventually merge and then fan out into many serpentine rivers, forming the region known as The Delta."
  Node 23 text1   : 
  Node 24 person  : 255- Sister Elysia
  Node 24 keywords: odas asce
  Node 24 type    : 0
  Node 24 text0   : "The people of today don't believe in Odashai anymore. Oh, yes, they believe in the man, but few believe the story of his ascension into divinity."
  Node 24 text1   : 
  Node 25 person  : 255- Sister Elysia
  Node 25 keywords: divi xxxx
  Node 25 type    : 0
  Node 25 text0   : "The great General Odashai did not die. He ascended from this plane and became a god. He watches over us all and I am here to spread the word to all that he still exists."
  Node 25 text1   : 
  Node 26 person  : 255- Sister Elysia
  Node 26 keywords: pilg xxxx
  Node 26 type    : 0
  Node 26 text0   : "I have traveled from my home town of Dunsten, which is on an island, east of Zinlasia. On my way to the shrine, I am visiting each city to enlighten the people to the teachings of the Holy Order of Empowerment."
  Node 26 text1   : 
  Node 27 person  : 255- Sister Elysia
  Node 27 keywords: inte xxxx
  Node 27 type    : 29
  Node 27 text0   : "I don't wish to speak of that."
  Node 27 text1   : 
  Node 28 person  : 255- Sister Elysia
  Node 28 keywords: mino xxxx
  Node 28 type    : 0
  Node 28 text0   : "It's a small, rural village, west of here. I hear the people there have little faith in Odashai. I will try to change that."
  Node 28 text1   : 
  Node 29 person  : 253- Mr. White
  Node 29 keywords: inte subm
  Node 29 type    : 29
  Node 29 text0   : You tell him that you're not writing any more. You're planning to join the Odashai Guardians. "Oh! Too good for your old friends down at the newspaper office, eh?" he says. Then seriously, he adds, "Well, I wish you all the luck."
  Node 29 text1   : 
  Node 30 person  : 257- Principal Murphy
  Node 30 keywords: seri prob
  Node 30 type    : 29
  Node 30 text0   : "Thanks to you, Miss Pearson is back and will begin teaching very soon. That makes one less problem I have to worry about."
  Node 30 text1   : 
  Node 31 person  : 257- Principal Murphy
  Node 31 keywords: telm xxxx
  Node 31 type    : 0
  Node 31 text0   : "Tel'moria is the underground province. You can get there by teleport from the Transit Center. Of course, you'll need a traveler's visa."
  Node 31 text1   : 
  Node 32 person  : 257- Principal Murphy
  Node 32 keywords: trav visa
  Node 32 type    : 0
  Node 32 text0   : "If you don't have one, you can apply for one at the Transit Center."
  Node 32 text1   : 
  Node 33 person  : 257- Principal Murphy
  Node 33 keywords: orcs xxxx
  Node 33 type    : 0
  Node 33 text0   : "The Orcs inhabit the underground province of Tel'moria. They are uncivilized and dangerous. They usually aren't seen at Frosgaard's Blowhole, which is where Miss Pearson took the children for the field trip."
  Node 33 text1   : 
  Node 34 person  : 257- Principal Murphy
  Node 34 keywords: fros blow
  Node 34 type    : 0
  Node 34 text0   : "It's a landmark site in Tel'moria. Many tourists travel there to see it. Miss Pearson usually takes her class there once a year for a field trip."
  Node 34 text1   : 
  Node 35 person  : 257- Principal Murphy
  Node 35 keywords: miss pear
  Node 35 type    : 0
  Node 35 text0   : "She is one of the school's finest teachers."
  Node 35 text1   : 
  Node 36 person  : 257- Principal Murphy
  Node 36 keywords: resc xxxx
  Node 36 type    : 29
  Node 36 text0   : "Thanks to you, Miss Pearson is back and will begin teaching very soon. That makes one less problem I have to worry about."
  Node 36 text1   : 
  Node 37 person  : 258- Tess
  Node 37 keywords: toni shop
  Node 37 type    : 0
  Node 37 text0   : "I sell all sorts of tonics that I created myself. I joined the Alchemist Guild in Independence City and learned how to make all these neat potions. Please, feel free to look over my stock and let me know what you'd like to buy."
  Node 37 text1   : 
  Node 38 person  : 258- Tess
  Node 38 keywords: poti purc
  Node 38 type    : 7
  Node 38 text0   : Tonics by Tess
  Node 38 text1   : 
  Node 39 person  : 258- Tess
  Node 39 keywords: blac mark
  Node 39 type    : 2
  Node 39 text0   : "Oh, so you know about that, do you. Well, I don't buy anything, I just sell items. My specialty is an item I created myself. It's called Vigara. It took months to perfect it but I finally found the proper mix of herbs and reagents."
  Node 39 text1   : (more)
  Node 40 person  : 258- Tess
  Node 40 keywords: xxxx xxxx
  Node 40 type    : 0
  Node 40 text0   : 
  Node 40 text1   : 
  Node 41 person  : 258- Tess
  Node 41 keywords: more xxxx
  Node 41 type    : 0
  Node 41 text0   : "It's a powerful virility booster for men who... well... need their virility boosted. But it was banned by the legislators here for some silly reason. So I became a member of the black market and now I'm able to sell it to those in the know.
  Node 41 text1   : Have you come to buy some Vigara?"
  Node 42 person  : 258- Tess
  Node 42 keywords: viga xxxx
  Node 42 type    : 1
  Node 42 text0   : "I suppose I used to know that, but I can't remember any more."
  Node 42 text1   : "It costs 500 gold coins." You are shocked at the price. "Well, dear, I have to make a living don't I? And I sure can't do that with the tiny amount I make off these silly, cheap potions. So, what about it? Are you interested or not?"
  Node 43 person  : 258- Tess
  Node 43 keywords: inte xxxx
  Node 43 type    : 29
  Node 43 text0   : 
  Node 43 text1   : 
  Node 44 person  : 258- Tess
  Node 44 keywords: drea xxxx
  Node 44 type    : 0
  Node 44 text0   : "I sell all sorts of tonics that I created myself. I joined the Alchemist Guild in Independence City and learned how to make all these neat potions. Please, feel free to look over my stock and let me know what you'd like to buy."
  Node 44 text1   : 
  Node 45 person  : 259- Prof. Finklemeyer
  Node 45 keywords: iden pruc
  Node 45 type    : 16
  Node 45 text0   : "Just show me the items in question and I'll have them identified in no time."
  Node 45 text1   : 
  Node 46 person  : 250- Jake Cameron
  Node 46 keywords: rich comp
  Node 46 type    : 0
  Node 46 text0   : "This is the biggest and most profitable company in Zenith. Everyone wants to play Owaji. And who wouldn't. It's a great game and you can win lot's of gold if you're good."
  Node 46 text1   : 
  Node 47 person  : 250- Jake Cameron
  Node 47 keywords: purc xxxx
  Node 47 type    : 0
  Node 47 text0   : "We don't sell the games here. You can buy one at the Game Spot in the Shopping District."
  Node 47 text1   : 
  Node 48 person  : 250- Jake Cameron
  Node 48 keywords: swea xxxx
  Node 48 type    : 25
  Node 48 text0   : "I don't know what you're talking about. The working facilities here are better than most. If you've just come in here to hurl accusations at me, then you can just leave now!"
  Node 48 text1   : 
  Node 49 person  : 253- Mr. White
  Node 49 keywords: inst mete
  Node 49 type    : 0
  Node 49 text0   : "It's right here in Zenith. Just head to Palace Park in the east side of the city. Professor Sycamore is the top dog over there."
  Node 49 text1   : 
  Node 50 person  : 253- Mr. White
  Node 50 keywords: prof syca
  Node 50 type    : 0
  Node 50 text0   : "He's the top in his field. He can answer all your questions relating to the weather."
  Node 50 text1   : 

  Town = 26: International Street         

  Town Messages:
  Message 0: International Street         
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Oh, you're the blokes who're supposed to meet me here," he says, sitting up straight. "Well, let's get on with this then. I understand I'm to accompany you to Sariminsun and retrieve my old friend, Quib."
  Message 21: You tell him that's right. "Just like that, he's going to reenlist in the Guardians. Well, I suppose if they pay him enough, he'll do just about anything. Come along then, let's get a move on."
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: Just then, you hear a voice call from behind you. "Hey Savel, have you shoved anything new up your brain lately?" You turn around to see a man standing in the doorway of the bar.
  Message 27: "Oh, bugger off," yells Savel, not bothering to even turn around. "You know, I've had just about enough of your lip," cries the man. "You fat-headed freak! And that goes for all of you!"
  Message 28: Now, Savel turns around in his chair and begins to rise. "If you won't shut your bloody mouth up, I'm going to have to shut it for you." 
  Message 29: "Oh, ya?" says the man. "Why don't you explain that to my friend, here."
  Message 30: 
  Message 31: 
  Message 32: A huge, ogre-like beast walks into the bar. It's a Haurathi. Savel rolls his eyes and says, "What trash heap did you find this purple furball in? Oh, I know. You plucked him out of your sister's bed."
  Message 33: "That's it," cries the man. "You're dead meat!" The Haurathi roars and they rush towards Savel.
  Message 34: 
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: "Well that was most unpleasant," says Savel. "Come on, let's get out of this dump before more street trash decides to wander in here." He then reaches into his pocket and pulls out a small card.
  Message 39: "Here," he says. "Vargas told me to give this to you. It's a Tele-Passport. You'll need it to get to Sariminsun. And you don't have to pay the lousy 25 gold fee they want every time you use the portals."
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: Savel joins your party.
  Message 45: You let them kill Savel! The mission is scrapped and you are forced to leave the Zinlasian Guardians. You give up adventuring and die a miserable alcoholic.
  Message 46: It looks like you had better do something, and quick!
  Message 47: "Mark my words," grumbles Savel, "getting Quib to agree to this mission will be no piece of cake. Everyone has such high regard for the T'Lanhg. Well, become a Receptor and you'll soon see the light."
  Message 48: "The T'Lanhg are just a bunch of greedy, money grubbing, scoundrels. Why do you think Quib joined the Guardians in the first place? Because they offered him an exorbitant amount of gold, that's why."
  Message 49: "Just how much do you know about the T'Lanhg?" he asks. You tell him not very much. "Well, let me enlighten you, then," he begins. "The T'Lanhg are all telepathically connected. What one T'Lanhg knows, they all know."
  Message 50: "They live in a great hive, known as Sariminsun. Each individual T'Lanhg has no identity or personal needs. They don't own property or possessions. They don't even have names. We gave Quib his name so we could call him something."
  Message 51: "They all work and live their lives for the good of the collective. But deep down, inside each one, is a hunger for individuality. And an even stronger desire for riches. I know. This little device in my head has shown me the truth."
  Message 52: "All the T'Lanhg you see, working here in Zenith, have all gone rogue." You ask him what that means. "Once a T'Lanhg leaves the collective to venture out for himself, he is called a Rogue T'Lanhg."
  Message 53: "The T'Lanhg working at the Mind Games are Rogue T'Lanhg. So are the ones working at the Citadel. They have abandoned the hive in pursuit of individuality and wealth. These are the honorable ones."
  Message 54: "There are also many who have become common treasure hunters and even thieves and bandits. Honorable or not, they all do it for the gold. And Quib was no exception. That's why he's no longer a member of the Guardians. He got too greedy."
  Message 55: "So, rumor has it, he went back to Sariminsun and rejoined the hive. Oh, yes, they took him right back. The T'Lanhg do not pass judgement and have no animosity towards those who go rogue. And I know why."
  Message 56: "It's because they all know, deep down inside, that each one of them is dying to do the same thing." You ask him, "So, can this Quib be trusted?" He thinks for a moment and says, "Trustworthy or not, we don't have much choice."
  Message 57: "His powers of mind warping are top notch and we'll need that to get into the Nephilim base. And Vargas is offering him more gold than he'll know what to do with. I think he'll be okay."
  Message 58: "Come on. Let's head over to the Transit Center and get this over with."
  Message 59: "My tribe hass only jusst recently become aware of the Wesshaka Tribe. It wass when the portalss opened up between Easst and Wesst Zinlassia. They were unfriendly, even to uss."
  Message 60: "We ssent an emissary over to Wesst Zinlassia to try to esstablissh peace with them. He wass fairly ssuccessful and he remained with the Wesshaka to teach them of our more advanced wayss."
  Message 61: "But their disstrust for humanss hassn't changed. And neither hass the humanss disstrusst for them." You tell him of your desire to discuss peace with the Weshaka and invite them to join the League of Zinlasian Nations.
  Message 62: "Why would you do thiss?" he asks. You tell him how important it is to gain his vote on the proposal set forth by Governor Walwick. "Sso, you would do thiss for my vote and not for the good of the Wesshaka Tribe?"
  Message 63: He thinks for a moment and then says, "I appreciate your honessty. And I undersstand how important it musst be for you to take action against thiss Luciviass. It will not be eassy to esstablissh relationss with the Wesshaka."
  Message 64: "But I will accept your offer. And I will help you, too, for we do not have time for long and drawn out negotiationss. You will need to go to the holy city of Basshuk. There, you will find my friend, Kumar."
  Message 65: "Kumar wass the emissary that I ssent over there. He hass become quite resspected with the Wesshaka. It wass he who began the consstruction of the new city of Basshuk."
  Message 66: "He hass alsso adopted ssome of the Wesshaka attitudess about humanss. But I believe he can be perssuaded if he knowss it iss I who inssist on them putting asside their prejudicess and joining uss."
  Message 67: "Here," he says, handing you his staff. "Thiss iss my perssonal sstaff. He will recognize it. Take thiss to him and tell him of the importance of the ssituation and perssuade him to ssend an ambassador immediately."
  Message 68: "The journey will not be an eassy one. The city of Basshuk is ssituated at the end of the Kudazan Peninssula. It iss in the wesstmosst area of the mainland of Wesst Zinlassia. You will mosst likely be attacked as you enter the Sslithzerikai lands."
  Message 69: "I alsso believe that there hass been ssome civil uprissing within the Wesshaka Tribe ssince Kumar'ss arrival and the tribe hass ssplit into two oppossing factionss. Thiss could complicate matterss even more."
  Message 70: "I almosst forgot. You will not be allowed insside the holy city of Basshuk. Itss access iss sstrictly forbidden to humanss. I have an idea. At the city gatess, ssay you have a message for Kumar. Ssay the word, 'Ssvechtza'."
  Message 71: Sslavik reaches for a piece of paper and writes down the word. "Here," he says, handing you the paper, "Keep thiss with you sso you don't forget the word. It'ss from the ancient Sslithzerakai tongue, one Kumar will recognize.
  Message 72: Thiss way, he will know that you were truly ssent by me, and not think that you jusst sstole my sstaff to trick him."
  Message 73: "Take my sstaff to the holy city of Basshuk and assk to ssee Kumar. Ssay the word that I wrote down for you sso he will believe you've come in good faith. Have him ssend an ambassador to repressent the Wesshaka Tribe."
  Message 74: The door to the room to your left opens and you see Sister Elysia. "Could you please come in for a minute," she says. "I have something I wish to discuss with you."
  Message 75: You should probably go back and see what Sister Elysia has to say.
  Message 76: "I have been thinking," she begins. "I think I have an idea that might help. I finally realized who you are. I read your account of your previous adventures and, in fact, it inspired me to leave my home and come to Zinlasia."
  Message 77: "I remember reading about Grimly and feeling sorry for him. I understand that he's been alive for hundreds of years and is unhappy. The spell he created to extend his life had unwanted side effects, one of which changed his appearance."
  Message 78: "He was ostracized by his own people and he has been lonely and unhappy most of his life. His one true wish has been to simply die and finally be at peace. Well, I believe I can help him with this request."
  Message 79: "As an Empath, I'm almost certain that I can 'cure' him. If we offer this to him, than perhaps he will agree to help us defeat Lucivias." You ask, "If you do this, what effect would this have on you?"
  Message 80: "I would become immortal," she answers. "I don't believe that would be such a burden." You tell her that it's very generous of her to offer, but you can't let her do it. She could experience serious side effects, just like Grimly.
  Message 81: "But you heard what Prime Minister Volton said," she says. "I may not like him very much, but I believe he is right when he says we would need the power of another savant to fight Lucivias." You tell her not to worry. You will take care of Lucivias.
  Message 82: "Please, come closer," says Sister Elysia.
  Message 83: You tell Chief Sslatik that you have brought Kumar to act as ambassador for the Wesshaka Tribe. "That iss great newss," says Sslatik. He greets Kumar and says, "It iss good to ssee you, old friend."
  Message 84: "Likewisse," says Kumar. "I will be honored to repressent the Wesshaka Tribe." Then, Sslatik turns to you and says, "I have sspoken with Governor Walwick and he will hold another meeting sso we can vote again."
  Message 85: "Although I sstill have mixed feelingss, I will vote for the propossal sset forth to the council." Kumar adds, "And you sshall have my vote, ass well." 
  Message 86: 
  Message 87: 
  Message 88: 
  Message 89: You thank them both. "Oh, and you may keep my sstaff," adds Chief Sslatik. "I give it to you in gratitude for what you have done for the Sslithzerikai. May it sserve you well."
  Message 90: Kumar leaves the party.
  Message 91: General Vargas is standing in the hall with Sister Elysia. "I see you've brought back a Slithzerikai ambassador," says Vargas. "Good job. Did Chief Sslatik agree to vote for our proposal?" You answer yes.
  Message 92: "Wonderful," he exclaims. "I have more good news. I've been speaking with Sister Elysia and she has come up with a perfect plan to entice Grimly to our side. She can offer him what he wants...a mortal life."
  Message 93: You look at her with anger and exclaim, "You shouldn't have gone to General Vargas with that plan. I can't let you do that!" She looks down, avoiding eye contact. "Hey," cries Vargas. "Just who's running this show, anyway?"
  Message 94: "You'll do what I tell you to do! Besides, she doesn't necessarily have to go through with it. We'll just tell Grimly that she will." You turn your anger towards him and cry, "So, you want to anger another wizard savant?"
  Message 95: "I said I'll do it and I mean it!" cries Sister Elysia. "I don't want to deceive anyone. I will cure him of his immortality if that's what it takes to get him to help us." Vargas picks up his talking crystal and you hear the voice of Col. Viatrix.
  Message 96: "General, we have a situation here," he begins. "The T'Lanhg scriers have picked up a mass that is heading towards Zenith. It's a huge waterspout and it's growing bigger by the minute. We had better evacuate the city at once!"
  Message 97: "It's coming for me," says Elysia. "What are you talking about?" cries Vargas. "Lucivias is coming to take me away, like he did the other Empaths." Vargas cries, "What can we do?"
  Message 98: "We've got to get her out of this city!" you say. "Yes, you're right," agrees Vargas. "But where would she be safe?" He thinks for a moment and then blurts out, "Sariminsum! Take her to the T'Lanhg's underground city!"
  Message 99: "There's no way a waterspout can get down there." Sister Elysia looks at you with determination in her eyes. "Yes, you must take me there. All of Zenith is in danger as long as I'm here. We must leave now!"
  Message 100: "Take her to the Transit Center and go to Sariminsum in Tel'Moria," says Vargas. "The T'Lanhg will take good care of her. Contact me when she is safe. Let's hope this waterspout goes away when Lucivias realizes that she's not here."
  Message 101: 
  Message 102: 
  Message 103: Sister Elysia joins your party.
  Message 104: You ask him if he stole a recipe book from Fryn-Garhk in Grah'Mok? "I sure did," he boasts. "Those Ormanipu guard their alchemy recipes more fiercely than they do their own lives."
  Message 105: "Getting that recipe book is a great achievement for us Hobblings. It shows that we can outsmart those know-it-all Ormies." You tell him to give it to you so you can take it back to her.
  Message 106: "No way!" he cries. "It's mine now. I stole it fair and square. Finders keepers, losers weepers!"
  Message 107: What do you do?
  Message 108: 1) Ask him really nicely to hand it over.
  Message 109: 2) Threaten him with bodily harm.
  Message 110: "I told you," he says, "NO WAY! If that old crone wants it back, she can come over here herself and fight me for it." You say to him, "Is that how you get your kicks...Stealing from and beating on little old ladies?"
  Message 111: "She's not so little," he answers. "At least, not to me."
  Message 112: You pull out your weapons and demand that he give you the book. "You big people are all alike," he cries. "Always threatening us poor, defenseless Hobblings, just because of our size." He walks over to a chest and unlocks it.
  Message 113: "Here," he says, handing you a single page."That's all that's left." (more) 
  Message 114: "When I showed the book to my friends at my party the other night, they all got just a little excited. They grabbed for it and it got kind of torn into pieces. When the night was over, all I had left was this one page.
  Message 115: I don't even know who got the other pages. I guess you'll just have to go find them yourselves."
  Message 116: This chest is locked tight and you can't figure out a way to pick it.
  Message 117: "I gave you the page I had left. The Hobblings at my party made off with the rest of them. I guess you'll have to search for them if you want to find the rest of the book."
  Message 118: "Hydras live in cave on Dorfin Island. You got to have boat to get there."
  Message 119: You give him the Hydra Egg. "This very good," he says, taking it from you. "Take this for gift. He hands you a slightly worn, but very lethal looking steel spear. "Me no need this no more. You may give good use."
  Message 120: The Reception
  Message 121: Council Chambers
  Message 122: The Little Locksmith
  Message 123: Myxtikk, the Spear Trainer
  Message 124: Kitchen
  Message 125: Haurathi Grill
  Message 126: Memory Crystals
  Message 127: League of Zinlasian Nations
  Message 128: Jump Pad
  Message 129:      AA Meeting
(Autonomous Anonymous)
  Message 130: Cranial Delights
  Message 131: Ambassador's Quarters
  Message 132: Studio Suites Apartment Complex
  Message 133: Studio Suites Apartment Complex
  Message 134: Ambassador's Quarters
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 260 name: Savel
  Personality 260 confused: "That doesn't interest me in the least."
  Personality 260 look    : This Receptor looks different than the others. His face is unshaven and he has a tired look in his eyes.
  Personality 260 ask name: "I'm Savel," he says. "What's it to ya?"
  Personality 260 ask job : "I'm keeping my good friend, Hemsley here, in business," he says, taking a swig from the glass of ale he has in his hand.
  Personality 261 name: Hemsley
  Personality 261 confused: "I'm afraid I can't help you with that."
  Personality 261 look    : The bartender is the only normal looking person in the room. As you approach the bar, he gives you a strange look.
  Personality 261 ask name: "I'm Hemsley," he says. "What are people like you doing in a place like this?"
  Personality 261 ask job : "I tend bar, here at the Reception... A rather clever name to give a bar for Receptors, I might add."
  Personality 262 name: Katarina
  Personality 262 confused: She is too busy singing to pay you any attention.
  Personality 262 look    : The woman on stage is dressed in a pretty, red dress and wears bright lipstick and makeup over her eyes. She'd be quite pretty, if it weren't for her hideously deformed head.
  Personality 262 ask name: "The name's Katarina, honey," she calls down to you from the stage. "Now, please, I'm performing."
  Personality 262 ask job : She ignores you and begins to belt out a song, "I am what I am..."
  Personality 263 name: Chief Gryxthot
  Personality 263 confused: "No understand."
  Personality 263 look    : This is a very large Haurathi. He is wearing chiefly robes and has a large, thick mane, like a lion's... only it's purple.
  Personality 263 ask name: "Chief Gryxthot," he says, in a defeated sounding voice. 
  Personality 263 ask job : "Me just stay around here until make new plan for Haurathi."
  Personality 264 name: Chief Sslatik
  Personality 264 confused: "I do not know much about that ssubject."
  Personality 264 look    : You feel odd standing so close to a Slithzerikai without having to defend yourself. The Sliths in West Zinlasia would attack you on sight. This one is dressed almost elegantly, in the colorful attire of a chief.
  Personality 264 ask name: "I am Chief Sslatik," he says in perfect english. "I've heard a lot about you. You are fine warriorss, for humanss."
  Personality 264 ask job : "I am the chief of the Sshisshita tribe in Zenarbial," he answers. "I have just come from the wreckage that wass once the great city of Kunissulitz. A terrible ssight, it wass." 
  Personality 265 name: Sister Elysia
  Personality 265 confused: "I just don't know right now."
  Personality 265 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 265 ask name: "I am Sister Elysia," she says in a quiet voice.
  Personality 265 ask job : "I'm not sure what I'm going to do next," she says. "But I feel I must do something to help."
  Personality 266 name: Kumar
  Personality 266 confused: "I am tired from the journey. I wissh to resst now."
  Personality 266 look    : The Slithzerikai standing before you has the look of a warrior, yet you see intelligence and compassion in his eyes.
  Personality 266 ask name: "I am Kumar," he answers. "Ambassador for the Wesshaka Tribe. For the time being, that iss."
  Personality 266 ask job : "I sstarted as an emissary from the Sshisshita Tribe to esstablissh relationss with the Sslithzerikai in Wesst Zinlassia. I have ssince joined the Wesshaka Tribe and become a resspected leader."
  Personality 267 name: Kip
  Personality 267 confused: "I don't know what you're talking about."
  Personality 267 look    : "The little guy standing before you is obviously a Hobbling. He's about three feet tall and has large, brown eyes that are characteristic of his race.
  Personality 267 ask name: "I'm Kip," he answers. "What's happening?"
  Personality 267 ask job : "I'm a free spirit, you know. I do what I like and I like to party," he says, trying to sound hip. "I'm a wild and crazy Hobbling."
  Personality 268 name: Mik
  Personality 268 confused: "Don't know much about that."
  Personality 268 look    : "The little guy standing before you is obviously a Hobbling. He's about three feet tall and has large, brown eyes that are characteristic of his race.
  Personality 268 ask name: "I'm Mik," he answers, cheerfully. "What can I get you?"
  Personality 268 ask job : "I mostly sell Hobbling locks for doors and chests and things like that. I also sell lockpicks, but they're no good for opening Hobbling locks."
  Personality 269 name: Myxtikk
  Personality 269 confused: He growls something unintelligible.
  Personality 269 look    : The creature before you stands close to seven feet tall. It is covered with a thick coat of purplish colored hair and has a face that looks like a cross between a lion and a wild boar.
  Personality 269 ask name: "Me Myxtikk!" it roars in an animalistic voice.
  Personality 269 ask job : "Me teach hairless ones to hunt with spear. Me charge 80 gold pieces for one lesson. You want to learn?"
  Node 0 person  : 260- Savel
  Node 0 keywords: frie hems
  Node 0 type    : 0
  Node 0 text0   : "He's the owner and bartender of this high class establishment. Ain't ya, Hemsley," he says to the bartender.
  Node 0 text1   : 
  Node 1 person  : 260- Savel
  Node 1 keywords: miss orde
  Node 1 type    : 29
  Node 1 text0   : "That doesn't interest me in the least."
  Node 1 text1   : 
  Node 2 person  : 264- Chief Sslatik
  Node 2 keywords: shis sshi
  Node 2 type    : 0
  Node 2 text0   : "There are many tribess of the Sslithzerikai. Tribess are what humanss call racess. Ssome have different sskin color and ssome are more advanced than otherss. The Wesshaka tribe in Wesst Zinlassia iss a primative tribe."
  Node 2 text1   : 
  Node 3 person  : 264- Chief Sslatik
  Node 3 keywords: wess wesh
  Node 3 type    : 29
  Node 3 text0   : "Thankss to you, the Wesshaka Tribe will now have repressentation at the League of Zinlassian Nationss."
  Node 3 text1   : 
  Node 4 person  : 264- Chief Sslatik
  Node 4 keywords: bass bash
  Node 4 type    : 0
  Node 4 text0   : "Basshuk iss located at the ssouthern tip of the Kudazan Peninssula on the mainland of Wesst Zinlassia. It iss the holy city of the Sslithzerikai."
  Node 4 text1   : 
  Node 5 person  : 264- Chief Sslatik
  Node 5 keywords: amba kuma
  Node 5 type    : 29
  Node 5 text0   : "Thankss to you, the Wesshaka Tribe will now have repressentation at the League of Zinlassian Nationss."
  Node 5 text1   : 
  Node 6 person  : 264- Chief Sslatik
  Node 6 keywords: kuda peni
  Node 6 type    : 0
  Node 6 text0   : "It iss on the mainland in Wesst Zinlassia, north of Holliss Issland."
  Node 6 text1   : 
  Node 7 person  : 264- Chief Sslatik
  Node 7 keywords: kuni zena
  Node 7 type    : 0
  Node 7 text0   : "Kunissulitz wass a great Sslithverikai city in the province of Zenarbial. Many of my people claim the Sslithzerikai god of desstruction iss to blame for itss devasstation. I am undecided on thiss matter."
  Node 7 text1   : 
  Node 8 person  : 264- Chief Sslatik
  Node 8 keywords: gran requ
  Node 8 type    : 29
  Node 8 text0   : "Thankss to you, the Wesshaka Tribe will now have repressentation at the League of Zinlassian Nationss."
  Node 8 text1   : 
  Node 9 person  : 265- Sister Elysia
  Node 9 keywords: help xxxx
  Node 9 type    : 0
  Node 9 text0   : "I can't just stand around and do nothing," she exclaims. "Three fellow Empaths have been abducted and I could be next!"
  Node 9 text1   : 
  Node 10 person  : 265- Sister Elysia
  Node 10 keywords: homu humu
  Node 10 type    : 0
  Node 10 text0   : You ask her if she saw the Homunculus outside her window. "No, I didn't see anything," she answers.
  Node 10 text1   : 
  Node 11 person  : 267- Kip
  Node 11 keywords: part xxxx
  Node 11 type    : 0
  Node 11 text0   : "You missed a great party the other night," he brags. "This place was really swinging!"
  Node 11 text1   : 
  Node 12 person  : 267- Kip
  Node 12 keywords: wild craz
  Node 12 type    : 0
  Node 12 text0   : "I love living in the big city. There's always something fun going on. Most of my friends live out in the country, isolated from each other. I guess that's how most Hobblings like to live. But not me. The city's where it's happening."
  Node 12 text1   : 
  Node 13 person  : 267- Kip
  Node 13 keywords: hobb xxxx
  Node 13 type    : 0
  Node 13 text0   : "Hobblings are fun loving and playful people. Most enjoy the simple things in life. They like living in the country, away from the big races, doing things like fishing, gardening, and picnics together. 
  Node 13 text1   : I guess I'm different. I like the fast paced life in the city. I think my friends like it a little too, cause they never miss one of my parties."
  Node 14 person  : 267- Kip
  Node 14 keywords: reci book
  Node 14 type    : 29
  Node 14 text0   : "I don't know what you're talking about."
  Node 14 text1   : 
  Node 15 person  : 267- Kip
  Node 15 keywords: more xxxx
  Node 15 type    : 29
  Node 15 text0   : "I don't know what you're talking about."
  Node 15 text1   : 
  Node 16 person  : 267- Kip
  Node 16 keywords: swin xxxx
  Node 16 type    : 0
  Node 16 text0   : "There was dancing and drinking and things I can't even mention. Boy was this place a mess when I woke up the next morning."
  Node 16 text1   : 
  Node 17 person  : 268- Mik
  Node 17 keywords: hobb xxxx
  Node 17 type    : 0
  Node 17 text0   : "Hobbling locks are impossible to pick. The mechanisms inside are so tiny, that lockpicks are useless. I only sell them to Hobblings because it is too hard for the big races to install them.
  Node 17 text1   : Making tiny mechanisms like these are a Hobbling specialty. We excel at things like that because of our tiny hands."
  Node 18 person  : 268- Mik
  Node 18 keywords: lock xxxx
  Node 18 type    : 0
  Node 18 text0   : "Do you mean picks or locks?" he asks. "I only sell locks to Hobblings, but I can sell you picks."
  Node 18 text1   : 
  Node 19 person  : 268- Mik
  Node 19 keywords: pick purc
  Node 19 type    : 7
  Node 19 text0   : The Little Locksmith
  Node 19 text1   : 
  Node 20 person  : 268- Mik
  Node 20 keywords: tiny hand
  Node 20 type    : 0
  Node 20 text0   : "Most people think Hobblings are lazy good-for-nothings, but we are very skilled with our hands. Men usually get into jobs like locksmiths and time piece repairs. The women love arts and crafts. 
  Node 20 text1   : You should come to the Hobbling Arts and Crafts Fair up in the Halmeni Mountains."
  Node 21 person  : 268- Mik
  Node 21 keywords: halm moun
  Node 21 type    : 0
  Node 21 text0   : "It's held once a year, usually in the Spring. Many Hobblings live up there, around Lake Pentaglas. That's also where you'll find the city of Magestica."
  Node 21 text1   : 
  Node 22 person  : 268- Mik
  Node 22 keywords: mage xxxx
  Node 22 type    : 0
  Node 22 text0   : "That's the Magite city. You can only get there by boat or by teleport from the Transit Center. But you must have a visa. The Magite's require it. They don't want just anybody entering their city. And they especially don't like Hobblings."
  Node 22 text1   : 
  Node 23 person  : 268- Mik
  Node 23 keywords: reci book
  Node 23 type    : 1
  Node 23 text0   : "Don't know much about that."
  Node 23 text1   : You ask if he knows about a stolen recipe book. "I think you'll want to talk to Kip about that. He was showing it off at his party the other night, bragging how he outsmarted the Ormies. He lives in this district."
  Node 24 person  : 269- Myxtikk
  Node 24 keywords: hunt spea
  Node 24 type    : 0
  Node 24 text0   : "Myxtikk very good hunter. Me share knowledge with others. Me teach how to use spear and other pole weapons."
  Node 24 text1   : 
  Node 25 person  : 269- Myxtikk
  Node 25 keywords: lear less
  Node 25 type    : 30
  Node 25 text0   : "Why you not want to learn to hunt with spear?" he cries. "Spear good weapon. You come back later and me teach you."
  Node 25 text1   : 
  Node 26 person  : 261- Hemsley
  Node 26 keywords: rece xxxx
  Node 26 type    : 0
  Node 26 text0   : "This is a place where Receptors can come and have a drink and not worry about being stared at by other humans. Of course, there's no rule that says no one else is allowed in. It doesn't matter to me one way or another.
  Node 26 text1   : Myself? I don't understand the bigotry."
  Node 27 person  : 261- Hemsley
  Node 27 keywords: bigo xxxx
  Node 27 type    : 0
  Node 27 text0   : "There's a lot of hostility directed towards Receptors these days. And it all stems from narrow minded people who are afraid of what they don't understand. 
  Node 27 text1   : A Receptor's just a person who has undergone a procedure so they can hear the telepathic signals of the T'Lanhg." (more)
  Node 28 person  : 261- Hemsley
  Node 28 keywords: more xxxx
  Node 28 type    : 0
  Node 28 text0   : "The surgery makes them look a little different and I guess that frightens people. What's the big deal. Hell, I'd do it if I had the money. I'd love to be able to communicate telepathically with another race.
  Node 28 text1   : But it's hard to figure people sometimes. What do I know. I'm just a simple bartender."
  Node 29 person  : 261- Hemsley
  Node 29 keywords: tlan xxxx
  Node 29 type    : 0
  Node 29 text0   : "The T'Lanhg can only communicate telepathically. You've seen them around, haven't you? They're the guys in the red robes who don't talk much." He smacks himself on the side of the head.
  Node 29 text1   : "What am I saying? They don't talk EVER."
  Node 30 person  : 261- Hemsley
  Node 30 keywords: purc drin
  Node 30 type    : 0
  Node 30 text0   : "I've got some great tasting ale, today, that I recommend. But I don't serve your kind." He smiles and says, "Just kidding. It's 3 gold a mug. Are you interested?"
  Node 30 text1   : 
  Node 31 person  : 261- Hemsley
  Node 31 keywords: inte xxxx
  Node 31 type    : 18
  Node 31 text0   : You hand him 3 gold and he gives you a mug of ale. You take a sip and decide that it's pretty good."
  Node 31 text1   : "If you're going to come into a bar, you could at least bring enough gold for a drink."
  Node 32 person  : 261- Hemsley
  Node 32 keywords: save xxxx
  Node 32 type    : 0
  Node 32 text0   : "He's one of my best customers. A day hardly goes by that he's not seated on one of these stools in front of me."
  Node 32 text1   : 
  Node 33 person  : 261- Hemsley
  Node 33 keywords: bart xxxx
  Node 33 type    : 0
  Node 33 text0   : "That's me. I'm just your friendly, neighborhood bartender."
  Node 33 text1   : 
  Node 34 person  : 265- Sister Elysia
  Node 34 keywords: grim xxxx
  Node 34 type    : 0
  Node 34 text0   : "I know I could help him," she pleads. "Then if he agrees to help, you would have a better chance against Lucivius."
  Node 34 text1   : 
  Node 35 person  : 265- Sister Elysia
  Node 35 keywords: luci xxxx
  Node 35 type    : 0
  Node 35 text0   : "He must be the cause of these disasters. I can't believe I thought it was Odashai." You tell her that there's still no proof yet as to who or what caused the disasters. 
  Node 35 text1   : 
  Node 36 person  : 265- Sister Elysia
  Node 36 keywords: volt xxxx
  Node 36 type    : 0
  Node 36 text0   : "I don't like him one bit," she says. "And I'm not sure that he can be trusted."
  Node 36 text1   : 
  Node 37 person  : 264- Chief Sslatik
  Node 37 keywords: help vote
  Node 37 type    : 29
  Node 37 text0   : "Thankss to you, the Wesshaka Tribe will now have repressentation at the League of Zinlassian Nationss."
  Node 37 text1   : 
  Node 38 person  : 263- Chief Gryxthot
  Node 38 keywords: plan haur
  Node 38 type    : 0
  Node 38 text0   : "Chief do not know what to do now. Me no have tribe to be chief of."
  Node 38 text1   : 

  Town = 27: Shopping District

  Town Messages:
  Message 0: Shopping District
  Message 1: Zenith                       
  Message 2: Rectangle 2                  
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Bargain Bin
  Message 21: Space for Rent
  Message 22: Warehouse
  Message 23: This warehouse is filled with supplies for the various shops in the district. You find nothing of particular interest in here.
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: "Are you ready to play the next round? It's 30 gold pieces."
  Message 34: 
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: "Well, hurry up, then. We can't keep the others waiting, can we?"
  Message 40: "I'm afraid you're out of gold. Well, go get some more and hurry back."
  Message 41: "You can't play in an expert match yet. You must work your way up to expert rank by playing lower rank matches first."
  Message 42: "You can't play in an expert match yet. You must work your way up to expert rank by playing lower rank matches first." You tell him you have already.
  Message 43: "Then you need to show me your Expert Baton. If you've lost it, I'm afraid you're out of luck."
  Message 44: "If you want to play, let me explain the rules for an expert match. First off, there are three players. To win a round, you must land exactly on the twentieth well, just like in an adept game."
  Message 45: "You also must win three rounds in order to win the match. If you leave in the middle of a match, you forfeit the game. The biggest difference in the rules is what happens when you land in the same well as another player."
  Message 46: "When this happens, there is a 'battle' between the two players. The player who first lands in the well is the defender. The player who lands second is the aggressor. You both must roll your die again."
  Message 47: "If the defender rolls a higher number than the aggressor, he is NOT knocked out and both players remain in the well. But if the aggressor gets the higher number, then the defender is knocked out."
  Message 48: "The round continues with just two players. If a second player is knocked out, the remaining player must still land exactly on the last well, or there is no winner of the round. The jackpot at the end of the match is 400 gold pieces."
  Message 49: "It's 30 gold to play each round. Are you ready to play?"
  Message 50: "Well, some people have what it takes, and some don't," says Jack.
  Message 51: "Alright then," says Jack. Grab a seat and let's play."
  Message 52: "Everybody, roll your dice to see who goes first."
  Message 53: "You got the highest number," he says to you. "You roll first."

You roll a two. You put your game piece in the second well.
  Message 54: The first opponent rolls a three. He puts his game piece in the third well.

The second opponent rolls a five. She puts her game piece in the fifth well.
  Message 55: You roll a four. You move your game piece to the sixth well.

The first opponent rolls a one. He moves his game piece to the fourth well.
  Message 56: The second opponent rolls a three. She moves her game piece to the eighth well.
  Message 57: You roll a five. You move your game piece to the eleventh well.

The first opponent rolls a three. He moves his game piece to the seventh well.
  Message 58: The second opponent rolls a three. She moves her game piece and lands in the seventh well, too. "We have a Battle," says Jack. Roll your die, each of you."
  Message 59: You roll a four. Your opponent rolls a one. "You win the roll," Jack says to you. "You're still in the game."
  Message 60: You roll a six. You move your piece to the seventeenth well

The first opponent rolls a four. He moves to the eleventh well. "We have another Battle," says Jack.
  Message 61: The first opponent rolls a four. The second opponent rolls a five. "And she's still in the game," says Jack. "You roll again."
  Message 62: She rolls a three and moves her game piece to the fourteenth well.

You roll a five. "That takes you over twenty," says Jack. "Sorry, you're out of this round."
  Message 63: The two remaining opponents continue the round, and neither one of them lands on twenty. "We have no winners this round," says Jack.
  Message 64: The two remaining opponents continue the round. The first opponent lands on the twentieth well and wins the round.
  Message 65: Jack announces that the first opponent has won the match. "But don't give up," he says to you. "There are always more opponents lined up to play."
  Message 66: You roll a three. The second opponent rolls a five. "You lost the Battle," says Jack. "I'm afraid you've been knocked out."
  Message 67: The two remaining opponents continue the round. The first opponent lands on the last well and wins the round.
  Message 68: The two remaining opponents continue the round. The second opponent lands on the twentieth well and wins the round.
  Message 69: Jack announces that the second opponent has won the match. "But don't give up," he says to you. "There are always more opponents lined up to play."
  Message 70: The first opponent rolls a five. The second opponent rolls a two. "It looks like you're out," Jack says to her. "It's your roll," he says to you.
  Message 71: You roll a four. "That takes you past the last well and you're out," says Jack.

The first opponent rolls a five and moves to the sixteenth well. "Roll again," says Jack.
  Message 72: He rolls a six. "Ooops, too high. We have no winners in this round."
  Message 73: You roll a three. You move your game piece to the twentieth well. "We have a winner!" cries Jack. "Congratulations," he says to you.
  Message 74: "You've won the match!" Jack cries, patting you on the back. "You've earned the rank of Champion. You win the jackpot of 400 gold pieces and the Champion Baton. Good luck at the Championship Match."
  Message 75: You roll the second highest number. "Okay, you roll first," he says to the first opponent.

He rolls a four and puts his game piece in the fourth well.
  Message 76: You roll a three. You put your game piece in the third well.

The second opponent rolls a six. She puts her game piece in the sixth well.
  Message 77: The first opponent rolls a three. He moves his game piece to the seventh well.

 You roll a six. You move your game piece to the ninth well.
  Message 78: The second opponent rolls a one. She moves her game piece to the seventh well. "We have a Battle," says Jack. "Each of you roll your die."
  Message 79: The first opponent rolls a three. The second opponent rolls a four. "You're out," says Jack to the first opponent.

You roll a five and move to the fourteenth well. She rolls a four and moves to the eleventh well.
  Message 80: You roll a one. You move your game piece to the fifteenth well. Your opponent rolls a four and does the same. "Another Battle," cries Jack.
  Message 81: You roll a two. She rolls a four. "You're outa there," says Jack. "Now you need to continue to roll until you land on the last well," he says to your opponent. She rolls a six. "Too bad. No winners this round."
  Message 82: You roll a two. Your opponent rolls a one. "You're still in the game," says Jack.
  Message 83: You roll a three. You move your game piece to the eighteenth well.

Your opponent rolls a two. She moves her game piece to the seventeenth well.
  Message 84: You roll a two. You move your game piece to the twentieth well. "Your opponent gets one last roll," says Jack. She rolls a four. "Too high," says Jack. "You've won this round," he says to you.
  Message 85: You roll a five. "Too high," says Jack. Your opponent rolls a three. "A perfect twenty," cries Jack. "We have a winner for this round."
  Message 86: The first opponent rolls a three. The second opponent rolls a one. "No knockout," says Jack. "Your turn," he says to the first opponent.
  Message 87: He rolls a six and moves to the thirteenth well.
  Message 88: You roll a three. You move your game piece to the twelfth well.

The second opponent rolls a four. She moves her game piece to the eleventh well.
  Message 89: The first opponent rolls a two. He moves his game piece to the fifteenth well.

You roll a three. You move your game piece to the fifteenth well. "Battle!" yells Jack.
  Message 90: You roll a four. Your opponent rolls a two. "He's out," cries Jack. "Your turn," he says to the second opponent.

She rolls a five and moves to the sixteenth well.
  Message 91: You roll a four. You move your game piece to the nineteenth well.

Your opponent rolls a four. She moves to the last well. "We have a winner!" cries Jack.
  Message 92: You roll a four. You move your game piece to the nineteenth well.

Your opponent rolls a five. "That's too high," says Jack. "It's your roll," he says to you.
  Message 93: You roll a one. "I don't believe it!" cries Jack. "A perfect twenty! You're the winner of this round."
  Message 94: You roll a three. "Too high," says Jack. "No winners this round."
  Message 95: You roll a four. Your opponent rolls a five. "No knockout," says Jack. "You're all still in the game."

 The first opponent rolls a six. "Well, now you're out," says Jack.
  Message 96: You roll a two. You move your game piece to the seventeenth well.

Your opponent rolls a six. She moves her game piece to the seventeenth well.
  Message 97: You roll a three. "That's twenty," says Jack. "Your roll," he says to your opponent. She rolls a four. "Too high. You're the winner," he says to you.
  Message 98: You roll a six." Oh, too high," says Jack. Your opponent rolls a five. "Nope. Too bad. No winners this round."
  Message 99: Weapon Emporium
  Message 100: Combat Training downstairs
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: The Game Spot
  Message 121: Sandy's Stationary
  Message 122: The Cook's Pantry
  Message 123: Barny's Bar
  Message 124: Heidi's Footwear
  Message 125: Weapon Emporium
  Message 126: Book Store
  Message 127: Armor Emporium
  Message 128: Pawn Shop
  Message 129: Jump Pad
  Message 130: Alchemist's Corner
  Message 131: Seamstress
  Message 132: Plants 'R' Us

closed due to illness
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 270 name: Fred
  Personality 270 confused: "Are you playing games with me?"
  Personality 270 look    : The man behind the counter is playing solitaire with a deck of cards. He looks up as you enter the shop, and then returns to his game.
  Personality 270 ask name: "My name's Fred," he answers, without looking at you.
  Personality 270 ask job : "I sell games here," he says. "Nothin' but games. Love to play games, I do."
  Personality 271 name: Jack
  Personality 271 confused: "I don't know about that."
  Personality 271 look    : You see a young man who is standing near a table, rubbing his hands together. "Hey, you," he calls. "Care to play a round?"
  Personality 271 ask name: "I'm Jack," he says, with enthusiasm. "You look like someone who is looking to test his luck."
  Personality 271 ask job : "I'm hosting this expert match of Owaji. I bet you'd like to play."
  Personality 272 name: Sandra
  Personality 272 confused: "I'm not sure about that."
  Personality 272 look    : You see a kindly, old woman, standing behind the counter. She greets you as you enter the shop.
  Personality 272 ask name: "My name is Sandra," she says. "But you can call me Sandy. Everybody does."
  Personality 272 ask job : "This is my stationary store. I sell everything from fancy stationary sets, to plain writing paper."
  Personality 273 name: Patrice
  Personality 273 confused: 
  Personality 273 look    : This young woman has an exotic look about her. She has piercing black eyes and a warm smile.
  Personality 273 ask name: "My name is Patrice," she says. "Welcome to my shop. If you have any questions, please let me know."
  Personality 273 ask job : "I sell herbs and spices and other special ingredients to help my customers create culinary masterpieces. It's the seasonings that can make the difference between an ordinary meal and a feast for the senses."
  Personality 274 name: Barny
  Personality 274 confused: "Did I tell you my name was Barny?"
  Personality 274 look    : The man behind the counter smiles at you as you approach. "Welcome to Barny's Bar."
  Personality 274 ask name: "I'm Barny," he answers. "This is Barny's Bar. I'm Barny, the bartender." He looks quite amused by his cleverness, or lack there of, in your opinion.
  Personality 274 ask job : "I own this place," he says. (Like you hadn't figured that out.) "I sell mixed drinks here. If you don't drink, you can join a game of Owaji, or maybe just shoot the breeze and catch a bit of gossip."
  Personality 275 name: Marcus
  Personality 275 confused: 
  Personality 275 look    : The man behind the counter is polishing an iron dagger. He looks up as you approach.
  Personality 275 ask name: "I'm Marcus," he says. "Welcome to the Weapon Emporium. We've got the biggest selection of weapons here in all of East Zinlasia."
  Personality 275 ask job : "I sell melee weapons...just about every type there is," he says. "Just have a look and let me know if there's anything you want to buy."
  Personality 276 name: Duncan
  Personality 276 confused: 
  Personality 276 look    : The man behind the counter is busy restringing a wooden bow. Behind him, are shelves stocked with various arrows, bolts, darts, and other missile projectiles.
  Personality 276 ask name: "I'm Duncan," he says, pleasantly. "How can I help you?"
  Personality 276 ask job : "I manage the archery department of the Weapon Emporium. I sell bows, crossbows, javelins, and all other types of missile weapons. Are you looking to buy something?"
  Personality 277 name: Walter
  Personality 277 confused: 
  Personality 277 look    : This heavy set man is working hard, shaping a new blade on the anvil. It glows red, and sparks fly off as he pounds it with his hammer.
  Personality 277 ask name: He turns in your direction as you approach. Beads of sweat pour down his brow. "The name's Walter," he says, a little out of breath. "What do you want?"
  Personality 277 ask job : "I'm a master blacksmith," he says without sounding boastful. "I can fine tune your weapons to make them much more efficient in battle. Do you have anything you want me to augment?"
  Personality 278 name: Conrad
  Personality 278 confused: 
  Personality 278 look    : The man behind the counter is dressed in a suit of armor. You hear a muffled, "hello," as you approach him.
  Personality 278 ask name: "I'm Conrad," he says, removing his helm so you can better hear him.
  Personality 278 ask job : "I sell suits of armor," he answers. "We've got the largest selection in all of East Zinlasia. Let me know if you see anything you'd like to buy."
  Personality 279 name: Will
  Personality 279 confused: 
  Personality 279 look    : The man behind the counter looks to be a friendly sort. The shelves behind him are stocked with all sorts of helms, shields, and other pieces of armor.
  Personality 279 ask name: "I'm Will," he says. "What can I get you, this fine day?"
  Personality 279 ask job : "I sell all sorts of armor accessories...shields, helms, gauntlets, you name it. Do you see anything you'd like to buy?"
  Node 0 person  : 270- Fred
  Node 0 keywords: game xxxx
  Node 0 type    : 0
  Node 0 text0   : "Any games you'd ever want to play are here. Just tell me what you're interested in and I'll gladly sell it to you."
  Node 0 text1   : 
  Node 1 person  : 270- Fred
  Node 1 keywords: blad exil
  Node 1 type    : 0
  Node 1 text0   : "Never heard of it," he answers. "Sounds stupid."
  Node 1 text1   : 
  Node 2 person  : 270- Fred
  Node 2 keywords: owaj xxxx
  Node 2 type    : 0
  Node 2 text0   : "Do you want to buy a Hosting kit or a Starter Set. A Hosting Kit will cost ya 700 gold pieces. That includes the board, one hundred Novice Batons, and the official Game Hosting License.
  Node 2 text1   : To host a game, you must follow the official rules set forth by PYRAMID, the makers of the game." (more)
  Node 3 person  : 270- Fred
  Node 3 keywords: more xxxx
  Node 3 type    : 0
  Node 3 text0   : "If you break any of the rules while hosting and are caught, you will have to pay a severe fine. You also must pay out the jackpots to the winners out of your own pocket. You must start by hosting amateur matches.
  Node 3 text1   : After you've hosted a set number, you may then move up to host novice matches. Then things really get expensive." (continue)
  Node 4 person  : 270- Fred
  Node 4 keywords: cont xxxx
  Node 4 type    : 0
  Node 4 text0   : "So why the hell would anyone want to do this, you may ask? Well, once you get to host the higher ranking matches, that's when you can start making some good money.
  Node 4 text1   : And then you have to renew your license every year. It basically becomes a full time job, with PYRAMID making more money than anyone." (even more)
  Node 5 person  : 270- Fred
  Node 5 keywords: even xxxx
  Node 5 type    : 0
  Node 5 text0   : "But I do know some individuals who've gotten rich hosting high ranking matches, so it's not a complete scam. It's a great way to hook people in...hosts and players alike.
  Node 5 text1   : And I also know some players who've made a lot of money too. But you've got to play all the way up to the Championship Match. And you need a lot of luck, too." (keep going)
  Node 6 person  : 270- Fred
  Node 6 keywords: keep goin
  Node 6 type    : 0
  Node 6 text0   : "So what would you like to buy...Oops, I just remembered. We're out of Hosting Kits. But I've got plenty of Starter Sets. They're only 25 gold pieces each. You can buy one of those, if you 'want'."
  Node 6 text1   : 
  Node 7 person  : 270- Fred
  Node 7 keywords: want xxxx
  Node 7 type    : 22
  Node 7 text0   : "Here you go," he says. He hands you a pair of dice and a small game piece. "That's it?" you ask. "Yep," he answers. "You actually only need one die to play, but they give you two  just in case you lose one. Have fun."
  Node 7 text1   : "You don't have enough gold."
  Node 8 person  : 270- Fred
  Node 8 keywords: purc xxxx
  Node 8 type    : 0
  Node 8 text0   : "What do you want to buy?"
  Node 8 text1   : 
  Node 9 person  : 271- Jack
  Node 9 keywords: expe matc
  Node 9 type    : 0
  Node 9 text0   : "This is the third rank for Owaji players. Just one more to go til you make champion."
  Node 9 text1   : 
  Node 10 person  : 271- Jack
  Node 10 keywords: cham xxxx
  Node 10 type    : 0
  Node 10 text0   : "The champion Owaji player is someone who has won all the matches in the lower ranks. The championship game is held at the Owaji Club in the Entertainment Sector, here in Zenith. 
  Node 10 text1   : There's lots of gold to be won there, plus the grand prize."
  Node 11 person  : 271- Jack
  Node 11 keywords: gran priz
  Node 11 type    : 0
  Node 11 text0   : "It could be anything. It changes from week to week."
  Node 11 text1   : 
  Node 12 person  : 271- Jack
  Node 12 keywords: rule xxxx
  Node 12 type    : 0
  Node 12 text0   : "If you don't know the basic rules, than you might as well be on your way. If you want to know the specific rules to an expert match, play a round, and I'll tell you."
  Node 12 text1   : 
  Node 13 person  : 271- Jack
  Node 13 keywords: owaj game
  Node 13 type    : 0
  Node 13 text0   : "It's played in all the bars and taverns in most big cities. Surely you've heard of it."
  Node 13 text1   : 
  Node 14 person  : 271- Jack
  Node 14 keywords: play xxxx
  Node 14 type    : 29
  Node 14 text0   : "You've already won the expert match. Now take your Champion Baton and head over to the Owaji Club and win yourself the grand prize."
  Node 14 text1   : 
  Node 15 person  : 271- Jack
  Node 15 keywords: luck roun
  Node 15 type    : 0
  Node 15 text0   : "I'm talking about Owaji," he says. "Come on and join us so we can get this game going."
  Node 15 text1   : 
  Node 16 person  : 272- Sandra
  Node 16 keywords: fanc stat
  Node 16 type    : 0
  Node 16 text0   : "Are you interested in purchasing any fancy stationary?" she asks. You tell her 'no'. "Maybe you'd be interested in some plain paper, then."
  Node 16 text1   : 
  Node 17 person  : 272- Sandra
  Node 17 keywords: pape purc
  Node 17 type    : 7
  Node 17 text0   : Sandy's Stationary
  Node 17 text1   : 
  Node 18 person  : 273- Patrice
  Node 18 keywords: herb spic
  Node 18 type    : 0
  Node 18 text0   : "I sell only the freshest herbs and spices. Please, take a look at my stock." You look over the many items she has displayed on the shelves. You see a few items that you think you might be interested in purchasing.
  Node 18 text1   : 
  Node 19 person  : 273- Patrice
  Node 19 keywords: purc xxxx
  Node 19 type    : 7
  Node 19 text0   : The Cook's Pantry
  Node 19 text1   : 
  Node 20 person  : 273- Patrice
  Node 20 keywords: spec ingr
  Node 20 type    : 0
  Node 20 text0   : "If there's anything special that you're looking for, please, let me know."
  Node 20 text1   : 
  Node 21 person  : 273- Patrice
  Node 21 keywords: garl gins
  Node 21 type    : 0
  Node 21 text0   : "Oh, yes. I always have that in stock. How much would you like to buy?"
  Node 21 text1   : 
  Node 22 person  : 273- Patrice
  Node 22 keywords: reci xxxx
  Node 22 type    : 0
  Node 22 text0   : "I know many wonderful recipes. But I share them with no one. I provide the ingredients. The recipes are yours to create."
  Node 22 text1   : 
  Node 23 person  : 274- Barny
  Node 23 keywords: goss rumo
  Node 23 type    : 1
  Node 23 text0   : "Why don't you buy a drink, first. It'll give you something to do while I fill you in on the latest dirt."
  Node 23 text1   : "Well, the other day, I overheard some fancy mage inquiring about the whereabouts of some magic ingredient. I think she called it Muck Mold. Anyway, the guy told her she might find some growing in the caves at Mount Beshara. (more)
  Node 24 person  : 274- Barny
  Node 24 keywords: mixe drin
  Node 24 type    : 0
  Node 24 text0   : "Mixed drinks are 6 gold coins a piece. Are you interested in buying one?"
  Node 24 text1   : 
  Node 25 person  : 274- Barny
  Node 25 keywords: inte purc
  Node 25 type    : 19
  Node 25 text0   : You order a mixed drink. He mixes it up in front of you and hands it to you. You give him the gold and take a sip. It's a little sweet, but not bad.
  Node 25 text1   : You check your pack and realize you don't have enough gold.
  Node 26 person  : 274- Barny
  Node 26 keywords: more xxxx
  Node 26 type    : 1
  Node 26 text0   : "Did I tell you my name was Barny?"
  Node 26 text1   : "You can get to Mount Beshara by taking the main road out of town and heading west. But I'd stay out of the caves if I were you. I hear that smugglers have taken up residence there...mean, murderous, smugglers."
  Node 27 person  : 274- Barny
  Node 27 keywords: owaj game
  Node 27 type    : 0
  Node 27 text0   : "They're setting up a game right now," he says, pointing to one of the tables behind you.
  Node 27 text1   : 
  Node 28 person  : 275- Marcus
  Node 28 keywords: purc weap
  Node 28 type    : 7
  Node 28 text0   : Weapon Emporium
  Node 28 text1   : 
  Node 29 person  : 276- Duncan
  Node 29 keywords: purc arch
  Node 29 type    : 7
  Node 29 text0   : Weapon Emporium
  Node 29 text1   : 
  Node 30 person  : 277- Walter
  Node 30 keywords: augm purc
  Node 30 type    : 17
  Node 30 text0   : "I can turn any non magical weapon into a +2 weapon," he says. "So, which weapon do you want me to work on?"
  Node 30 text1   : 
  Node 31 person  : 278- Conrad
  Node 31 keywords: armo purc
  Node 31 type    : 7
  Node 31 text0   : Armor Emporium
  Node 31 text1   : 
  Node 32 person  : 279- Will
  Node 32 keywords: armo purc
  Node 32 type    : 7
  Node 32 text0   : Armor Emporium
  Node 32 text1   : 
  Node 33 person  : 270- Fred
  Node 33 keywords: pyra xxxx
  Node 33 type    : 0
  Node 33 text0   : "Pyramid, Inc. is the name of the company that manufactures the Owaji games. It's situated in the Business District, in the big, triangular building."
  Node 33 text1   : 
  Node 34 person  : 279- Will
  Node 34 keywords: helm gaun
  Node 34 type    : 0
  Node 34 text0   : "Yep, I've got those."
  Node 34 text1   : 
  Node 35 person  : 279- Will
  Node 35 keywords: shie xxxx
  Node 35 type    : 0
  Node 35 text0   : "Yep, I've got those."
  Node 35 text1   : 
  Node 36 person  : 273- Patrice
  Node 36 keywords: seas xxxx
  Node 36 type    : 0
  Node 36 text0   : "I sell only the freshest herbs and spices. Please, take a look at my stock." You look over the many items she has displayed on the shelves. You see a few items that you think you might be interested in purchasing.
  Node 36 text1   : 
  Node 37 person  : 276- Duncan
  Node 37 keywords: bows xxxx
  Node 37 type    : 0
  Node 37 text0   : "I've got the best selection of bows in the land."
  Node 37 text1   : 
  Node 38 person  : 276- Duncan
  Node 38 keywords: cros xxxx
  Node 38 type    : 0
  Node 38 text0   : "I've got the best selection of crossbows in the land."
  Node 38 text1   : 
  Node 39 person  : 276- Duncan
  Node 39 keywords: dart xxxx
  Node 39 type    : 0
  Node 39 text0   : "I've got the best selection of darts in the land."
  Node 39 text1   : 
  Node 40 person  : 276- Duncan
  Node 40 keywords: jave xxxx
  Node 40 type    : 0
  Node 40 text0   : "I've got the best selection of javelins in the land."
  Node 40 text1   : 
  Node 41 person  : 276- Duncan
  Node 41 keywords: arro xxxx
  Node 41 type    : 0
  Node 41 text0   : "I've got the best selection of arrows in the land."
  Node 41 text1   : 
  Node 42 person  : 276- Duncan
  Node 42 keywords: bolt xxxx
  Node 42 type    : 0
  Node 42 text0   : "I've got the best selection of bolts in the land."
  Node 42 text1   : 
  Node 43 person  : 276- Duncan
  Node 43 keywords: miss weap
  Node 43 type    : 0
  Node 43 text0   : "I've got the best selection of missile weapons in the land."
  Node 43 text1   : 
  Node 44 person  : 276- Duncan
  Node 44 keywords: thro kniv
  Node 44 type    : 0
  Node 44 text0   : "I've got the best selection of throwing knives in the land."
  Node 44 text1   : 
  Node 45 person  : 276- Duncan
  Node 45 keywords: slin xxxx
  Node 45 type    : 0
  Node 45 text0   : "I've got a leather sling for sale. Not much of a selection, huh? But who uses slings anyway?"
  Node 45 text1   : 

  Town = 28: Entertainment Sector

  Town Messages:
  Message 0: Entertainment Sector
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Psssst," you hear from behind you. Turning around, you see that the man by the wall is trying to get your attention. "I see you have a Champion Baton. If you'd like to make some money, ask me about it."
  Message 21: "I'd be willing to buy that baton from you. I can give you 400 gold for it." You ask him why. "Cause I want to play in the Championship Match but I'm only a Novice. Listen, it'll cost you 100 gold to play in the match."
  Message 22: "The jackpot for winning the match is 500 gold. So if you let my buy it from you, you'll make out just as if you've won." He looks at your expression and says, "I can see by the look in your face that you think I'm trying to scam you."
  Message 23: "Well, okay. There's the grand prize, too. That's what I want. It's different every night, but it's always a really cool magical item that's worth a LOT of gold. I want to win that prize."
  Message 24: "And keep in mind, there's no guarantee that you'll win the match if you play. So what do you say? Do you wanna sell it?
  Message 25: 
  Message 26: 
  Message 27: "Okay," says Mark. "But you're turning down a guaranteed 400 gold pieces."
  Message 28: You give him the baton and he hands you the gold. "A pleasure doing business with you," he says.
  Message 29: "I have bet my friend, Wentworth, that I can find a brave soul who isn't afraid to go up against a giant cave worm...well, three, to be precise. There is a family of them, living in the cave, north of Grah'Mok."
  Message 30: "He doubts I can find someone brave, or in his words, stupid enough to do it. How about you? I'll pay you 150 gold for each head you bring me. Kill all three, and I'll pay you a total of 800 gold coins."
  Message 31: "Of course, my wager with Wentworth is much higher, but I will still win a bundle, even after paying you what I've promised. So, how about it? Are you up for playing our little game?"
  Message 32: 
  Message 33: 
  Message 34: 
  Message 35: "I thought you looked like the type who'd be up to a challenge. And you've got nothing to lose, well, except your life. Now, listen up. The cave is on Talmini Island, north of Grah'Mok.
  Message 36: The worms come and go, so they may not all be there at any given time. Remember, 150 gold per head, 800 for all three."
  Message 37: "The wager between Wentworth and myself is our business. You get 150 gold for bringing me the head of a giant cave worm. Bring three, and I'll pay you 800 gold gold in total."
  Message 38: You give him the head of the giant cave worm. "That's disgusting," he says. "But I knew you could do it." He pays you 150 gold coins. "Bring all three and you'll get 800 gold coins in total."
  Message 39: You give him the head of the giant cave worm. "I believe that's three," he says, smugly, looking at Wentworth. "Here's 500 more gold coins, raising your total to 800. It's been a pleasure."
  Message 40: He turns to Wentworth and says, "You lose again. Pay up." Wentworth doesn't look too happy.
  Message 41: "The game is over," he says. "Now run along and go bother somebody else."
  Message 42: "Do you have a cave worm head?" he asks. You tell him no. "Then don't bother me unless you do. The cave north of Grah'Mok is where you'll find the worms. Now go away. I'm trying to enjoy the music."
  Message 43: You realize that you don't have enough gold and apologize for wasting his time.
  Message 44: He pulls out a bow and some arrows and walks you over to the archery range in the next room. First, he demonstrates to you the proper way to hold the bow. He pulls back the arrow and shoots a perfect bullseye.
  Message 45: "Now you try," he says. He hands the bow to you and you give it a try. "Not bad," he says, "but let me show you what you did wrong." After an hour or so of practice, you feel like you've learned something.
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: Your archery skill is raised by 1 point.
  Message 51: You enter the small, dimly lit room and see a few people sitting in chairs and watching a screen at the front of the room. On the screen, you see a woman agonizing over which button to press.
  Message 52: She soon decides and points to the button she's picked. "Is that your FINAL decision?" asks the host. She nods her head. "Okay, then....PRESS YOUR LUCK."
  Message 53: She presses the button and a path opens up and she runs into the next room. A large, golden chest awaits her in this room. She pops open the lid and inside is the book, "A Little Girl".
  Message 54: "Ooooooooh," cries the audience in disappointment. "Too bad," says the host. You decide you've seen enough and move on.
  Message 55: "Do you have a ticket?" asks the guard. You tell him no. "Well, you can't go in there without a ticket. You can purchase one outside."
  Message 56: "Do you have a ticket?" asks the guard. You show it to him and he takes it from you. "Go right in," he says.
  Message 57: There is nothing but dirty underwear piled inside this dresser. You don't EVEN want to touch anything.
  Message 58: There is nothing but dirty underwear piled inside this dresser. Getting up all your nerve, you plunge your hand into the pile and search through the drawer. You find a small piece of paper. 
  Message 59: Written on it, are the numbers "35618". This must be the combination to some lock."
  Message 60: "You've already bought a ticket. Only one admission per customer."
  Message 61: "The Dragonslayer experience allows our guests to become a great knight or warrior, giving  them a chance to go up against one of the most powerful creatures in the land. Would you like to purchase an admission to this experience?"
  Message 62: 
  Message 63: 
  Message 64: 
  Message 65: 
  Message 66: 
  Message 67: "You don't have enough gold," he says.
  Message 68: You hand him the gold and he gives you a ticket. "Just head downstairs and you're all ready to play Mind Games."
  Message 69: "The Fantasy Island experience will put you on a deserted island, inhabited exclusively by beautiful women, or men, depending on your preference. It is one of our most popular experiences. Would you like to purchase a ticket for this one?"
  Message 70: 
  Message 71: 
  Message 72: 
  Message 73: 
  Message 74: 
  Message 75: "This experience will give you a sweet sense of nostalgia as you walk down the street in a small town of days gone by, to pick up your little sister from school. When you arrive, you find a surprise awaiting you."
  Message 76: "Would you like to purchase an admission to this experience?"
  Message 77: 
  Message 78: 
  Message 79: 
  Message 80: 
  Message 81: This is a map of the city of Zenith. Each of the seven sectors is color coded. Major landmarks are indicated in each sector.
  Message 82: The central sector, colored in green, is where The Citadel stands. This is the headquarters of the Odashai Guardians. The calvary stables, horse seller, and Captain of the Guard can all be found here.
  Message 83: The south central sector, colored in grey, is the Residential Area. Buildings in this section include the Southside Apartments, The Seaview Terrace Hotel, and the Hand of Faith Fellowship.
  Message 84: The southwest corner, colored in red, is the Shopping District. Major shops here include the Weapon Emporium, Armor Emporium, The Book Store, along with Barny's Bar.
  Message 85: The northwest corner, colored in brown, is International Street. The League of Zinlasian Nations dominates this area. Two popular hangouts include the Haurathi Grill and The Reception.
  Message 86: The north sector, colored in black, is the Business District. PYRAMID, Inc. is the centerpiece of this area. The Holy Order of Empowerment, the city's library, elementary school, and the Zenith Tribune are also here.
  Message 87: The northeast corner, colored in purple, is Palace Park. The Governor's Palace dominates this area. Also of note is the Museum of Arts and Sciences, and the Institute of Meteorology.
  Message 88: The southeast corner, colored in orange, is the Entertainment Sector. Highlights here are the Owaji Club, Mind Games, Press Your Luck, Club "Z", Num Nums, and the Tourist Center.
  Message 89: These racks are filled with various brochures of local attractions. You leaf through a few, but decide not to keep any.
  Message 90: This warehouse is filled with crates. You look through a couple and find mostly dishware and restaurant supplies and other things equally useless to you. You decide not to spend any more time searching through the place.
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Num Nums
  Message 121: Owaji Club
  Message 122: Club "Z"
  Message 123: All Weather Archery Range
  Message 124: Tickets and Information
  Message 125: Viewing Studio
  Message 126: Press Your Luck
  Message 127: Mind Games
  Message 128: Tourist Center
  Message 129: Tourist Center
  Message 130: Jump Pad
  Message 131: Warehouse
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 280 name: Higgins
  Personality 280 confused: "Let's not discuss that."
  Personality 280 look    : The man sitting at the table is dressed very elegantly and is definitely a member of the upper class.
  Personality 280 ask name: "I'm Higgins," he says with a gleam in his eye. "It is a pleasure to make your acquaintance."
  Personality 280 ask job : "Let's just say I enjoy a good sporting game of chance. Especially if there is gold to be won."
  Personality 281 name: Wentworth
  Personality 281 confused: "I don't know about that."
  Personality 281 look    : The man sitting at the table is dressed very elogantly and is definately a member of the upper class.
  Personality 281 ask name: "My name is Wentworth," he says. "Very good to meet you, I must say."
  Personality 281 ask job : "I'm here with my friend, Higgins, just enjoying the ambiance of this little club."
  Personality 282 name: Beth Ann
  Personality 282 confused: 
  Personality 282 look    : You see a pretty, young woman, cheerfully standing at the podium, greeting guests as they enter the club.
  Personality 282 ask name: "Hello," she says. "I'm Beth Ann. Welcome to Club Z."
  Personality 282 ask job : "I'm the hostess for tonight. Please, help yourself to our bar, sit down, relax, and enjoy our live music."
  Personality 283 name: Benson
  Personality 283 confused: "I can't help you there."
  Personality 283 look    : The man behind the counter is smiling and tapping his fingers on the bar in time with the music.
  Personality 283 ask name: "I'm Benson," he says in a friendly voice. "What can I do for you?"
  Personality 283 ask job : "I serve the finest wine in all of Zinlasia," he says, still smiling. "Would you like a glass? Or are you here to catch up on the local gossip?"
  Personality 284 name: Singer
  Personality 284 confused: She is busy singing and can't talk right now.
  Personality 284 look    : The woman on stage is very pretty, in an exotic kind of way. She is singing some jazzy sounding ballad, accompanied by two back up musicians.
  Personality 284 ask name: She is busy singing and can't talk right now.
  Personality 284 ask job : She is busy singing and can't talk right now.
  Personality 285 name: Archie
  Personality 285 confused: 
  Personality 285 look    : The man behind the counter is dressed up in the fancy uniform of a Zinlasian Archer. He smiles as you enter the building.
  Personality 285 ask name: "Hello," he says. "I'm Archie. Archie the archer. That's not my real name, but all my friends call me that."
  Personality 285 ask job : "I own and manage this archery range. For a small fee, you can practice your skill with the bow and arrow here. For a larger fee, I can offer lessons."
  Personality 286 name: Diane
  Personality 286 confused: "I'm sure I don't know."
  Personality 286 look    : The woman standing at the desk is dressed in a fancy red dress and smiles as you approach. Her manner is professional and friendly at the same time.
  Personality 286 ask name: "My name is Diane," she says. "Welcome to Num Nums, Zenith's finest restaurant."
  Personality 286 ask job : "I'm here to greet you and show you to your table. Would you like to dine indoors or on the patio by the water?" You tell her that you really don't have time to sit down for a meal. (more)
  Personality 287 name: Vanna
  Personality 287 confused: She just looks at you and smiles.
  Personality 287 look    : Standing in front of a display containing several chests full of wonderful prizes, is an attractive woman. She holds out her hand towards them as if saying all this can be yours.
  Personality 287 ask name: "I am Vanna," she says with a twinkle in her eye. "Welcome to 'Press Your Luck', Zenith's new smash hit show!"
  Personality 287 ask job : "I stand here and show visitors the lovely gifts that can all be yours, if you 'Press Your Luck'. Would you like me to tell you about the show?"
  Personality 288 name: Alexander
  Personality 288 confused: "That topic doesn't concern me."
  Personality 288 look    : This man is dressed in fine clothes and has the look of an aristocrat. He looks a bit indignant when he sees that you've entered his house uninvited.
  Personality 288 ask name: "I'm Alexander," he says, "not that it's any of your business. I suppose you have some explanation for entering my house."
  Personality 288 ask job : "I have not worked for years," he says, boastfully. "My parents were quite well off and the money was handed down to me after their demise."
  Personality 289 name: Norman
  Personality 289 confused: 
  Personality 289 look    : This man has a large, deformed head. He is standing behind the counter, selling tickets.
  Personality 289 ask name: "I'm Norman," he answers. "Welcome to Mind Games."
  Personality 289 ask job : "I sell tickets. I can also tell you a little about Mind Games, if you've never experienced it before."
  Node 0 person  : 280- Higgins
  Node 0 keywords: game chan
  Node 0 type    : 1
  Node 0 text0   : "My friend, Wentworth, and I, like to pass the time with little games that we create for ourselves. They usually involve high risk, and always involve gold. Perhaps you'd like to join in on today's wager?"
  Node 0 text1   : "My friend, Wentworth, and I, like to pass the time with little games that we create for ourselves. They usually involve high risk, and always involve gold."
  Node 1 person  : 280- Higgins
  Node 1 keywords: wage xxxx
  Node 1 type    : 29
  Node 1 text0   : "Well, suit yourself. I'm sure I can find someone who's up to the challenge."
  Node 1 text1   : 
  Node 2 person  : 280- Higgins
  Node 2 keywords: worm head
  Node 2 type    : 29
  Node 2 text0   : "Yes, you brought me three worm heads and helped me win the bet. Now if there's nothing else, please leave us in peace."
  Node 2 text1   : 
  Node 3 person  : 280- Higgins
  Node 3 keywords: went xxxx
  Node 3 type    : 0
  Node 3 text0   : "This is my friend, Wentworth," he says, pointing to the man sitting across from him.
  Node 3 text1   : 
  Node 4 person  : 281- Wentworth
  Node 4 keywords: higg xxxx
  Node 4 type    : 0
  Node 4 text0   : "This is my friend, Higgins," he says, pointing to the man sitting across from him.
  Node 4 text1   : 
  Node 5 person  : 281- Wentworth
  Node 5 keywords: club xxxx
  Node 5 type    : 0
  Node 5 text0   : "My friend and I like to come here in the afternoons to relax and play our little game."
  Node 5 text1   : 
  Node 6 person  : 281- Wentworth
  Node 6 keywords: game xxxx
  Node 6 type    : 1
  Node 6 text0   : "Talk to Higgins about that," he says. 
  Node 6 text1   : "Thanks to you, I've lost a week's salary to Mr. Higgins," he says, angrily. 
  Node 7 person  : 282- Beth Ann
  Node 7 keywords: live musi
  Node 7 type    : 0
  Node 7 text0   : "We book many live music acts, here at Club Z. Most have a soothing, mellow sound. Our customers prefer that."
  Node 7 text1   : 
  Node 8 person  : 282- Beth Ann
  Node 8 keywords: club xxxx
  Node 8 type    : 0
  Node 8 text0   : "Most people like to come here to wind down after work, have a glass of wine, and listen to the music. Our clientele tends to be on the classy side. Many come here after a fine dinner at Num Nums."
  Node 8 text1   : 
  Node 9 person  : 282- Beth Ann
  Node 9 keywords: nums xxxx
  Node 9 type    : 0
  Node 9 text0   : "Num Nums is the big restaurant at the center of the Entertainment District. The food there is excellent."
  Node 9 text1   : 
  Node 10 person  : 283- Benson
  Node 10 keywords: wine glas
  Node 10 type    : 0
  Node 10 text0   : "A glass of wine is 6 gold coins. Are you still interested?"
  Node 10 text1   : 
  Node 11 person  : 283- Benson
  Node 11 keywords: inte purc
  Node 11 type    : 19
  Node 11 text0   : You hand him the gold and he gives you a glass of wine. You take a sip and agree that it is the finest wine you have ever tasted.
  Node 11 text1   : You don't have enough gold.
  Node 12 person  : 283- Benson
  Node 12 keywords: goss rumo
  Node 12 type    : 1
  Node 12 text0   : "Wouldn't you like to try a glass of our fine wine, first?"
  Node 12 text1   : "You see those two guys, sitting at the table in the back. There's talk that they're high rollers. They'll bet on anything, and I hear there's some game they play that involves high sums of money."
  Node 13 person  : 280- Higgins
  Node 13 keywords: gold xxxx
  Node 13 type    : 0
  Node 13 text0   : "Gold makes the world go around, doesn't it, my dear Wentworth?" he says to his friend. His friend nods his head and they both hold their glasses of wine up to each other and then take a sip.
  Node 13 text1   : 
  Node 14 person  : 285- Archie
  Node 14 keywords: offe less
  Node 14 type    : 0
  Node 14 text0   : "I charge 100 gold for a lesson in archery. Are you interested in a session?"
  Node 14 text1   : 
  Node 15 person  : 285- Archie
  Node 15 keywords: inte sess
  Node 15 type    : 29
  Node 15 text0   : "Well, if you don't want a lesson, perhaps you'd just like to use the range for practice." You tell him that you're not interested.
  Node 15 text1   : 
  Node 16 person  : 285- Archie
  Node 16 keywords: arch rang
  Node 16 type    : 0
  Node 16 text0   : "This is the only indoor archery range in Zenith. You can practice archery here, even on rainy days."
  Node 16 text1   : 
  Node 17 person  : 285- Archie
  Node 17 keywords: prac xxxx
  Node 17 type    : 0
  Node 17 text0   : "Did you want to use the range to practice your archery skills?" he asks. You decide that you're not really interested. "Perhaps you'd be interested in a lesson?"
  Node 17 text1   : 
  Node 18 person  : 286- Diane
  Node 18 keywords: more xxxx
  Node 18 type    : 0
  Node 18 text0   : You ask if she has food to go. "You mean, take out?" she asks, wrinkling her nose. You tell her that you're adventures on the go and have adventurer-type things to do. 
  Node 18 text1   : "Well," she stammers, "I suppose we can accommodate you. You can look at the menu and let me know what you want."
  Node 19 person  : 286- Diane
  Node 19 keywords: purc menu
  Node 19 type    : 7
  Node 19 text0   : Num Nums menu
  Node 19 text1   : 
  Node 20 person  : 287- Vanna
  Node 20 keywords: show xxxx
  Node 20 type    : 0
  Node 20 text0   : "Our contestants must choose between button number one and button number two. Each button will open the path to another room with more buttons to choose. If you press the buttons in the correct order, you can win wonderful prizes."
  Node 20 text1   : (more)
  Node 21 person  : 287- Vanna
  Node 21 keywords: more xxxx
  Node 21 type    : 0
  Node 21 text0   : "You can watch the show for free, in the viewing room down the hall. If you would like to be a contestant on "Press Your Luck', you can purchase tickets outside.
  Node 21 text1   : 
  Node 22 person  : 287- Vanna
  Node 22 keywords: gift priz
  Node 22 type    : 0
  Node 22 text0   : "There are all sorts of prizes that can be won on 'Press Your Luck'. Of course, the best prizes are harder to win.
  Node 22 text1   : 
  Node 23 person  : 288- Alexander
  Node 23 keywords: demi pare
  Node 23 type    : 0
  Node 23 text0   : "They were killed in a tragic ferry accident ten years ago. As the only son, I inherited all their money and have been living happily ever after."
  Node 23 text1   : 
  Node 24 person  : 288- Alexander
  Node 24 keywords: expl xxxx
  Node 24 type    : 0
  Node 24 text0   : You tell him that you're just nosey adventurer's and you like to explore other people's houses. You are wondering why he lives here, in the middle of the Entertainment District.
  Node 24 text1   : 
  Node 25 person  : 288- Alexander
  Node 25 keywords: ente dist
  Node 25 type    : 0
  Node 25 text0   : "I like the excitement of this district," he answers. "Why live in the Residential Area with all the other stiffs. This building was once an old art gallery that I converted into this house. It was expensive, but what the heck, I can afford it."
  Node 25 text1   : 
  Node 26 person  : 288- Alexander
  Node 26 keywords: murd xxxx
  Node 26 type    : 0
  Node 26 text0   : "I haven't got a clue what you're talking about," he says. "But if you're going to come into my house, uninvited, and start accusing me of such things, then you can leave at once."
  Node 26 text1   : 
  Node 27 person  : 288- Alexander
  Node 27 keywords: mela xxxx
  Node 27 type    : 0
  Node 27 text0   : "I don't know anyone by that name," he says, annoyed. "You must have me mixed up with someone else."
  Node 27 text1   : 
  Node 28 person  : 288- Alexander
  Node 28 keywords: body skel
  Node 28 type    : 0
  Node 28 text0   : "I don't know what that could possibly do with me," he says. "I don't know what your problem is, but if you don't leave my house now, I shall call the authorities."
  Node 28 text1   : 
  Node 29 person  : 288- Alexander
  Node 29 keywords: comb xxxx
  Node 29 type    : 25
  Node 29 text0   : "What are you talking about? You're really beginning to annoy me. Now I think it's time for you to go, do you understand. Get out of my house NOW!"
  Node 29 text1   : 
  Node 30 person  : 289- Norman
  Node 30 keywords: mind game
  Node 30 type    : 0
  Node 30 text0   : "Mind Games will allow you to live out experiences and fantasies that the ordinary person would never be able to in his lifetime. 
  Node 30 text1   : It is completely safe, as what you will experience is created telepathically by the T'Lanhg who work here."
  Node 31 person  : 289- Norman
  Node 31 keywords: tlan xxxx
  Node 31 type    : 0
  Node 31 text0   : "The T'Lanhg are a race that can only communicate telepathically between each other. The only people who can understand them are the Receptors, like me. 
  Node 31 text1   : The T'lanhg can also create illusions that are almost impossible to tell from the real thing. That's how they create the experiences for Mind Games."
  Node 32 person  : 289- Norman
  Node 32 keywords: rece xxxx
  Node 32 type    : 0
  Node 32 text0   : "I'm a Receptor. I've been surgically altered so that I can communictae with the T'Langh. I've had a device implanted into my brain that can receive the telepathic signals put out by the T'Lanhg."
  Node 32 text1   : 
  Node 33 person  : 289- Norman
  Node 33 keywords: purc tick
  Node 33 type    : 0
  Node 33 text0   : "Tickets for Mind Games are 50 gold each. There are currently three experiences that you can choose from. The first is called 'Dragonslayer'. The second is called 'Fantasy Island'.
  Node 33 text1   : And the third is called 'School Days'. Which would you like to experience?"
  Node 34 person  : 289- Norman
  Node 34 keywords: drag firs
  Node 34 type    : 29
  Node 34 text0   : "Would you like me to tell you about any of the other Mind Games experiences?"
  Node 34 text1   : 
  Node 35 person  : 289- Norman
  Node 35 keywords: expe xxxx
  Node 35 type    : 0
  Node 35 text0   : "There are currently three experiences that you can choose from. The first is called 'Dragonslayer'. The second is called 'Fantasy Island'.
  Node 35 text1   : And the third is called 'School Days'. Which would you like to know about?"
  Node 36 person  : 289- Norman
  Node 36 keywords: fant isla
  Node 36 type    : 29
  Node 36 text0   : "Would you like me to tell you about any of the other Mind Games experiences?"
  Node 36 text1   : 
  Node 37 person  : 289- Norman
  Node 37 keywords: scho days
  Node 37 type    : 29
  Node 37 text0   : "Would you like me to tell you about any of the other Mind Games experiences?"
  Node 37 text1   : 
  Node 38 person  : 280- Higgins
  Node 38 keywords: grah xxxx
  Node 38 type    : 0
  Node 38 text0   : "To get to Grah'Mok, you'll need to take the ferry out of Riddenport to the Talmini Islands. Riddenport is southwest of Zenith, past the Transit Center."
  Node 38 text1   : 
  Node 39 person  : 281- Wentworth
  Node 39 keywords: worm head
  Node 39 type    : 0
  Node 39 text0   : "Talk to Higgins about that," he says, sipping his drink.
  Node 39 text1   : 

  Town = 29: Palace Park                  

  Town Messages:
  Message 0: Palace Park                  
  Message 1: Zenith                       
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: The Moving Sidewalk and the Televators are both Magite inventions that can make navigating large cities much more convenient. They are widely used in the city of Magestica.
  Message 21: The Talking Crystal is an early Magite creation that can enable communication across vast distances. Its use has become widespread during the past few years.
  Message 22: A recent Magite invention, the Slot Machine, was designed exclusively for the Liberty Casino on Dorfin Island. There are currently three working models in use.
  Message 23: The Viewing Screen was created using the same technology used to create the Talking Crystal. It is used to display images sent from one location to another to be viewed by a large audience. 
  Message 24: This is a reproduction of the Statue of Odashai. The original can be found in Odashai's Shrine on Mount Urlek. Odashai was the great general who rid East Zinlasia of all outside threats.
  Message 25: He set up blockades across the perimeter of the area, keeping all dangerous creatures away from the civilized areas. The outside area became known as the Untamed Region.
  Message 26: This broken piece of a column was excavated from Hanod, one of the ruined cities situated in the Untamed Region. It was brought back by an archaeological group after a controversial excursion into the region.
  Message 27: Of the fourteen member troupe, only five returned with their lives.
  Message 28: This beautifully crafted throne is of unknown origin. Some say it is from a lost race of dragon worshippers, due to the intricately carved dragon heads on the top of the backrest.
  Message 29: This Haurathi altar was built to worship Ashubidaal, the god of fire who is said to live deep inside the volcano on Maldarius Island. Offerings of flowers, food, and gems are given to keep the god peaceful.
  Message 30: This hunting trophy was donated by the Haurathi tribe of Kunjirra. It is hung in the home to represent the owner's skill as a warrior and hunter. Similar trophies can also be seen in the homes of the Slithzerikai and other warrior races.
  Message 31: The statue on the stage in the center of this room is the representation of a mythical creature called the Pushme-Pullyou. It is a creature found in folklore and children's stories.
  Message 32: There are tales that these creatures actually exist, but none has ever been captured, nor have remains ever been found.
  Message 33: The guard stops you before you can go further. "The upstairs are off limits to the general public," he says. "Please remain on the first floor."
  Message 34: An elegantly dressed man sits behind a large desk. He stands as you approach. "You must be the new team of Guardians that General Vargas has been telling me about," he says. "Please, come in. I've been looking forward to meeting you."
  Message 35: "I am Governor Walwick. I suppose you're curious as to why I have asked you here. I must tell you, I find the recent chain of events to be most disturbing. Things have been very peaceful here during most of my reign as governor."
  Message 36: "I suppose I've been lucky. I govern four large provinces that make up Zinlasia... East Zinlasia, Tel'moria, Zenarbial, and the newly aquired, West Zinlasia. The problems in West Zinlasia were to be expected."
  Message 37: "The civil unrest and Nephilim uprisings are things I can deal with. But now, General Vargas tells me there is a powerful wizard leading the Nephs. They've destroyed Lancaster and now threaten Independence City as well."
  Message 38: "And on top of all that, there's the freak disaster that hit Minobi. I think you would agree that things are spiraling out of control here. Well, we can't do anything about nature, but it's imperative that we take care of this wizard in West Zinlasia."
  Message 39: "That's where you come in. I know that you've had some experience dealing with this Grimly character. You call him a wizard savant. That's a Magite term, is it not?" You tell him yes.
  Message 40: "I don't know what General Vargas has told you, but we've had some disturbances in the north, inside the Untamed Region. The T'Lanhg scriers have discovered a source of power, emanating in that region."
  Message 41: "We've been unable to discover the source of this power. But it could be caused by a powerful wizard savant. I don't know if this Grimly has anything to do with it, but it could definitely be a possibility."
  Message 42: "My question to you is, do you have any suggestions on how to defeat Grimly? Does he have any weaknesses that you are aware of?" You tell him that as far as you know, he is invincible. You tell him that he's under a spell of immortality.
  Message 43: "Is there a way that this spell could be broken?" asks Walwick. You tell him that Grimly, himself, has been trying to break it, with no success. "Why would he want to do that?" asks Walwick.
  Message 44: You tell him that Grimly regrets that he created the spell of immortality and is tired of life. He longs for death, but cannot die. "What would his motives be for helping the Nephilim?" Walwick asks.
  Message 45: You tell him that you have no idea. He's a bit on the unbalanced side. It could be as simple as a diversion from the boredom that he feels from living so long. "Could he be reasoned with? Perhaps talked out of helping the Nephilim?"
  Message 46: You tell him that you don't know. "This is most disturbing, indeed," sighs Walwick. "I'm going to have to think on this for a while. I, or General Vargas will contact you when we come to some sort of resolution."
  Message 47: "In the meantime, if you can think of anything that can help in this situation, please, come speak to me or General Vargas. We're open to any suggestions at this point." He then shakes your hand and says, "Thank you for meeting with me."
  Message 48: 
  Message 49: 
  Message 50: 
  Message 51: 
  Message 52: "I don't really have anything else to say on the subject."
  Message 53: You ask him if he'd be interesetd in talking about the Minobi flood for the Zenith Tribune. "Certainly," he answers. "It would be my pleasure." You tell him about the theory that it was the god, Odashai, that is to blame.
  Message 54: "Well, that would be as good an explanation as any," he responds. "You see, we're completely baffled, here at the institute. There has been absolutely no reported rainfall in the Halmeni Mountains in the past few weeks."
  Message 55: "The water level of Lake Pentaglas is no higher. In fact, it is a couple inches lower than usual for this time of year. The bottom line is, we can find absolutely no cause for what happened to the town of Minobi."
  Message 56: "It's as if the waters of the Twin Rivers just rose out of the river bed and crashed down onto the town. I suppose an act of God could be a viable explanation." You are a little surprised at his words, but thank him for the story.
  Message 57: 
  Message 58: 
  Message 59: "Any time," he answers. "Just don't spell my name wrong in your story."
  Message 60: "Very good to see you again," says Governor Walwick, as you approach him. "I've been speaking with General Vargas, along with Colonel Viatrix, and we've come to the conclusion that your friend Grimly may be the least of our worries."
  Message 61: "I think it's time you were informed of the situation that we're dealing with. About three months ago, Colonel Viatrix, with the help of the T'Lanhg scriers, discovered a source of strong, magical power emanating from deep within the Untamed Region."
  Message 62: "We're talking about a power, strong enough to threaten all of Zinlasia. We have not been able to identify the origin of this power, but we believe it to be a powerful mage, possibly a Magite wizard savant." 
  Message 63: "When you informed us of Grimly's presence, we first thought he might be the source. But we've almost entirely ruled that out. He is a threat, don't get me wrong, but we're practically convinced that there is another, inside the Untamed Region."
  Message 64: "The T'Lanhg are following both sources with their scrying powers. Grimly seems to move around quite a bit in the Nephilim area of West Zinlasia. This other source of power is stationary. And it's growing in strength."
  Message 65: "I believe it is also a wizard savant. Which brings me to why I called you in to see me. I believe the Magites may know something about this. Above the city of Magestica, is Zinlasia's biggest prison."
  Message 66: "Through a mixture of magic and technology, the Magites have created one of the most secure prisons in all the land. The most hardened criminals are kept there, including many wizard savants."
  Message 67: "The savants are kept in the maximum security section of the prison. I suspect one of these savants may have escaped. And the Magites have been very lax in sending the proper prison records to my office as they are supposed to each month."
  Message 68: "They've been uncooperative in response to my many requests for these documents and it all seems to correspond to about the same time we discovered the power source."
  Message 69: "The Magites are a very proud race of perfectionists and they would never admit to allowing a powerful wizard to escape. I believe they are trying to cover up what might have happened while they decide how to deal with the situation themselves."
  Message 70: "So I need you to do some snooping. I think a surprise inspection of the Magistica Prison is in order. I'll give you this writ that I have drawn up that will give you access to the maximum security section."
  Message 71: "Now, the latest records I have state that the maximum security section is full. In other words, there should be no empty cells."
  Message 72: "I want you to take this writ and explain to them that you are from the governor's office and are to conduct a general inspection of the entire facilities."
  Message 73: "This basically entails checking cleanliness, making sure the inmates are healthy, and all security devices are in place and in working order. Of course, you will be looking for an empty cell. If you find one, don't say anything, just return to me."
  Message 74: "Well, that's about all. You should have no problem getting to Magestica. Just go to the Transit Center and teleport to the middle of the city. Just head to the highest level. Good luck."
  Message 75: 
  Message 76: 
  Message 77: 
  Message 78: "Come in, come in," says Governor Walwick, as you approach his desk. "I hope you have better news than I do," he says. You tell him what you learned from your visit to Magestica.
  Message 79: "Well done," he says. "This Lucivias character must certainly be the cause of the recent disasters that we've experienced. I knew the Magites were covering up something. And, now the bad news."
  Message 80: "It appears that this Lucivias has struck again. The Slithzerikai city of Kunisulitz in the province of Zenarbial was just hit by a major earthquake. The city was completely destroyed. There were no survivors."
  Message 81: "I've called an emergency meeting of the League of Zinlasian Nations. The ambassadors from all over Zinlasia are all on their way. They all must know what we are dealing with." 
  Message 82: "I'd like you to attend the meeting, as well. I want you to share the knowledge you've gained with the other league members. Then together, hopefully, we can agree to a possible plan of action."
  Message 83: "You will most likely be part of that plan. Now, the meeting will be held tomorrow at noon. Don't be late. The fate of all Zinlasia is at stake. I'll see you then."
  Message 84: After your meeting with Governor Walwick, you head over to the Citadel to tell General Vargas all you have learned. He is pleased with your success, but at the same time, deeply disturbed by the news.
  Message 85: He tells you that he'll be at the meeting as well. "Don't forget to pick up your payment before you leave," he says as you leave his office. You head down the hall and collect your 1000 gold.
  Message 86: That night, you toss and turn, trying to fall asleep. But you can't get Governor Walwick's words out of your head... "YOU WILL MOST LIKELY BE PART OF THAT PLAN." The fate of the entire nation of Zinlasia could be in your hands!
  Message 87: This is a lot different than going on little "adventures" when you were the Adventurer's Club. You eventually fall asleep. As you awake the next morning, you realize that you've overslept. 
  Message 88: It is almost noon. You rush to get ready and hurry off to International Street. You enter the League of Zinlasian Nations building, and head for the council chamber. Upon entering, you see Governor Walwick standing at the podium at the front of the room.
  Message 89: Seated at the tables before him, are the ambassadors from the various provinces. Governor Walwick looks up from the podium and says, "Welcome. You're right on time. We're still waiting for a couple people, so just relax for a bit."
  Message 90: "Feel free to introduce yourself to the ambassadors while we wait to begin."
  Message 91: 
  Message 92: This is a typical example of Ormanipu Art. The Ormanipu are a distant relative of the Orc. They are peaceful and intelligent, and are best known for their alchemy skill.
  Message 93: They are a secretive race that prefer to live away from civilized areas, usually in swampy regions where they can collect reagents for their alchemist potions.
  Message 94: You look behind the banner and find a folded piece of paper taped to the wall. You take it off and open it. On it, is a note, written in the ancient script of the mages.
  Message 95: It reads, "The first dial is set to a letter." Next... High in the sky and surrounded by lightning bolts. Rubies, sometimes found in caves, sometimes on fingers, are on display here on a pedestal."
  Message 96: Unfortunately, your mage lore is not high enough to read what it says.
  Message 97: "Come in," says Governor Walwick as you approach his desk. "And this must be Grimly. So, you're the one who's been causing all the trouble in my newly aquired province."
  Message 98: "Me not know Nephilim gave you the right to their land," says Grimly, smugly. A frown comes over Walwick's face and you brace yourself for fireworks. But then he smiles and says, "They told me you were full of spit and vinegar."
  Message 99: "Let's discuss the more important issue at hand right now, shall we? I just want to say thank you for helping us with this situation. And as for you," he says, turning your way. "There's something I want you to be aware of."
  Message 100: "Some members of the League of Zinlasian Nations have expressed their desire to press charges against Prime Minister Volton for his hand in covering up the prison break. They feel he has put the land into serious jeopardy by these actions."
  Message 101: "I must admit, I tend to agree. But what worries me is the fact that he has disappeared. The Magite officials have been very vague about his whereabouts and I have a bad feeling about this. I don't believe he is to be trusted."
  Message 102: "He's been uncooperative to the point that I fear he may try to thwart our plans to stop Lucivius. For what reason, I don't know. I wanted you to know this so you can be on the lookout for any foul play. Well, that's all. Good luck with the mission."
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Governor's Palace
  Message 121: Receiving Room
  Message 122: Institute of Meteorology
  Message 123: Institute of Meteorology
  Message 124: Hall of Art
  Message 125: Hall of Technology
  Message 126: Hall of Cultures
  Message 127: Museum of Arts and Sciences
  Message 128: Zenith Gymnasium
  Message 129: Jump Pad
  Message 130: Servant's Quarters
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 290 name: Governor Walwick
  Personality 290 confused: "I wish I had time to discuss that, but I don't."
  Personality 290 look    : The man sitting behind the desk is elegantly dressed. He has a well groomed beard and piercing blue eyes. He has a look of determination on his face.
  Personality 290 ask name: "I am Governor Walwick," he says. "Please, come in ."
  Personality 290 ask job : "I am the governor of Zinlasia," he says, proudly. "With the recent acquisition of West Zinlasia, I have four main provinces to govern. But that is only the beginning of my plans for expansion."
  Personality 291 name: Sally
  Personality 291 confused: "I really should get back to my job."
  Personality 291 look    : This middle-aged woman is dressed in a maid's uniform. She carries a duster and is busily tidying up the place.
  Personality 291 ask name: "I'm Sally," she says in a soft spoken voice.
  Personality 291 ask job : "I've been working for Governor Walwick for ten years as his the head maid."
  Personality 292 name: Prof. Sycamore
  Personality 292 confused: "That's not in my field of study."
  Personality 292 look    : You see a studious looking middle-aged man. He welcomes you as you enter the room.
  Personality 292 ask name: "I am Professor Sycamore," he says. "Welcome to the Institute of Meteorology."
  Personality 292 ask job : "I am the chief administrator of the institute. That makes me in charge of the projects and experiments that we undertake here. I'll tell you a little bit about the institute, if you want."
  Personality 293 name: Harry
  Personality 293 confused: 
  Personality 293 look    : This man is pulling a colorful cart, filled with big, individually wrapped sandwiches. 
  Personality 293 ask name: "I'm Harry," he says. "Nice day, ain't it."
  Personality 293 ask job : "I sell my homemade sandwiches to visitors in the park," he says. Some people like to have picnics, here on the pretty green lawns. How about you? Care to buy a sandwich?"
  Personality 294 name: Rosey
  Personality 294 confused: 
  Personality 294 look    : This young woman sits behind the counter, greeting people as they enter the museum. 
  Personality 294 ask name: "My name is Rosey," she says politely. "Welcome to the Museum of Arts and Sciences."
  Personality 294 ask job : "My job is to greet the guests to the museum and answer any questions they might have. Admission is free, by the way, so come in and enjoy yourselves."
  Personality 295 name: Boyd
  Personality 295 confused: 
  Personality 295 look    : This man is in the middle of doing some stretching exercises. He has boyish features and a slim, gymnast's body.
  Personality 295 ask name: "I'm Boyd," he says. "Are you here for a workout?"
  Personality 295 ask job : "I work as a personal trainer for the Zenith Gymnasium. Would you like some training? I can help you train in any number of skills."
  Personality 296 name: Terry
  Personality 296 confused: "Don't talk to me about that, man."
  Personality 296 look    : This man has an intense look on his face. He wears beads and a brightly colored vest with no shirt underneath.
  Personality 296 ask name: "My name is Terry, man," he answers. "What do you want?" He stops for a moment to listen to you.
  Personality 296 ask job : "I'm the leader for this rally against the sinners and non believers of this world, man. You've got to believe in Odashai, or you'll end up like those sinners in Minobi."
  Personality 297 name: Protester
  Personality 297 confused: "Join the Holy Order of Empowerment."
  Personality 297 look    : This person is walking around the fountains, shouting such things as, "Odashai shall punish the sinners!"
  Personality 297 ask name: "I've got nothing to say to you. Talk to our leader, Terry. He speaks for us all."
  Personality 297 ask job : "Believe in Odashai and you shall be saved. Turn your back and you shall suffer the fate of those in Minobi."
  Personality 298 name: Unused
  Personality 298 confused: 
  Personality 298 look    : 
  Personality 298 ask name: 
  Personality 298 ask job : 
  Personality 299 name: Unused
  Personality 299 confused: 
  Personality 299 look    : 
  Personality 299 ask name: 
  Personality 299 ask job : 
  Node 0 person  : 290- Governor Walwick
  Node 0 keywords: four prov
  Node 0 type    : 0
  Node 0 text0   : "The provinces that make up Zinlasia are East Zinlasia, Tel'moria, Zenarbial, and West Zinlasia."
  Node 0 text1   : 
  Node 1 person  : 290- Governor Walwick
  Node 1 keywords: east xxxx
  Node 1 type    : 0
  Node 1 text0   : "East Zinlasia is the largest province. The two main cities located here are Zenith and Majestica. Humans make up the largest percentage of the population, followed by the Magites. Many other races inhabit the many islands off the coast."
  Node 1 text1   : 
  Node 2 person  : 290- Governor Walwick
  Node 2 keywords: west xxxx
  Node 2 type    : 0
  Node 2 text0   : "West Zinlasia is located in the western most area of Zinlasia, on the other side of the mountains. Until recently, it was thought uninhabited. I believe it was you who crossed the mountains and made it's presence known to us.
  Node 2 text1   : The main races that inhabit the region are Humans, Nephilim, and Slithzerikai. A lot of the area is still wild, with many dangerous species roaming the countryside."
  Node 3 person  : 290- Governor Walwick
  Node 3 keywords: telm xxxx
  Node 3 type    : 0
  Node 3 text0   : "Tel'moria is the underground region that is the home of the T'Lanhg and the Orcs. It is a dangerous place, filled with many dangerous creatures. And the Orcs are a constant problem. I fear an uprising from them any time now.
  Node 3 text1   : My wish is to convince them to join the League of Zinlasian Nations."
  Node 4 person  : 290- Governor Walwick
  Node 4 keywords: leag nati
  Node 4 type    : 0
  Node 4 text0   : "The League of Zinlasian Nations is comprised of all the many races that live in the four provinces that make up Zinlasia. Representatives of each race meet there to discuss pertinent issues and we work together to find solutions.
  Node 4 text1   : Which reminds me, we need to choose ambassadors from West Zinlasia soon for our next meeting."
  Node 5 person  : 290- Governor Walwick
  Node 5 keywords: meet amba
  Node 5 type    : 0
  Node 5 text0   : "Ambassadors from each race meet at the Zinlasian League of Nations four times a year. The West Zinlasian ambassadors have not been chosen yet. This may have to wait til after things have been resolved over there."
  Node 5 text1   : 
  Node 6 person  : 290- Governor Walwick
  Node 6 keywords: zena xxxx
  Node 6 type    : 0
  Node 6 text0   : "Zenarbial is located off the east coast of Zinlasia. It is a rocky, mountainous island that is inhabited by the Slithzerikai, who live on the surface, and the Vahnatai, who live below the surface.
  Node 6 text1   : Both races prefer to be left to themselves, but they are strong allies, nonetheless."
  Node 7 person  : 290- Governor Walwick
  Node 7 keywords: grim xxxx
  Node 7 type    : 1
  Node 7 text0   : "If you can think of anything about Grimly that might be useful, be sure to let me know."
  Node 7 text1   : "I'm very impressed that you were able to convince Grimly to help us."
  Node 8 person  : 290- Governor Walwick
  Node 8 keywords: plan expa
  Node 8 type    : 0
  Node 8 text0   : "I would very much like to expand into the Untamed Region, but that would be quite an undertaking. It is an extremely dangerous area filled with wild creatures and the decaying ruins of what was once a thriving civilization."
  Node 8 text1   : 
  Node 9 person  : 292- Prof. Sycamore
  Node 9 keywords: want inst
  Node 9 type    : 0
  Node 9 text0   : "We basically study the weather and the various elements that cause certain types of conditions to exist. For instance, we recently invented a device called a barometer. It is an instrument that measures atmospheric pressure.
  Node 9 text1   : It helps us predict what kind of weather we're going to have." (more)
  Node 10 person  : 292- Prof. Sycamore
  Node 10 keywords: more xxxx
  Node 10 type    : 0
  Node 10 text0   : "Also, we monitor the temperature of the water in the bay which can also help us to predict the weather. There is one researcher here who has a theory that the moon affects the tides, but I think that's a bit far fetched.
  Node 10 text1   : Our researchers here study many things, including volcanoes, floods, earthquakes, and so on."
  Node 11 person  : 292- Prof. Sycamore
  Node 11 keywords: floo mino
  Node 11 type    : 1
  Node 11 text0   : "We've had no major floods in the history of Zinlasia. Occasionally the water level of the Twin Rivers rises and we get some minor flooding, but that only happens if we get large rain storms in the Halmeni Mountains."
  Node 11 text1   : "It's terrible, what happened to Minobi. We've never had a flood like that before. It's a mystery as to what caused such a thing."
  Node 12 person  : 292- Prof. Sycamore
  Node 12 keywords: stor inte
  Node 12 type    : 29
  Node 12 text0   : "That's not in my field of study."
  Node 12 text1   : 
  Node 13 person  : 292- Prof. Sycamore
  Node 13 keywords: twin rive
  Node 13 type    : 0
  Node 13 text0   : "The East and West Geminak Rivers are commonly referred to as the Twin Rivers. They flow out of Lake Pentaglas in the Halmeni Mountains."
  Node 13 text1   : 
  Node 14 person  : 292- Prof. Sycamore
  Node 14 keywords: halm moun
  Node 14 type    : 0
  Node 14 text0   : "Lake Pentaglas sits in the center of the Halmeni Mountains. Water levels rise when we have rain storms over the mountains. This occasionally causes minor flooding from the Twin Rivers."
  Node 14 text1   : 
  Node 15 person  : 292- Prof. Sycamore
  Node 15 keywords: lake pent
  Node 15 type    : 0
  Node 15 text0   : "The Magite city of Majestica sits on a small island in the center of Lake Pentaglas. The only way to get there is by boat or teleport."
  Node 15 text1   : 
  Node 16 person  : 292- Prof. Sycamore
  Node 16 keywords: eart xxxx
  Node 16 type    : 0
  Node 16 text0   : "We have not been able to predict earthquakes. We're not quite sure what the causes of them are, but I believe it has to do with shifting plates under the earth's surface."
  Node 16 text1   : 
  Node 17 person  : 292- Prof. Sycamore
  Node 17 keywords: volc xxxx
  Node 17 type    : 0
  Node 17 text0   : "The nearest volcano is Mount Maldarius. One of our researchers is there right now, working on a project. If you'd like to see it, just take the Wantanaku Bay ferry to Maldarius Island. The landing is south of here, near the Transit Center."
  Node 17 text1   : 
  Node 18 person  : 293- Harry
  Node 18 keywords: purc sand
  Node 18 type    : 7
  Node 18 text0   : Food Vender
  Node 18 text1   : 
  Node 19 person  : 293- Harry
  Node 19 keywords: visi park
  Node 19 type    : 0
  Node 19 text0   : "This park's a real nice place to visit, especially on a nice, sunny afternoon. It's good to get outside and enjoy the fresh air."
  Node 19 text1   : 
  Node 20 person  : 293- Harry
  Node 20 keywords: picn lawn
  Node 20 type    : 0
  Node 20 text0   : "There ain't many green areas in the city, so it's nice to sit on the grass and have a good picnic lunch. And my sandwiches are the perfect choice for a picnic."
  Node 20 text1   : 
  Node 21 person  : 294- Rosey
  Node 21 keywords: muse xxxx
  Node 21 type    : 0
  Node 21 text0   : "The museum is run by a non profit organization. Public donations and a generous yearly contribution from Governor Walwick keep the museum running smoothly.
  Node 21 text1   : 
  Node 22 person  : 294- Rosey
  Node 22 keywords: gove walw
  Node 22 type    : 0
  Node 22 text0   : "He is the governor of Zinlasia. He lives here, in the large palace to the north. That's why this area is called Palace Park."
  Node 22 text1   : 
  Node 23 person  : 294- Rosey
  Node 23 keywords: dona xxxx
  Node 23 type    : 0
  Node 23 text0   : "Would you like to make a donation? The standard donation is 5 gold pieces. Is that what you'd like to contribute?"
  Node 23 text1   : 
  Node 24 person  : 294- Rosey
  Node 24 keywords: cont xxxx
  Node 24 type    : 18
  Node 24 text0   : You give her 5 gold pieces. "Thank you very much," she says. "You have contributed to furthering the culture of our fine city."
  Node 24 text1   : You don't have enough gold.
  Node 25 person  : 295- Boyd
  Node 25 keywords: skil trai
  Node 25 type    : 8
  Node 25 text0   : 
  Node 25 text1   : 
  Node 26 person  : 296- Terry
  Node 26 keywords: sinn mino
  Node 26 type    : 0
  Node 26 text0   : "Odashai punished them, man. That's so obvious. He created the miracle up on Mount Urlek for his followers, and sent a sign to the sinners and non believers with the flood at Minobi."
  Node 26 text1   : 
  Node 27 person  : 296- Terry
  Node 27 keywords: mino xxxx
  Node 27 type    : 0
  Node 27 text0   : "That city was full of non believers, man... many of them were ex members of the Holy Order of Empowerment. They turned their back on Him, man, and they paid the price."
  Node 27 text1   : 
  Node 28 person  : 296- Terry
  Node 28 keywords: holy empo
  Node 28 type    : 0
  Node 28 text0   : "Join the Holy Order of Empowerment. Show Odashai that you love and believe in him. Only then will you gain the strength and protection that He can offer."
  Node 28 text1   : 
  Node 29 person  : 295- Boyd
  Node 29 keywords: zeni gymn
  Node 29 type    : 0
  Node 29 text0   : "This gymnasium is free of charge to all who would like to come here to work out. If you want personal training, that's what I'm here for. But I DO charge for my services."
  Node 29 text1   : 
  Node 30 person  : 295- Boyd
  Node 30 keywords: serv xxxx
  Node 30 type    : 0
  Node 30 text0   : "I can train you in many different skills. It's up to you."
  Node 30 text1   : 
  Node 31 person  : 291- Sally
  Node 31 keywords: maid head
  Node 31 type    : 0
  Node 31 text0   : "It's not a bad job, to be truthful. He's very kind to me, the wages are good, and I get to live in this beautiful home. I have my own personal quarters, too. What more could one ask for?"
  Node 31 text1   : 
  Node 32 person  : 291- Sally
  Node 32 keywords: gove walw
  Node 32 type    : 0
  Node 32 text0   : "He's a fine man, he is. I wouldn't want to work for anyone else. He treats me like a human being and not just a servant."
  Node 32 text1   : 
  Node 33 person  : 296- Terry
  Node 33 keywords: odas xxxx
  Node 33 type    : 0
  Node 33 text0   : "Odashai rose up from this plane and became a god so that he could protect us from the evils of the world. We've got to believe in him, man, or he won't watch over us anymore."
  Node 33 text1   : 
  Node 34 person  : 290- Governor Walwick
  Node 34 keywords: volt prim
  Node 34 type    : 1
  Node 34 text0   : "He is the leader of the Magite city, Magestica. He is a powerful mage, and if angered, could be a force to be reckoned with."
  Node 34 text1   : "I think Prime Minister Volton my have something up his sleeve. Keep an eye out for Volton and his men. They may try to keep you from your goal."

  Town = 30:                              

  Town Messages:
  Message 0:                              
  Message 1: The Citadel L2               
  Message 2: International Street         
  Message 3: Shopping District            
  Message 4: Wine Cellar                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "You're already a member of the Guardians! What are you talking about?"
  Message 21: "So, you've come back to ask to join the elite ranks of the Odashai Guardians," says Vargas. "Tell me a little bit of your latest accomplishments." You tell him about your recent exploits.
  Message 22: "Well, you've certainly been busy," he says. "I can see that you're in much better shape than the last time we met. I think I'm willing to take a chance on you. I have use for a group like you."
  Message 23: "But before you become a Guardian, you'll need to travel to Fort Brachner and go through the induction process. Fort Brachner is a small Guardian base, located on Montawba Island. Take the ferry from Riddenport."
  Message 24: "You'll need this security pass." He hands you a small, official looking document. "You can't get on the ferry without this. When you arrive at the fort, go immediately to Colonel Branoss' office and he'll explain the induction process."
  Message 25: "You'll have some tests to complete. I don't think you'll have any problem, but be sure you're well rested and in top shape. If...well, I should say, WHEN you complete the induction process, report back to me."
  Message 26: 
  Message 27: "You just need to complete the induction process and then you'll become an Odashai Guardian. Take the ferry to Montawba Island and return to me when they're finished with you."
  Message 28: The general sits back in his chair and look over your group. "Yes," he says, almost to himself, "I think you'll do just fine."
  Message 29: "Come in, come in," says General Vargas as you enter the room. "I knew you'd make it," he says, excitedly. He shakes your hand and pats you on the back. After a moment, he composes himself and sits back down behind his desk.
  Message 30: "Okay, now, let me explain to you a little about our organization. You are now members of an elite branch of the Zinlasian military. Your duties will involve special missions, sometimes even secret missions."
  Message 31: "In fact, that is the type of mission I will be sending you on. There's a reason I chose a group like yourselves to join the Guardians. You will be working under cover on a secret mission."
  Message 32: "I can't tell you much right now, because, well, to be perfectly honest, you're still a bit of a security risk. You must prove your loyalty to the Guardians before I send you on this mission."
  Message 33: "You will not be issued the standard uniform of the Odashai Guardians. You must choose your own armor and weapons. I don't want you looking like members of the Guardians. You're undercover, you got that?"
  Message 34: "Now, before I go into any more detail about your mission, let me tell you some general things you need to know. First off, you will be paid on a per mission basis. Upon completing a mission, you will report to Lt. Ruffin in payroll."
  Message 35: "The standard payment for a mission is 1000 gold. Also, as a member of the Guardians, you will have access to training by The Citadel's top trainer, Capt. Holt. I expect you to continue to train and improve your skills."
  Message 36: "The heart of this operation is in the Monitoring Room. There, Col. Viatrix is in charge. With the aid of the four T'Lanhg monitors, we are able to scry almost the entire continent for any signs of trouble. Let me explain."
  Message 37: "First of all, the T'Lanhg are a race of telepathic creatures. They live in the subterranean region of Tel'moria. They joined the League of Zinlasian Nations fairly recently, about eighteen years ago."
  Message 38: "They have proven themselves a great ally to us. But there is a bit of a communication problem between our two races. They only communicate telepathically. In fact, they don't even have mouths."
  Message 39: "A surgical procedure was created to implant a telepathic receiver into the brain of a human that would enable one to be able to 'hear' the T'Lanhg. Those who undergo this procedure are called Receptors."
  Message 40: "They are kind of a hybrid race, part human and part T'Lanhg. This procedure has come under quite a bit of criticism from the general public. Receptors are thought of as freaks by many. Col. Viatrix is one of these Receptors."
  Message 41: "I don't know what your feelings are on this matter, but you must put aside any prejudices you may have. Col. Viatrix is a loyal member of this organization and vital to our nation's security."
  Message 42: "Anyway, the four T'Lanhg who work under him form a link which enables them to see over distant areas in their minds. They scry the land, looking for possible trouble spots, like breakdowns in the barriers that keep us safe from outside threats."
  Message 43: "Then, they communicate this information to Col. Viatrix who acts accordingly. This system has been in operation for the past three years and it has proven quite successful in maintaining the security and safety of East Zinlasia."
  Message 44: "When we finish in here, you're welcome to visit the Monitoring Room and see for yourself how this works. Now, before I send you on your first mission, I want you to establish yourself as a regular citizen of Zenith."
  Message 45: "I want you to take a job. Something part-time...perhaps at the Zenith Tribune. Didn't you do some freelance writing for them in the past?" You tell him yes. "This will give you some income and also help keep your true 'identity' secret."
  Message 46: "When I have orders for you, I will contact you on the t.c." You look at him with a puzzled expression. "The 'talking crystal'," he clarifies. "That's all for now. I'll be seeing you soon."
  Message 47: Well, you think to yourself, this all seems quite interesting and exciting. Also, a little bit mysterious. There are several things you want to ask the general, but decide against it. You guess it's best to just do what he says.
  Message 48: Let's see...Get a job at the Zenith Tribune. That shouldn't be difficult. But when will you get a real mission? 
  Message 49: The gurad stops you from entering. "Only authorized personnel may enter," he says, sternly.
  Message 50: "I have no assignments for you at this time," says General Vargas. "Report to Col. Blumstedt at the Colosseum in Independence City for your orders."
  Message 51: As you enter the room, General Vargas says, "I've spoken with Blumstedt. He told me what you discovered in Lancaster. This is very distressing. Have you learned anything about the wyverns?"
  Message 52: You tell him that you took a scale to the Research Center in Independence City to be studied. "Let me know when you find out anything," says Vargas. "It is just so uncharacteristic of the Nephilims to use wyverns in this fashion."
  Message 53: "I've talked to Governor Walwick about this and he is very concerned. He doesn't want his newly acquired province to be torn up by war. He's assembled his council together for a meeting and is discussing a course of action."
  Message 54: "In the meantime, you can take a break until I have more orders for you. Be sure to stop by payroll and pick up your wages for your first mission. Keep training on your own and develop your skills."
  Message 55: "There's an important mission I'm saving for you, but the time must be right. And I need a team in top shape. Well, that's all for now. I will contact you as soon as I hear from the governor."
  Message 56: 
  Message 57: "Let's see," he says. "It looks like you've got 1000 gold coming your way." He reaches over the counter and hands you a big bag of gold.
  Message 58: Governor Walwick is very concerned about what's going on over in West Zinlasia. He wants me to send someone over there to infiltrate the Nephilim territory and find out how they have come to possess this great magic."
  Message 59: "I recommended you, considering your knowledge of the area and previous dealings with them. He was all for the idea, so that will be your next mission. But you're not going alone on this one." 
  Message 60: "You'll need the help of the T'Lanhg agent, Quib. He lives in the underground city of Sariminsun in the province of Tel'Moria. He's an ex-member of the Odashai Guardians and he possesses a unique power."
  Message 61: "He is very skilled at mind warping, a power only a few of the T'Lanhg possess. He can warp the minds of those around him into believing they see things that aren't there. I believe Mind Games in town employs T'Lanhg with this skill."
  Message 62: "The plan is for him to warp the minds of the Nephilim into believing you are a group of Nephilim soldiers. In that way, you should have little trouble walking among them unnoticed."
  Message 63: "You're also going to need the help of a Receptor. I've already contacted agent Savel and he has agreed to accompany you to Sariminsun. You will need him to communicate with the T'Lanhg."
  Message 64: "You are to meet him at The Reception Bar on International Street, here in Zenith. You can find it right off the main street, in the southern part of the district. He will join you and together you will travel to Sariminsun."
  Message 65: "You'll need to go to the Transit Center, south of here and take a teleportal to the city. When you arrive, talk to the High T'Lanhg. He's the leader of the city. He will know where to find Quib."
  Message 66: "Agent Savel will fill Quib in on the mission and then you are to head over to West Zinlasia and make your way to their base of operations. We've scried the area and believe it to be inside a cave, directly east of the ferry landing."
  Message 67: "The T'Lanhg scriers have also discovered a source of strong magic, emanating from the area but can't quite pinpoint a specific location. It's very similar to the other source they discovered...er, well that's not important now."
  Message 68: Vargas seems a bit flustered, as if he said something he shouldn't have. "Anyway, return here as soon as you've learned anything. Good luck on your mission."
  Message 69: 
  Message 70: "Oh yes. I almost forgot. I've instructed Agent Savel to give you a Tele-Passport. It will give you unlimited access to the teleporters at all transit centers, free of charge.
  Message 71: 
  Message 72: 
  Message 73: 
  Message 74: 
  Message 75: 
  Message 76: It also doubles as a visa, so you can travel to any location in Zinlasia. You'll need it to get to Sariminsun."
  Message 77: "Well, don't just stand there, get moving!"
  Message 78: "What took you so long?" asks Vargas as you enter the room. "Listen, I told Governor Walwick all that you told me, and now he wants to meet with you personally. Consider this a great honor."
  Message 79: "He's waiting for you at his mansion in Palace Park, in the east section of the city. He will meet with you upstairs in the receiving room. The guards have been given orders to let you in."
  Message 80: "I'll be honest with you, he wouldn't be meeting with you unless he thought the situation was anything less than critical. And this doesn't just have to do with the situation in West Zinlasia. The well being of all of Zinlasia is threatened."
  Message 81: "I'm not at liberty to discuss any more of this with you at this time, but I believe he wants to assess your skills before he gives me the go ahead with our upcoming operation...the reason I hired you in the first place."
  Message 82: "Well, don't just stand there gawking at me, get a move on. And don't forget to pick up your wages, if you haven't already."
  Message 83: 
  Message 84: "You need to report to Colonel Viatrix downstairs. He has the information you'll need for your next mission."
  Message 85: "You're going to need more gold than that, if you want a training session with me."
  Message 86: He offers you use of all the weight training equipment in the room. "Before you use the equipment, you need to warm up to get the blood flowing to your muscles," he says. He makes you run in place for twenty minutes.
  Message 87: "Now, you need to work each group of your muscles...legs, arms, chest, back, and abdomen." He shows you exercises for each muscle group. By the end of the session, you're exhausted, but you feel a bit stronger.
  Message 88: 
  Message 89: 
  Message 90: 
  Message 91: 
  Message 92: Your strength is raised by 1 point.
  Message 93: "You don't have enough gold," she tell you.
  Message 94: "All right then," she begins. "Weapons like maces and clubs need a lot of strength to wield. And you need to know how to shift your weight when you strike an opponent." She demonstrates the correct stance to take.
  Message 95: She hands you a mace and shows you how to hold and swing it properly. "You need to keep your balance as you swing it," she says to you. She continues to work with you and at the end of the lesson, you feel you have learned something.
  Message 96: 
  Message 97: 
  Message 98: 
  Message 99: 
  Message 100: You ask her if she remembers buying an emerald ring from a pawn shop in Zenith about ten years ago. "You mean this one?" she says, showing you her finger. There it is, a sparkling emerald ring.
  Message 101: You tell her that you need the ring. You'll buy it from her if necessary. "No, this is MY ring. I love this ring. I bought it for myself with my own money, back when I was a poor and struggling young woman on my own."
  Message 102: "It was hard to find work and make a decent living, especially for a woman like me, without any particular skills. But I did it. I worked long nights, waiting tables and living off the paltry tips that I got."
  Message 103: "I saw this ring in the shop and I fell in love with it. It took me three weeks to save up the money. I made the shop owner promise to hold it for me. I know it's not exactly a priceless gem or anything."
  Message 104: "The shopkeeper told me that the emerald wasn't even real. But that didn't matter to me. This was a gift to myself. A way of telling myself that I deserved to have something nice. That my life has value. Do you understand???" 
  Message 105: You ask her if you can just borrow it, then. "I can't get it off my finger," she says. "I'm afraid I've gained a little weight over the years and now I can't get rid of it even if I tried. And believe me, I've tried!!!"
  Message 106: You tell her that it's really a Memory Crystal and it might contain information necessary to sending a murderer to prison. "Do you know the code to make it release the information?" she asks.
  Message 107: "You need a code?" you ask. "Without the code word, it won't do anything."
  Message 108: You tell her that the emerald is really a Memory Crystal that might contain information necessary to send a murderer to prison. "Do you know the code to make it release the information?" she asks.
  Message 109: You tell her yes. "Then say the code word and let's see if you're right." You say the words, "Melanie's wonderful memories," and suddenly the crystal begins to glow. Then, you can see images begin to form inside.
  Message 110: It is Melanie's face. She is holding the crystal up to her face and admiring it. You suddenly get an idea. You take out your Talking Crystal and call Captain O'Malley. "Yes, who's this?" You hold the Talking Crystal up to the Memory Crystal.
  Message 111: "Can you see this?" you ask O'Malley. "Yes I can," he says. "What is it?" You tell him it is the memories of the murder victim. "Can't you speed it up to the good part?" he asks. "How?" you ask. "Just say 'skip forward'," he tells you.
  Message 112: You do so, and eventually you see her enter the hotel room with Alexander. He hands her a glass and they drink a toast to their happiness. After a while, it becomes apparent that she has been poisoned and she falls to the floor. 
  Message 113: "So sorry, my love," is all he says. He then waits for what seems an eternity, and then opens the door and peeks out into the hall to see if anyone's around. Then he wraps her in a blanket and the crystal goes black.
  Message 114: You look at Wilma, who is visibly shaken. "That poor, poor woman," she says. Captain O'Malley says, "Good work. I've sent my boys out to get that Alexander guy and he'll be going away for a very long time.
  Message 115: Come down to my office. You've earned yourself a reward for what you've done."
  Message 116: Your mace skill is raised by 1 point.
  Message 117: *
  Message 118: "Find Frank Twinsen in Liberty and see if he knows anything about an escape from the Magestica Prison. He supposedly works at the Liberty Casino as a security guard."
  Message 119: *
  Message 120: Commander in Chief
  Message 121: Storage
  Message 122: Payroll Dept.
  Message 123: Weight Training
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 300 name: General Vargas
  Personality 300 confused: "That's a subject I care not to discuss."
  Personality 300 look    : You see a large, impressive looking man, sitting behind the desk. He is dressed in heavy armor and he looks a bit intimidating.
  Personality 300 ask name: "I am General Vargas, Commander of the Odashai Guardians," he says in a commanding voice. 
  Personality 300 ask job : "I am the leader of the Odashai Guardians. I issue the orders to the Guardians and I decide who is allowed to join the ranks of this elite organization."
  Personality 301 name: Lieutenant Ruffin
  Personality 301 confused: "I don't know."
  Personality 301 look    : The man behind the counter is busily writing notes in the large ledger opened in front of him. He looks up as you enter.
  Personality 301 ask name: "I'm Lieutenant Ruffin," he says. "How's it going?"
  Personality 301 ask job : "I'm in charge of the Payroll Department. This is where you come to pick up your wages."
  Personality 302 name: Capt. Shepard
  Personality 302 confused: 
  Personality 302 look    : It is hard not to notice the huge, muscular body of the man standing before you. The expression on his face is serious and one of determination.
  Personality 302 ask name: "I am Captain Shepard," he says in a stern voice. "State your reason for being here."
  Personality 302 ask job : "My job is personal trainer for members of the Odashai Guardians. I offer the use of a large selection of weight lifting equipment and my personal guidance."
  Personality 303 name: Connie
  Personality 303 confused: 
  Personality 303 look    : Standing in the center of the room, wielding a huge mace, is a very large, muscular woman. You would not want to challenge her to a duel.
  Personality 303 ask name: "I'm Connie," she says in a low, but feminine voice. "What can I do for you?"
  Personality 303 ask job : "I'm a weapons trainer. I'm teaching how to use bashing weapons this season. I charge 80 gold per lesson. Are you interested?"
  Personality 304 name: Wilma
  Personality 304 confused: "I really can't talk right now. I'm much too busy."
  Personality 304 look    : This plump woman in her early thirties is cleaning the floor of the cellar. She is dressed in an apron and looks like a maid.
  Personality 304 ask name: "I'm Wilma," she says, sweat dripping from her brow. "Does my husband know you're down here?"
  Personality 304 ask job : "I'm just cleaning the wine cellar. Can't have any dirt down here, so says my husband. And when I'm through, I must give each bottle a quarter turn. It's all part of my daily routine." 
  Personality 305 name: Reginald
  Personality 305 confused: "Let's not discuss such dull topics."
  Personality 305 look    : This middle-aged man is dressed in expensive clothes and from the look of his home, is very well off.
  Personality 305 ask name: "My name is Reginald, but all my friends call me Reggie."
  Personality 305 ask job : "I am independently wealthy and have been for many years. I suppose that's why my wife and I moved to Independence City." He chuckles to himself.
  Personality 306 name: Mrs. Skeffington
  Personality 306 confused: "Don't you have anything better to do than to talk my ear off?"
  Personality 306 look    : This elderly woman looks a bit surprised as she sees that you've entered her house. 
  Personality 306 ask name: "I'm Mrs. Skeffington to people I don't know," she says, sternly. "I don't go giving my first name to just anyone."
  Personality 306 ask job : "I live a fairly quiet life, here in the city. I do pride myself on my knowledge of some alchemist recipes."
  Personality 307 name: Unused
  Personality 307 confused: 
  Personality 307 look    : 
  Personality 307 ask name: 
  Personality 307 ask job : 
  Personality 308 name: Unused
  Personality 308 confused: 
  Personality 308 look    : 
  Personality 308 ask name: 
  Personality 308 ask job : 
  Personality 309 name: Unused
  Personality 309 confused: 
  Personality 309 look    : 
  Personality 309 ask name: 
  Personality 309 ask job : 
  Node 0 person  : 300- General Vargas
  Node 0 keywords: join xxxx
  Node 0 type    : 29
  Node 0 text0   : "So, you've come back to ask to join the elite rank of the Odashai Guardians," says Vargas. "Tell me a little bit of your latest accomplishments." You tell him about your recent exploits.
  Node 0 text1   : "I'm just not sure about you yet," says Vargas. "You need more experience. Take on some more quests and then come back and see me."
  Node 1 person  : 301- Lieutenant Ruffin
  Node 1 keywords: payr dept
  Node 1 type    : 0
  Node 1 text0   : "It's not a very exciting job, but it keeps me out of combat."
  Node 1 text1   : 
  Node 2 person  : 300- General Vargas
  Node 2 keywords: orde assi
  Node 2 type    : 29
  Node 2 text0   : "I have no assignments for you at this time."
  Node 2 text1   : 
  Node 3 person  : 301- Lieutenant Ruffin
  Node 3 keywords: wage xxxx
  Node 3 type    : 29
  Node 3 text0   : "I don't have anything for you right now. Come back after you've completed a mission."
  Node 3 text1   : 
  Node 4 person  : 300- General Vargas
  Node 4 keywords: miss xxxx
  Node 4 type    : 29
  Node 4 text0   : "I have no assignments for you at this time."
  Node 4 text1   : 
  Node 5 person  : 302- Capt. Shepard
  Node 5 keywords: pers guid
  Node 5 type    : 0
  Node 5 text0   : "I am not on the payroll of the Citadel, so there is a fee if you have need for my services. I am not cheap either, as I charge 150 gold per training session. But I guarantee you will build muscle and gain strength after just one session.
  Node 5 text1   : Do you wish to pay for a training session?"
  Node 6 person  : 302- Capt. Shepard
  Node 6 keywords: weig lift
  Node 6 type    : 0
  Node 6 text0   : "I am not on the payroll of the Citadel, so there is a fee if you have need for my services. I am not cheap either, as I charge 150 gold per training session. But I guarantee you will build muscle and gain strength after just one session.
  Node 6 text1   : Do you wish to pay for a training session?"
  Node 7 person  : 302- Capt. Shepard
  Node 7 keywords: trai sess
  Node 7 type    : 29
  Node 7 text0   : "If you don't want a session, then leave these premises and stop wasting my time."
  Node 7 text1   : 
  Node 8 person  : 303- Connie
  Node 8 keywords: less inte
  Node 8 type    : 29
  Node 8 text0   : "That's okay if you're not interested. My lessons are probably too hard for you, anyway."
  Node 8 text1   : 
  Node 9 person  : 305- Reginald
  Node 9 keywords: regg xxxx
  Node 9 type    : 0
  Node 9 text0   : "I said all my FRIENDS call me Reggie. You may call me Reginald."
  Node 9 text1   : 
  Node 10 person  : 305- Reginald
  Node 10 keywords: inde move
  Node 10 type    : 0
  Node 10 text0   : "I used to live in Zenith, but I grew tired of it. It's a big city and it's becoming overcrowded. You certainly couldn't live in a big, beautiful house like this over there. There's not enough space. 
  Node 10 text1   : And forget about having a yard. I've got a yard and a swimming pool to boot. You can't have that over there. And my wife just loves it."
  Node 11 person  : 305- Reginald
  Node 11 keywords: wife xxxx
  Node 11 type    : 0
  Node 11 text0   : "I met my wife just roughly a year ago today in Zenith. I charmed her off her feet, married her, and we moved here six months ago." 
  Node 11 text1   : He turns toward the other room and yells, "Wilma, come meet these nice people who just barged into our house." There is no response. "She must be down in the wine cellar."
  Node 12 person  : 305- Reginald
  Node 12 keywords: wine cell
  Node 12 type    : 0
  Node 12 text0   : "Oh, yes. We have an extensive wine cellar. I had it put in just weeks after moving here. This house was big, but it wasn't perfect."
  Node 12 text1   : 
  Node 13 person  : 305- Reginald
  Node 13 keywords: zeni xxxx
  Node 13 type    : 0
  Node 13 text0   : "Zenith is the capital city of Zinlasia. The only way to get there is by teleportal at the Transport Center in the center of town."
  Node 13 text1   : 
  Node 14 person  : 305- Reginald
  Node 14 keywords: wilm xxxx
  Node 14 type    : 0
  Node 14 text0   : "The light of my life," he says with a smile.
  Node 14 text1   : 
  Node 15 person  : 304- Wilma
  Node 15 keywords: husb xxxx
  Node 15 type    : 0
  Node 15 text0   : "Reginald is my husband. "He doesn't like just anybody coming down into the wine cellar. He cherishes his wine and would be quite upset if any were disturbed."
  Node 15 text1   : 
  Node 16 person  : 304- Wilma
  Node 16 keywords: dail rout
  Node 16 type    : 0
  Node 16 text0   : "I also need to dust the books in the study, make the beds, fix the meals, water the plants, scrub the patio, and dust the furniture. 
  Node 16 text1   : Then, on a bi-weekly schedule, I need to wash the windows, clean the walls, scrub the floors, fertilize the lawn, trim the bushes, and filter the water in the swimming pool." 
  Node 17 person  : 304- Wilma
  Node 17 keywords: emer ring
  Node 17 type    : 29
  Node 17 text0   : "I don't know if I can sleep with this thing on my finger," she cries. "I wonder if it's been recording MY memories too? That's something I don't want to see." She stops and thinks for a moment.
  Node 17 text1   : "After all this, I might just be making a few changes to my life."
  Node 18 person  : 300- General Vargas
  Node 18 keywords: odas guar
  Node 18 type    : 0
  Node 18 text0   : "The Odashai Guardians are the top men and women in the Zinlasian military. Only the most highly skilled are inducted into the force."
  Node 18 text1   : 
  Node 19 person  : 300- General Vargas
  Node 19 keywords: ques xxxx
  Node 19 type    : 0
  Node 19 text0   : "I'm sure there are lots of quests you can find... especially at the guilds that are set up in Independence City. They should have plenty of quests to keep you busy."
  Node 19 text1   : 
  Node 20 person  : 300- General Vargas
  Node 20 keywords: elit orga
  Node 20 type    : 0
  Node 20 text0   : "The Odashai Guardians are the top men and women in the Zinlasian military. Only the most highly skilled are inducted into the force."
  Node 20 text1   : 
  Node 21 person  : 300- General Vargas
  Node 21 keywords: cita xxxx
  Node 21 type    : 0
  Node 21 text0   : "The Citadel is situated in the center of the city. It was here that General Odashai lead the military and created the Guardians to keep peace in the land, many, many years ago."
  Node 21 text1   : 
  Node 22 person  : 303- Connie
  Node 22 keywords: memo crys
  Node 22 type    : 29
  Node 22 text0   : "I don't know if I can sleep with this thing on my finger," she cries. "I wonder if it's been recording MY memories too? That's something I don't want to see." She stops and thinks for a moment.
  Node 22 text1   : "After all this, I might just be making a few changes to my life."
  Node 23 person  : 306- Mrs. Skeffington
  Node 23 keywords: alch reci
  Node 23 type    : 0
  Node 23 text0   : "I was a member of the Alchemist's Guild for a while. But it got too difficult for me. But I did learn a few recipes which I teach to those who are interested. The small fee I charge gives me a little spending money.
  Node 23 text1   : "Are there some recipes you'd like to learn?"
  Node 24 person  : 306- Mrs. Skeffington
  Node 24 keywords: lear purc
  Node 24 type    : 11
  Node 24 text0   : M. Skeffington's Recipes
  Node 24 text1   : 
  Node 25 person  : 306- Mrs. Skeffington
  Node 25 keywords: guil memb
  Node 25 type    : 0
  Node 25 text0   : "The Alchemist's Guild is in the commercial district of the city. If you want to become a good alchemist, you should join. You can learn more recipes and buy all the reagents you need."
  Node 25 text1   : 
  Node 26 person  : 306- Mrs. Skeffington
  Node 26 keywords: reag xxxx
  Node 26 type    : 0
  Node 26 text0   : "You need reagents to make potions. Don't you know anything?"
  Node 26 text1   : 
  Node 27 person  : 300- General Vargas
  Node 27 keywords: gove walw
  Node 27 type    : 0
  Node 27 text0   : "Governor Walwick governs all the lands in Zinlasia. His home is right here, in Palace Park. He has the final word in all military matters, including the missions carried out by the Odashai Gaurdians."
  Node 27 text1   : 
  Node 28 person  : 300- General Vargas
  Node 28 keywords: sari sara
  Node 28 type    : 1
  Node 28 text0   : "Sariminsun is in the underground province of Tel'moria. You can get there by teleport at the Transit Center."
  Node 28 text1   : "Sariminsun is in the underground province of Tel'moria. You can get there by teleport at the Transit Center. You'll need the Tele-Passport that you'll get from Agent Savel to be allowed access."
  Node 29 person  : 300- General Vargas
  Node 29 keywords: agen save
  Node 29 type    : 0
  Node 29 text0   : "Savel spends most of his free time hanging out at the Reception Bar in International Street. I'm sure you'll find him... quite interesting."
  Node 29 text1   : 

  Town = 31:                              

  Town Messages:
  Message 0:                              
  Message 1: Small Cave                   
  Message 2: Riddenport                   
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Okay. Let's roll to see who goes first," says Morgan.
  Message 21: "You must have a security pass issued from The Citadel to board this ferry," says the steward. 
  Message 22: The steward asks for your security pass. You show it to him. He looks over your ticket and helps you board the ferry. In no time at all, you are on your way. 
  Message 23: The trip takes less than ten minutes and you soon find yourself on the docks at Fort Brachner.
  Message 24: Pier Two
  Message 25: Pier One
  Message 26: "So, you'd like to play a round of Owaji? Let me tell you the specific rules when playing in an adept match. In order to win a round, you must land on the twentieth well without going over."
  Message 27: "If you go over, you lose. Your opponent must then do the same. If he goes over, then there are no winners for that round. The first person to win three rounds, wins the match and moves up to the third rank."
  Message 28: "You must win three rounds in one sitting. If you leave after a round, you forfeit any rounds you may have won. The jackpot is 250 gold pieces. It is won at the end of the match, not after each round."
  Message 29: "There is a short break between each round. When you want to play the next round, let me know. It costs 25 gold to play a round. Are you ready to play?"
  Message 30: 
  Message 31: 
  Message 32: "Okay. Take a seat in the chair opposite your opponent and the game will begin."
  Message 33: "I'm afraid this match is only open to players of the Adept rank. You need to play in a novice match before you can play in this game." You tell him you won that match already.
  Message 34: "Well, you need to show me your Adept Baton. If you've lost it, I'm afraid you're out of luck."
  Message 35: "I'm afraid this match is only open to players of the Adept rank. You need to play in a novice match before you can play in this game."
  Message 36: "Are you ready to play the next round? It's 25 gold pieces."
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: 
  Message 42: "Well, let me know when you decide that you're ready to play."
  Message 43: "Okay, dokay," says Morgan. Let's roll the dice to see who goes first."
  Message 44: "You got the highest number," says Morgan. "You go first."

You roll a three. You put your game piece in the third well.
  Message 45: Your opponent rolls a one. She puts her game piece in the first well.
  Message 46: You roll a five. You move your game piece to the eighth well.
  Message 47: Your opponent rolls a four. She moves her game piece to the fifth well.
  Message 48: You roll a two. You move your game piece to the tenth well.
  Message 49: Your opponent rolls a three. She moves her game piece to the eighth well.
  Message 50: You roll a five. You move your game piece to the fifteenth well.
  Message 51: Your opponent rolls a three. She moves her game piece to the eleventh well.
  Message 52: You roll a two. You move your game piece to the seventeenth well.
  Message 53: Your opponent rolls a six. She moves her game piece to the seventeenth well and knocks you out. "You lose," Morgan says to you. "Roll again," he says to your opponent.
  Message 54: Your opponent rolls a five. "That takes you past the twentieth well. I'm afraid we have no winners this round."
  Message 55: Your opponent rolls a four. She moves her game piece to the last well. "We have a winner," cries Morgan. 
  Message 56: "And the match has been won," yells Morgan. He turns to you and says, "Better luck next time."
  Message 57: "Your opponent got the highest number," Morgan says. "She rolls first."
  Message 58: Your opponent rolls a two. She puts her game piece in the second well.
  Message 59: You roll a four. You put your game piece in the fourth well.
  Message 60: Your opponent rolls a three. She moves her game piece to the fifth well.
  Message 61: You roll a six. You move your game piece to the tenth well.
  Message 62: Your opponent rolls a two. She moves her game piece to the seventh well.
  Message 63: You roll a five. You move your game piece to the fifteenth well.
  Message 64: Your opponent rolls a four. She moves her piece to the eleventh well.
  Message 65: You roll a four. You move your game piece to the nineteenth well.
  Message 66: Your opponent rolls a six. She moves her game piece to the seventeenth well.
  Message 67: You roll a three. "And it's too high," cries Morgan. He turns to your opponent and says, "It's your roll. You need a three to win the round."
  Message 68: Your opponent rolls a four. "Oh! Too bad," cries Morgan. "No winners this round."
  Message 69: You roll a one. You move your game piece to the fourth well.
  Message 70: Your opponent rolls a four. She moves her game piece to the fifth well.
  Message 71: You roll a six. You move your game piece to the tenth well.
  Message 72: Your opponent rolls a three. She moves her game piece to the eighth well.
  Message 73: You roll a five. You move your game piece to the last well. "We have a winner for this round," cries Morgan. "Good going," he say to you.
  Message 74: "We have a winner for this match," yells Morgan, congratulating you. "That puts you in the third rank! Here is your Expert Baton." 
  Message 75: He takes your Adept Baton and hands you the Expert Baton.
  Message 76: "And here is your jackpot of 250 gold coins," he says. "You are now eligible to play in an expert match. Good luck to you. You'll need it," he says, shaking your hand.
  Message 77: You roll a two. You move your game piece to the sixth well.
  Message 78: Your opponent rolls a two. She moves her game piece to the seventh well.
  Message 79: You roll a three. You move your game piece to the ninth well.
  Message 80: Your opponent rolls a five. She moves her game piece to the twelfth well.
  Message 81: You roll a three. You move your game piece to the twelfth well and knock your opponent out.
  Message 82: "Your opponent's out of the round," says Morgan. "Roll again. You need to land exactly on the twentieth well to win this round."
  Message 83: You roll a five. You move your game piece to the seventeenth well.
  Message 84: "This is getting close," says Morgan. "Roll again."
  Message 85: "You roll a three. "You did it!" yells Morgan, before you even have a chance to move. "You've won this round."
  Message 86: You roll a six. "Oh, too bad," says Morgan. "We have no winner for this round."
  Message 87: You roll a four. You move your game piece to the thirteenth well.
  Message 88: Your opponent rolls a five. She moves her game piece to the seventeenth well.
  Message 89: You roll a six. You move your game piece to the nineteenth well. "Oooh. That's close, comments Morgan.
  Message 90: Your opponent rolls a four. "Too high," says Morgan. He turns to you and says, "This is going to be tough. Roll when you're ready."
  Message 91: You roll a one. "I don't believe it!" cries Morgan. "You got it! You've won this round!"
  Message 92: You roll a four. "Too high," says Morgan. "The odds were against you on that one. Well, there's no winner for this round."
  Message 93: There is a small ferry docked at the end of the pier. "This ferry is leaving for Montawba Island," says the ship's steward. "Is that where you want to go?"
  Message 94: 
  Message 95: 
  Message 96: 
  Message 97: 
  Message 98: 
  Message 99: There is a small ferry docked at the end of the pier. "This ferry is leaving for the Talmini Isles," says the ship's steward. "Is that where you want to go?"
  Message 100: 
  Message 101: 
  Message 102: 
  Message 103: 
  Message 104: 
  Message 105: The steward takes your ticket and you climb aboard the ferry. In a short while, it leaves the port and makes it's way across the channel. Soon, you're docked at the pier at Talmini and you exit the ship.
  Message 106: "I guess you don't have enough gold," she says. "I suppose times are tough for you, too."
  Message 107: "Now don't worry," she begins. "I'm not going to throw any knives at you." She pulls out a knife, a couple of darts, and a small javelin. "These are all examples of throwing weapons."
  Message 108: "Each one is a little different, and it will probably be up to you which weapon you like best. But no matter which one you choose, remember...it's all in the wrist." After about an hour of listening to her, you feel that you have learned something.
  Message 109: 
  Message 110: 
  Message 111: 
  Message 112: 
  Message 113: Your thrown weapons skill has been raised by 1 point.
  Message 114: "You don't have any Vampire Dust," he says, sounding disturbed. "The Vampires live deep within Tel'moria. Kill them and bring the dust to me and I'll pay you 40 gold each."
  Message 115: You give him the dust that you've collected and he pays you 40 gold each.
  Message 116: This door is locked tight. There is a dial with five numbers. It must be a combination lock. What numbers do you set the dials to?
  Message 117: Inside the chest are the skeletal remains of a human female. It's obviously been here for many years. You decide it's best that you leave it here and don't touch anything and go tell the Captain of the Guard in Zenith what you've found.
  Message 118: *
  Message 119: *
  Message 120: Riddenport Ferry Landing
  Message 121: Ports o' Call Tavern
  Message 122: Little Chapel by the Sea
  Message 123: Holy Order of Empowerment
  Message 124: Fish Market
  Message 125: Thing-a-ma-jigs!
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 310 name: Morgan
  Personality 310 confused: 
  Personality 310 look    : This heavy set man has a full beard and a jolly personality. "Care to try your luck?" he calls to anyone in earshot.
  Personality 310 ask name: "I'm Morgan," he says, pulling you towards him. "Come join us. How'd you like to make a little money?"
  Personality 310 ask job : "I host Owaji games here. This is an adept match for second rank players."
  Personality 311 name: Ticket Agent
  Personality 311 confused: 
  Personality 311 look    : You see a friendly looking woman standing behind the counter. She greets you as you approach.
  Personality 311 ask name: "Welcome to the Riddenport Ferry Landing," she says, smiling. "How can I help you today?"
  Personality 311 ask job : "I can sell you a round trip ticket to the destination of your choice. A ticket costs 10 gold coins."
  Personality 312 name: Betty
  Personality 312 confused: "Don't ask me about that."
  Personality 312 look    : Tending bar in this establishment is a woman. She has a friendly face, but at the same time, she looks like she could be tough if she needed to be.
  Personality 312 ask name: "I'm Betty," she answers. "Betty, the bartender."
  Personality 312 ask job : "Are you being funny, or just plain stupid?" she asks. "Look, I don't mean to be rude, but you get all kinds in here. Some patrons don't take kindly to a female bartender. So, what do you want?"
  Personality 313 name: Cassie
  Personality 313 confused: 
  Personality 313 look    : The woman before you has a slight haggard look to her, which she has tried to cover up with makeup. She looks like she's had a tough life.
  Personality 313 ask name: "My name is Cassie," she says. "Is there something I can do for you?"
  Personality 313 ask job : "I'm kind of in between work right now," she says, "ever since the Zenith Circus shut down. You see, I used to be a circus performer."
  Personality 314 name: Brother Martin
  Personality 314 confused: "Perhaps you should pray to Odashai for your answer."
  Personality 314 look    : This middle-aged man wears the white robes of an Ascensionite. He smiles warmly as you approach him.
  Personality 314 ask name: "I am Brother Martin," he says. "Welcome to the Little Chapel by the Sea."
  Personality 314 ask job : "I am a disciple for the Holy Order of Empowerment. We are here for all who come seeking enlightenment."
  Personality 315 name: Debra
  Personality 315 confused: "I'm sorry. I don't know."
  Personality 315 look    : A young woman stands behind the counter. Fish of all varieties are displayed in surrounding glass cases, packed in ice. It doesn't smell very good in here.
  Personality 315 ask name: "Hello," she says. "Welcome to the Fish Market. I'll be with you in just one second."
  Personality 315 ask job : "I sell fresh fish here, caught right outside from the dock. You can also buy smoked fish and fried fish sandwiches if you'd like to dine here. Let me know when you're ready to order."
  Personality 316 name: Marlow
  Personality 316 confused: "I can't recall," he answers, sounding a bit confused.
  Personality 316 look    : This elderly man is dressed in old, worn robes. It looks as if he hasn't changed them in many months. And it smells like it, too.
  Personality 316 ask name: "I am called Marlow," he says. His voice sounds strange and he has a somewhat glazed look in his eyes.
  Personality 316 ask job : "I don't do very much these days," he says, slowly. "I just spend time in my house, cleaning and taking care of my plant. Some days I take a walk along the dock."
  Personality 317 name: Earl
  Personality 317 confused: "I couldn't help you with that."
  Personality 317 look    : This guy is sitting behind the counter, looking a bit bored. He has two eyes, a nose, a mouth, and some hair on his head.
  Personality 317 ask name: "I'm Earl," he says. "You want to look at my stuff?"
  Personality 317 ask job : "This is my shop. I sell all kinds of stuff here. I'll buy stuff from you too, if I think I can sell it?"
  Personality 318 name: Clancy
  Personality 318 confused: "I'm just a simple man. I don't know too much about that."
  Personality 318 look    : You see a man walking up and down the boardwalk, pulling a small, colorful cart behind him.
  Personality 318 ask name: "Hi," he says. "I'm Clancy."
  Personality 318 ask job : "I sell sandwiches to the tourists. The only eating establishment here is the Fish Market and there's a lot of people who don't fancy fish."
  Personality 319 name: T 'Lanhg Merchant
  Personality 319 confused: ..........................................
  Personality 319 look    : This red-robed figure is sitting behind the counter, staring off into space. You wonder if he's having a telepathic vision, or just daydreaming.
  Personality 319 ask name: ..........................................
  Personality 319 ask job : He holds up a sign that reads, "I am a horse seller."
  Node 0 person  : 310- Morgan
  Node 0 keywords: mone xxxx
  Node 0 type    : 0
  Node 0 text0   : "Care to play a round of Owaji. We have a willing opponent here, ready to play."
  Node 0 text1   : 
  Node 1 person  : 310- Morgan
  Node 1 keywords: owaj xxxx
  Node 1 type    : 0
  Node 1 text0   : "If you don't know what Owaji is, I suggest you come back when you do. There's lot's of money to be won."
  Node 1 text1   : 
  Node 2 person  : 310- Morgan
  Node 2 keywords: rule xxxx
  Node 2 type    : 0
  Node 2 text0   : "I don't have time to teach you the rules now. Go find an amateur match and I'm sure the host will be glad to go over the rules with you."
  Node 2 text1   : 
  Node 3 person  : 310- Morgan
  Node 3 keywords: amat adep
  Node 3 type    : 0
  Node 3 text0   : "You've got to win an amateur match before you can play in a higher ranking match. This is an adept match. It's the second rank in the game of Owaji."
  Node 3 text1   : 
  Node 4 person  : 310- Morgan
  Node 4 keywords: play xxxx
  Node 4 type    : 29
  Node 4 text0   : "You've already won this match. You need to go find an expert match to compete in."
  Node 4 text1   : 
  Node 5 person  : 310- Morgan
  Node 5 keywords: novi xxxx
  Node 5 type    : 0
  Node 5 text0   : "Novice is the first rank. Adept is the second rank. But before you reach any of those ranks, you must play in an amateur match."
  Node 5 text1   : 
  Node 6 person  : 311- Ticket Agent
  Node 6 keywords: dest choi
  Node 6 type    : 0
  Node 6 text0   : "We have ferries leaving today for Montawba Island and the Talmini Isles."
  Node 6 text1   : 
  Node 7 person  : 311- Ticket Agent
  Node 7 keywords: mont xxxx
  Node 7 type    : 0
  Node 7 text0   : "The ferry to Montawba Island docks at Fort Brachner. That's the Odashai training base. You'll need a security pass to board the ferry. It leaves from Pier Two."
  Node 7 text1   : 
  Node 8 person  : 311- Ticket Agent
  Node 8 keywords: purc tick
  Node 8 type    : 22
  Node 8 text0   : You hand her the gold and she gives you a ticket. "Let me know what your destination is so I can direct you to the right pier for boarding."
  Node 8 text1   : "You don't have enough gold," she tells you.
  Node 9 person  : 311- Ticket Agent
  Node 9 keywords: talm grah
  Node 9 type    : 0
  Node 9 text0   : "The ferry to the Talmini Isles leaves at Pier One. Be sure to wear swamp boots or bring plenty of cure poison potions if you plan to visit Grah'Mok. It's in the middle of a swamp." 
  Node 9 text1   : 
  Node 10 person  : 312- Betty
  Node 10 keywords: want xxxx
  Node 10 type    : 0
  Node 10 text0   : "Well, first off, we serve nothing but beer in here. If you don't want to drink, you can play a game of Owaji. Or maybe just catch up on any local rumors."
  Node 10 text1   : 
  Node 11 person  : 312- Betty
  Node 11 keywords: rumo xxxx
  Node 11 type    : 1
  Node 11 text0   : "How about ordering yourself a beer. I prefer to share stories I've heard with paying customers."
  Node 11 text1   : "Well, being a port town, you hear all sorts of things from travelers passing through. I overheard one talking about there being a vampire den, deep within Tel'moria. I've never been there myself, so I have no idea if this is true or not."
  Node 12 person  : 312- Betty
  Node 12 keywords: beer purc
  Node 12 type    : 0
  Node 12 text0   : "A beer costs 4 gold pieces. Are you still interested?"
  Node 12 text1   : 
  Node 13 person  : 312- Betty
  Node 13 keywords: inte xxxx
  Node 13 type    : 19
  Node 13 text0   : "You hand here the gold coins and she gives you a large mug of beer. You take a sip and decide that it's not very good. You don't tell her that, though.
  Node 13 text1   : "What's the matter? Can't you come up with a lousy 4 gold coins?"
  Node 14 person  : 312- Betty
  Node 14 keywords: telm xxxx
  Node 14 type    : 0
  Node 14 text0   : "You can get to Tel'moria by way of the Transit Center, east of here, across the bridge. It's an underground realm were the T'Lanhg and Orcs live. I have no desire to visit there."
  Node 14 text1   : 
  Node 15 person  : 312- Betty
  Node 15 keywords: vamp xxxx
  Node 15 type    : 0
  Node 15 text0   : "I heard the guy say that there's this king vampire, or something, and he has a huge harem of female vampires serving him. He sounded envious. Typical male."
  Node 15 text1   : 
  Node 16 person  : 312- Betty
  Node 16 keywords: owaj xxxx
  Node 16 type    : 0
  Node 16 text0   : "There's a game going on over at the back of the bar. Go check it out, if you like."
  Node 16 text1   : 
  Node 17 person  : 313- Cassie
  Node 17 keywords: circ perf
  Node 17 type    : 0
  Node 17 text0   : "I performed an act with knives. My assistant would stand by a wooden wall, and I would throw knives at him, tracing a line around his body. People thought it was a trick, but it wasn't. It was pure skill.
  Node 17 text1   : These days, to make ends meet, I teach students the art of knife throwing."
  Node 18 person  : 313- Cassie
  Node 18 keywords: knif thro
  Node 18 type    : 0
  Node 18 text0   : "I can teach you how to throw any missile weapon with precision. I charge 30 gold a lesson, per student. Are you interested in a lesson?"
  Node 18 text1   : 
  Node 19 person  : 313- Cassie
  Node 19 keywords: inte less
  Node 19 type    : 29
  Node 19 text0   : "Well, if you change your mind, I'll be here. I'm not going anywhere."
  Node 19 text1   : 
  Node 20 person  : 314- Brother Martin
  Node 20 keywords: seek enli
  Node 20 type    : 0
  Node 20 text0   : "We believe that the god, Odashai, guides us and empowers us in our daily lives. Our strength and will to overcome adversity is based on the strength of our belief in him. 
  Node 20 text1   : Alas, our numbers become fewer with each passing day."
  Node 21 person  : 314- Brother Martin
  Node 21 keywords: numb fewe
  Node 21 type    : 0
  Node 21 text0   : "The people of today have no time for religion," he says, sadly. "And many simply do not believe in Odashai anymore. This is a small chapel, and yet it is a rare occasion that our seats are filled during services."
  Node 21 text1   : 
  Node 22 person  : 314- Brother Martin
  Node 22 keywords: odas xxxx
  Node 22 type    : 0
  Node 22 text0   : "He watches over us all. Alas, there are many who no longer believe in him. Fortunately, there are still those, like myself, who are still here to spread the word and keep the faith. We are called Ascensionites."
  Node 22 text1   : 
  Node 23 person  : 314- Brother Martin
  Node 23 keywords: asce xxxx
  Node 23 type    : 0
  Node 23 text0   : "The Ascensionites are those who believe in Odashai's ascension from this plane to the realm of the gods."
  Node 23 text1   : 
  Node 24 person  : 314- Brother Martin
  Node 24 keywords: serv xxxx
  Node 24 type    : 0
  Node 24 text0   : "We hold an evening prayer service twice a week, open to members and non members alike. We also supply empowering potions to all, for a small donation."
  Node 24 text1   : 
  Node 25 person  : 314- Brother Martin
  Node 25 keywords: dona xxxx
  Node 25 type    : 0
  Node 25 text0   : "Your donation goes to the upkeep of our temples and the maintenance of the shrine on Mount Urlek. So, would you like to purchase a potion or two?" 
  Node 25 text1   : 
  Node 26 person  : 314- Brother Martin
  Node 26 keywords: poti purc
  Node 26 type    : 7
  Node 26 text0   : Potions of Empowerment
  Node 26 text1   : 
  Node 27 person  : 315- Debra
  Node 27 keywords: purc orde
  Node 27 type    : 7
  Node 27 text0   : Fish Market
  Node 27 text1   : 
  Node 28 person  : 315- Debra
  Node 28 keywords: smok frie
  Node 28 type    : 0
  Node 28 text0   : "It's quite delicious. It makes a great snack or lunch. You should try it and have a seat outside on the dock and enjoy the brisk ocean air."
  Node 28 text1   : 
  Node 29 person  : 315- Debra
  Node 29 keywords: fish mark
  Node 29 type    : 0
  Node 29 text0   : "The fishermen catch many different kinds of fish, right here off the dock. And they're all quite good, cooked up in your favorite method. Would you like to make a purchase?"
  Node 29 text1   : 
  Node 30 person  : 316- Marlow
  Node 30 keywords: blac mark
  Node 30 type    : 0
  Node 30 text0   : "Oh, yes," he says in a low voice. "The black market." He thinks for a moment and then says, "I deal in Vampire Dust. I sell it to the Necromancers. I'm not sure what they do with it, but they always need it.
  Node 30 text1   : I'll pay you 40 gold for a handful of the stuff." He scratches his head and then adds, "Go see Quentin if you want to make some more money."
  Node 31 person  : 316- Marlow
  Node 31 keywords: necr xxxx
  Node 31 type    : 0
  Node 31 text0   : "They don't live around here," he says. "You won't find them in the civilized areas. They like their privacy. But they visit me sometimes, late at night, to see if I have any dust for them."
  Node 31 text1   : 
  Node 32 person  : 316- Marlow
  Node 32 keywords: vamp dust
  Node 32 type    : 29
  Node 32 text0   : 
  Node 32 text1   : 
  Node 33 person  : 316- Marlow
  Node 33 keywords: quen xxxx
  Node 33 type    : 0
  Node 33 text0   : "He lives in Zenith," he answers. "I don't recall where, but he's a top dealer in the black market and is very generous if you have what he is interested in."
  Node 33 text1   : 
  Node 34 person  : 317- Earl
  Node 34 keywords: stuf xxxx
  Node 34 type    : 0
  Node 34 text0   : "I got lot's of stuff, here in my shop. Take a look and see if there's anything you want to buy."
  Node 34 text1   : 
  Node 35 person  : 317- Earl
  Node 35 keywords: purc xxxx
  Node 35 type    : 23
  Node 35 text0   : Thing-a-ma-jigs!
  Node 35 text1   : 
  Node 36 person  : 317- Earl
  Node 36 keywords: sell xxxx
  Node 36 type    : 15
  Node 36 text0   : "Show me what you have," he says, looking over your stuff.
  Node 36 text1   : 
  Node 37 person  : 318- Clancy
  Node 37 keywords: fish mark
  Node 37 type    : 0
  Node 37 text0   : "Riddenport is a small, sleepy town that wouldn't even be here if it weren't for the ferry and a small fishing industry. Tourists and ferry passengers keep the town alive and they need to eat. So they got two choices...
  Node 37 text1   : Fish, or me tasty homemade sandwiches."
  Node 38 person  : 318- Clancy
  Node 38 keywords: sand purc
  Node 38 type    : 7
  Node 38 text0   : Clancy's Tasty Sandwiches
  Node 38 text1   : 
  Node 39 person  : 312- Betty
  Node 39 keywords: fema bart
  Node 39 type    : 0
  Node 39 text0   : "I'm as good a bartender as any man, that's for sure." Then she adds, "Better than some."
  Node 39 text1   : 
  Node 40 person  : 311- Ticket Agent
  Node 40 keywords: fort brac
  Node 40 type    : 0
  Node 40 text0   : "The ferry to Montawba Island docks at Fort Brachner. That's the Odashai training base. You'll need a security pass to board the ferry. It leaves from Pier Two."
  Node 40 text1   : 
  Node 41 person  : 319- T 'Lanhg Merchant
  Node 41 keywords: hors purc
  Node 41 type    : 0
  Node 41 text0   : He holds up another sign that reads, "A horse costs 500 gold to buy." (more)
  Node 41 text1   : 
  Node 42 person  : 319- T 'Lanhg Merchant
  Node 42 keywords: more xxxx
  Node 42 type    : 0
  Node 42 text0   : He holds up another sign that says, "You look cute. Want to come into back room for some yum yum?" When he sees the look on your face, he turns the sign over and reads it to himself. You're not sure, but you thinks he's turning red.
  Node 42 text1   : He throws down the sign and picks up another one. It reads, "Sorry, wrong sign." (next)
  Node 43 person  : 319- T 'Lanhg Merchant
  Node 43 keywords: next xxxx
  Node 43 type    : 0
  Node 43 text0   : He grabs yet another sign and shows it to you. It says, "So what about horse? Are you interested?"
  Node 43 text1   : 
  Node 44 person  : 319- T 'Lanhg Merchant
  Node 44 keywords: inte xxxx
  Node 44 type    : 21
  Node 44 text0   : You pay him 500 gold coins and he holds up a sign that says, "Enjoy your horse." 
  Node 44 text1   : He holds up a sign that reads, "You don't have enough gold."

  Town = 32: Transit Center               

  Town Messages:
  Message 0: Transit Center               
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You show your Tele-Passport to the guard and he lets you pass.
  Message 21: You hand your ticket to the guard and he let's you pass.
  Message 22: "Do you have a ticket?" asks the guard. You tell him no. "Well, you had better go purchase one if you intend to use the portal."
  Message 23: "May I see your visa?" asks the guard. You tell him you don't have one. "You need a visa to use that portal. You can apply for one at the ticket counter."
  Message 24: "I'm not going to Magestica!" cries Savel. "I don't want anything to do with those uppity Magites."
  Message 25: 
  Message 26: 
  Message 27: 
  Message 28: 
  Message 29: 
  Message 30: "Where are we going?" cries Sister Elysia. "We need to go to Sariminsum in Tel'moria."
  Message 31: 
  Message 32: 
  Message 33: 
  Message 34: 
  Message 35: 
  Message 36: "Where are we going?" cries Sister Elysia. "We need to go to Sariminsum in Tel'moria."
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: 
  Message 42: "That was neat-o!" cries Gumby. "Let's do it again!" You tell him to just be quiet until we get to the Untamed Region. "I'll try," he says. "But it's just so exciting."
  Message 43: 
  Message 44: 
  Message 45: 
  Message 46: 
  Message 47: 
  Message 48: "Is this Zenith?" asks Homer. "No," you answer. "This is the Transit Center. Zenith is just a little ways northeast of here."
  Message 49: "Are we going to go to Zenith?" Homer asks with anticipation. "Yes, of course," you answer. "Okay. I'll keep watch for monsters and stuff like that," he says, trying to sound important.
  Message 50: You tell him that there probably won't be any need for that. East Zinlasia is a civilized area. There aren't any monsters running around. "Oh," he says. You're not sure if he sounds relieved or disappointed.
  Message 51: 
  Message 52: 
  Message 53: 
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Gate One
  Message 121: Gate Two
  Message 122: Gate Three
  Message 123: Zinlasia Transit Center
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 320 name: Ticket Agent
  Personality 320 confused: "I'm not sure I understand."
  Personality 320 look    : You see an attractive young woman, standing behind the counter
  Personality 320 ask name: "Welcome to the Zinlasia Transit Center," she says in a cheery voice.
  Personality 320 ask job : "I can sell you a ticket to any of our several destinations."
  Personality 321 name: Unused
  Personality 321 confused: 
  Personality 321 look    : 
  Personality 321 ask name: 
  Personality 321 ask job : 
  Personality 322 name: Unused
  Personality 322 confused: 
  Personality 322 look    : 
  Personality 322 ask name: 
  Personality 322 ask job : 
  Personality 323 name: Unused
  Personality 323 confused: 
  Personality 323 look    : 
  Personality 323 ask name: 
  Personality 323 ask job : 
  Personality 324 name: Unused
  Personality 324 confused: 
  Personality 324 look    : 
  Personality 324 ask name: 
  Personality 324 ask job : 
  Personality 325 name: Unused
  Personality 325 confused: 
  Personality 325 look    : 
  Personality 325 ask name: 
  Personality 325 ask job : 
  Personality 326 name: Unused
  Personality 326 confused: 
  Personality 326 look    : 
  Personality 326 ask name: 
  Personality 326 ask job : 
  Personality 327 name: Unused
  Personality 327 confused: 
  Personality 327 look    : 
  Personality 327 ask name: 
  Personality 327 ask job : 
  Personality 328 name: Unused
  Personality 328 confused: 
  Personality 328 look    : 
  Personality 328 ask name: 
  Personality 328 ask job : 
  Personality 329 name: Unused
  Personality 329 confused: 
  Personality 329 look    : 
  Personality 329 ask name: 
  Personality 329 ask job : 
  Node 0 person  : 320- Ticket Agent
  Node 0 keywords: tick xxxx
  Node 0 type    : 0
  Node 0 text0   : "It costs 25 gold for a one-way ticket to any destination. Are you interested?"
  Node 0 text1   : 
  Node 1 person  : 320- Ticket Agent
  Node 1 keywords: inte purc
  Node 1 type    : 22
  Node 1 text0   : You give her 25 gold and she hands you a ticket. "Now if you'll tell me your destination, I can direct you to the proper gate."
  Node 1 text1   : "I'm afraid you don't have quite enough gold," she says.
  Node 2 person  : 320- Ticket Agent
  Node 2 keywords: dest xxxx
  Node 2 type    : 0
  Node 2 text0   : "The teleportal at Gate One will take you to Independence City in West Zinlasia. Gate Two will take you to the Magite city of Magestica. And Gate Three leads to the city of Sariminsun in Tel'Moria.
  Node 2 text1   : You will need a visa to travel to the Magestica and Sariminsun."
  Node 3 person  : 320- Ticket Agent
  Node 3 keywords: visa xxxx
  Node 3 type    : 0
  Node 3 text0   : "It costs 1000 gold and there is a six month waiting list right now. Would you like to apply for one?" You tell her, "no thanks."
  Node 3 text1   : 
  Node 4 person  : 320- Ticket Agent
  Node 4 keywords: inde west
  Node 4 type    : 0
  Node 4 text0   : "The teleportal to Independence City is at Gate One, to your left."
  Node 4 text1   : 
  Node 5 person  : 320- Ticket Agent
  Node 5 keywords: maje magi
  Node 5 type    : 0
  Node 5 text0   : The teleportal to Magestica is at Gate Two. Just go around the ticket counter and head north.
  Node 5 text1   : 
  Node 6 person  : 320- Ticket Agent
  Node 6 keywords: sari telm
  Node 6 type    : 0
  Node 6 text0   : The teleportal to Sariminsun is at Gate Three, to your right."
  Node 6 text1   : 

  Town = 33: Dark Cave                    

  Town Messages:
  Message 0: Dark Cave                    
  Message 1: Thieves' Guild               
  Message 2: Thieves' Guild               
  Message 3: Thieves' Guild               
  Message 4: Wolf Den                     
  Message 5: Wolf Den                     
  Message 6: Wolf Den                     
  Message 7: Nephilim Refuge              
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Mess Hall
  Message 21: Storage
  Message 22: You enter the room and see a man sitting at a desk. "Hello," he says to you. "I'm Quinn. I remember you. You're the Adventurer's Club, right?" You nod your head. "Welcome back to the guild, or what's left of it."
  Message 23: "Things have not gone well for us in the last couple years. It all began when our leader, Montague, vanished. We chose a new leader. His name was Derek. He was an okay leader, but he didn't come close to being as good as Montague."
  Message 24: "He made some poor decisions and sent his men on some overly dangerous missions. We lost some good thieves in more than one poorly thought out caper. Then the Nephilim began to invade the area."
  Message 25: "We've had to keep this hideout dark so they can't find us. We use candles and torches to light our way, but only when needed. Lights out is the rule until we find a better and safer location."
  Message 26: "The biggest blow to the guild happened just a little less than a month ago. Derek, and a band of thieves, went out on a mission and were ambushed by the Nephilim. He, and most of his group, were killed."
  Message 27: "Now I'm acting as leader until we choose a new one. We try to carry on as best we can and I believe the soldiers that came over here are keeping the Nephilim out of this area, but things are pretty bad right now."
  Message 28: "You don't have enough gold," says Quinn.
  Message 29: You pay him 150 gold and he demonstrates how to avoid being hit in combat. Then he shows how speed during combat can help you hit your opponent easier.
  Message 30: Lastly, he shows you some finger exercises to help you to become more nimble when picking locks or disarming traps.
  Message 31: 
  Message 32: 
  Message 33: 
  Message 34: 
  Message 35: Your dexterity skill is raised by one point.
  Message 36: "What! Are you trying to stiff me?" cries Harry. "Come back when you have enough gold."
  Message 37: He takes you aside and says, "Now look here." He pulls out a vial of green liquid. "Now watch how I apply this to my sword." You watch carefully. "The stronger the poison, the more careful you have to be."
  Message 38: "You wouldn't want to accidentally poison yourself, now would you?" He carefully caps the vial and puts it back in his pocket. He then tells you which area of the body is the best spot to "inject" the poison.
  Message 39: 
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: Your poison skill has been raised by one point."
  Message 44: "If you don't have the gold, don't waste my time."
  Message 45: "Traps come in all shapes, sizes, and forms," he begins. "Spotting a trap is fairly easy, but rendering it harmless takes a bit of skill." He then goes over various techniques for disarming certain types of traps.
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: 
  Message 51: Your trap disarming skill has been raised by one point.
  Message 52: "You really must go find some more gold, honey. I don't give discounts."
  Message 53: You pay her 25 gold. "Now, come over here a little closer to me, dear," she says, licking her lips. "Is that a lock pick in your pocket, or are you just happy to see me?"
  Message 54: "Well, first I need you to take it out so I can get my hands on it. Oooh, this is a nice one, but I've seen better. The higher quality pick you have, the better chance you'll have to pick a lock." 
  Message 55: She demonstrates some of her techniques as you watch, mesmerized. "Well, that's about enough for now," she says, leaving you wanting more. "Come back for another session, any time."
  Message 56: 
  Message 57: 
  Message 58: 
  Message 59: Your lock picking skill has been raised by one point.
  Message 60: This door is locked tight. You can't open it no matter what you try.
  Message 61: Lying helpless on this bed made of fur and leaves, are two small wolf pups. They can't be more than a couple months old. In all probability, you have killed their parents, making them orphans.
  Message 62: You suddenly start to feel guilty and decide that you can't just leave them here. You pick them up and take them with you. Hopefully, you'll be able to find someplace where they can be taken care of.
  Message 63: You start to feel guilty, and then realize that these pups would be perfect for the Independence Zoo. You carefully pick them up and take them with you.
  Message 64: As you walk through this narrow opening in the cave, you hear the faint sound of whimpering, coming from ahead.
  Message 65: The two Nephilim Shamans watch you, suspiciously, but do not attack. As you slowly proceed deeper into the cave, you see a campfire up ahead. Standing by the fire is a Nephilim that you instantly recognize.
  Message 66: 
  Message 67: 
  Message 68: 
  Message 69: 
  Message 70: 
  Message 71: It is Priestess Rasashuprr. You have had several dealings with her in the past and she has always treated you fairly. You wonder what she will say now, under the circumstances.
  Message 72: "Please, come forward," she says in a tired voice. You move closer and can see her face illuminated by the fire. She looks tired, and older than you remember her looking. "I knew you would come," she says.
  Message 73: 
  Message 74: 
  Message 75: 
  Message 76: 
  Message 77: "Would you like to know what it is that I have seen?"
  Message 78: 
  Message 79: 
  Message 80: 
  Message 81: 
  Message 82: 
  Message 83: "I see a dark spectre in the midst of the Nephilim. I see it using my people to satisfy its own twisted needs. And I see YOU, standing by its side."
  Message 84: "Me?" you cry. "That's absurd!" She hushes you and continues. "You stood by its side once before and you will so again. But there is more. Much more. I see a dark shadow, enveloping the land of Zinlasia."
  Message 85: "I see death and destruction. This shadow comes not from the spectre. It is more powerful. It will destroy the spectre. It will destroy all if it is not stopped. But it is clever. It will not be recognized at first."
  Message 86: "It will hide itself. It will trick and deceive. Then it will destroy." She stops for a moment, visibly shaken by her own words. She composes herself and then continues. "I see words... a prophecy perhaps."
  Message 87: You ask her what the words say. "They are not clear," she answers. "But I must see them. I must break through the darkness to see the words. Yes, they are becoming clearer now."
  Message 88: "I can see the letters. They are written in blood. The blood of hundreds of innocent lives. I can see it now... SUFFER THE UNBELIEVERS, THIS DIVINE RETRIBUTION!" She stops and looks about to collapse.
  Message 89: "That is all," she says, breathing heavily. "I can see no more." She is quiet for a moment. Then she says, "I can not help you on your journey. I am weak and tired. But remember what I have told you.
  Message 90: Perhaps you will benefit from these words. Perhaps not. Be careful my friend, for there is much to do."
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 330 name: Quinn
  Personality 330 confused: "Beats me."
  Personality 330 look    : You see a sleek looking man, dressed in the garb of a martial arts expert. You would not want to tangle with him.
  Personality 330 ask name: "I'm Quinn," he says. "Welcome to the Thieves' Guild."
  Personality 330 ask job : "I'm the acting leader of the Thieves' Guild. I can also offer my services as a specialized trainer."
  Personality 331 name: Cookie
  Personality 331 confused: "What?"
  Personality 331 look    : You see a grimy looking man, standing behind the counter. he is preparing some sort of meal, though it hardly looks edible.
  Personality 331 ask name: "Me name's Cookie," he says. "What can I be gittin' you?"
  Personality 331 ask job : "I do a little bit of everthin' around here. I cooks food. I clean the place. And I sells just about anythin' a thief could ever want. Oh, and I buys stuff, too."
  Personality 332 name: Harry
  Personality 332 confused: "None of your business."
  Personality 332 look    : You see a man wielding a nasty looking sword. In fact, he looks pretty nasty, too.
  Personality 332 ask name: "I'm Harry, what's it to ya?" he says.
  Personality 332 ask job : "I take care of the dirty jobs, here in the Thieves' Guild. If they want someone bumped off, it's my job."
  Personality 333 name: Clint
  Personality 333 confused: "I don't know."
  Personality 333 look    : You see a big, strong looking man with a sword at his side. He's quite intimidating, though the look on his face seems pleasant enough.
  Personality 333 ask name: "My name is Clint," he says. "You must be new. Welcome to the guild."
  Personality 333 ask job : "I'm one of the top members of the Thieves' Guild. My specialty is disarming traps."
  Personality 334 name: Jezelle
  Personality 334 confused: "I couldn't say."
  Personality 334 look    : You see a striking, but dangerous looking woman. She sneers at you, and then smiles. You're not sure what to think.
  Personality 334 ask name: "My name is Jezelle, honey," she says. "What brings you here to this little hideout of ours?"
  Personality 334 ask job : "My thieving skills are among the best in the Guild. I'm particularly good with my hands," she says, seductively.
  Personality 335 name: Johnny
  Personality 335 confused: "What?"
  Personality 335 look    : The thief standing in front of you is no more than a boy. His clothes are ragged and his face, smudged with dirt.
  Personality 335 ask name: "I'm Johnny," he says in as grownup a voice as he can muster. "And don't look at me like that. I may be young, but I'm quick and I can sneek into small places."
  Personality 335 ask job : "I'm the best thief in the guild...in my age bracket, I mean."
  Personality 336 name: Elton
  Personality 336 confused: 
  Personality 336 look    : You see a man standing guard at the small window. He looks very bored.
  Personality 336 ask name: "I'm Elton," he says. "Who are you?"
  Personality 336 ask job : "I stand guard at this window and keep out those that don't belong."
  Personality 337 name: Meirinkaprr
  Personality 337 confused: "I do not know."
  Personality 337 look    : You recognize this Nephilim as the one you helped to return to her grandmother, several years ago. She smiles a bittersweet smile when she see you.
  Personality 337 ask name: "Meirinkappr," she answers. "You remember, don't you?"
  Personality 337 ask job : "I am here, supporting my grandmother. We do not believe in the war with the humans. It is a terrible tragedy."
  Personality 338 name: Rasashuprr
  Personality 338 confused: "I can not help you with that."
  Personality 338 look    : This Nephilim looks old and tired. The look in her eyes is that of dejection. Yet, as she gazes upon you, a glimmer of hope appears.
  Personality 338 ask name: "I am Priestess Rasashuprr, one time spiritual leader of my people," she says, sadly. "Except for those who stay with me here, I am no longer respected by my tribe."
  Personality 338 ask job : "I am but a simple refugee, waiting here with my granddaughter, for the storm to end. But I do not know when that will happen, as my vision is blurred."
  Personality 339 name: Unused
  Personality 339 confused: 
  Personality 339 look    : 
  Personality 339 ask name: 
  Personality 339 ask job : 
  Node 1 person  : 330- Quinn
  Node 1 keywords: offe serv
  Node 1 type    : 0
  Node 1 text0   : "I am an accomplished thief and I am especially adept at skills that require speed and agility. For a fee, I can train you individually in the art of dexterity."
  Node 1 text1   : I charge 150 gold per lesson. Are you interested?"
  Node 2 person  : 331- Cookie
  Node 2 keywords: food xxxx
  Node 2 type    : 7
  Node 2 text0   : Cookie's Eats
  Node 2 text1   : 
  Node 3 person  : 331- Cookie
  Node 3 keywords: purc xxxx
  Node 3 type    : 0
  Node 3 text0   : "Whatcha wanna buy?" he asks. "I gots lockpicks, supplies, and poisons for gettin' rid of trouble."
  Node 3 text1   : 
  Node 4 person  : 331- Cookie
  Node 4 keywords: lock pick
  Node 4 type    : 7
  Node 4 text0   : Cookie's Lockpicks
  Node 4 text1   : 
  Node 5 person  : 331- Cookie
  Node 5 keywords: supp xxxx
  Node 5 type    : 7
  Node 5 text0   : Cookie's Supplies
  Node 5 text1   : 
  Node 6 person  : 331- Cookie
  Node 6 keywords: pois xxxx
  Node 6 type    : 7
  Node 6 text0   : Cookie's Poisons
  Node 6 text1   : 
  Node 7 person  : 336- Elton
  Node 7 keywords: belo xxxx
  Node 7 type    : 0
  Node 7 text0   : "You've got to know the password if you want to get in."
  Node 7 text1   : 
  Node 8 person  : 336- Elton
  Node 8 keywords: guil xxxx
  Node 8 type    : 0
  Node 8 text0   : "The Thieves' Guild, of course....ooops." He clasps his hand over his mouth. "I'm not supposed to say that. But, wait a minute, don't I know you? Haven't you been a member in the past?"
  Node 8 text1   : He scratches his head for a moment. "Well, it doesn't matter. If you don't know the password, you can't come in." (more)
  Node 9 person  : 336- Elton
  Node 9 keywords: mayo brun
  Node 9 type    : 0
  Node 9 text0   : "That's the old password. We've got a new one now."
  Node 9 text1   : 
  Node 10 person  : 330- Quinn
  Node 10 keywords: spec trai
  Node 10 type    : 0
  Node 10 text0   : "I am an accomplished thief and I am especially adept at skills that require speed and agility. For a fee, I can train you individually in the art of dexterity.
  Node 10 text1   : I charge 150 gold per lesson. Are you interested?"
  Node 11 person  : 330- Quinn
  Node 11 keywords: inte xxxx
  Node 11 type    : 29
  Node 11 text0   : "Do you need anything else?"
  Node 11 text1   : 
  Node 12 person  : 336- Elton
  Node 12 keywords: more xxxx
  Node 12 type    : 0
  Node 12 text0   : "I'll help you out," he whispers. "Go find Johnny. He's out and about right now. He'll give you the password, if he thinks you worthy of the Guild. Last I heard, he's in Independence City."
  Node 12 text1   : 
  Node 13 person  : 332- Harry
  Node 13 keywords: bump xxxx
  Node 13 type    : 0
  Node 13 text0   : "The Thieves' Guild is typically a non-violent organization. But occasionally, a particularly nasty individual becomes a problem to us. That's when they call me in. I'm quite adept with the use of poisons.
  Node 13 text1   : A little stick with a poison covered dagger, and that's all it takes to get the job done. I could teach you how to use poison. How about it?"
  Node 14 person  : 332- Harry
  Node 14 keywords: teac pois
  Node 14 type    : 0
  Node 14 text0   : "I charge 160 gold for each lesson in the use of poisons. Is anyone interested?"
  Node 14 text1   : 
  Node 15 person  : 332- Harry
  Node 15 keywords: inte trai
  Node 15 type    : 29
  Node 15 text0   : "So, what else do you want?"
  Node 15 text1   : 
  Node 16 person  : 332- Harry
  Node 16 keywords: less xxxx
  Node 16 type    : 29
  Node 16 text0   : "So, what else do you want?"
  Node 16 text1   : 
  Node 17 person  : 336- Elton
  Node 17 keywords: pass xxxx
  Node 17 type    : 0
  Node 17 text0   : "If you don't know it, then you've got to learn it from another member of the guild."
  Node 17 text1   : 
  Node 18 person  : 336- Elton
  Node 18 keywords: free xxxx
  Node 18 type    : 29
  Node 18 text0   : "Welcome to the Thieves' Guild," he says. He flips a switch and says, "Come on in."
  Node 18 text1   : 
  Node 19 person  : 336- Elton
  Node 19 keywords: door guar
  Node 19 type    : 0
  Node 19 text0   : "I can't open the door unless you say the password."
  Node 19 text1   : 
  Node 20 person  : 330- Quinn
  Node 20 keywords: ques miss
  Node 20 type    : 0
  Node 20 text0   : "I don't have any missions for anyone right now. Feel free to use the services offered by the guild, but while things are the way they are, I'm not sending anyone out."
  Node 20 text1   : 
  Node 21 person  : 330- Quinn
  Node 21 keywords: serv xxxx
  Node 21 type    : 0
  Node 21 text0   : "You can buy your typical thieves' supplies from Cookie. And most of the member here have some specialty that they can train you in."
  Node 21 text1   : 
  Node 22 person  : 334- Jezelle
  Node 22 keywords: hand xxxx
  Node 22 type    : 0
  Node 22 text0   : "I am an expert at lock picking. I could, perhaps, teach you a little of what I know...for a small fee, of course. Would that interest you, dear? I charge 25 gold for each intimate lesson."
  Node 22 text1   : 
  Node 23 person  : 331- Cookie
  Node 23 keywords: sell xxxx
  Node 23 type    : 15
  Node 23 text0   : "Let's just see whatcha got," he says, looking over your stuff.
  Node 23 text1   : 
  Node 24 person  : 334- Jezelle
  Node 24 keywords: teac trai
  Node 24 type    : 29
  Node 24 text0   : "Well, is there something else that you might be interested in?"
  Node 24 text1   : 
  Node 25 person  : 334- Jezelle
  Node 25 keywords: lock less
  Node 25 type    : 29
  Node 25 text0   : "Well, is there something else that you might be interested in?"
  Node 25 text1   : 
  Node 26 person  : 333- Clint
  Node 26 keywords: disa trap
  Node 26 type    : 0
  Node 26 text0   : "I could teach you a little bit of what I know, for a fee. I charge 60 gold per lesson. So, would you like a little training?"
  Node 26 text1   : 
  Node 27 person  : 333- Clint
  Node 27 keywords: teac trai
  Node 27 type    : 29
  Node 27 text0   : "What else do you want?"
  Node 27 text1   : 
  Node 28 person  : 330- Quinn
  Node 28 keywords: cook xxxx
  Node 28 type    : 0
  Node 28 text0   : "You can find him in the mess hall."
  Node 28 text1   : 
  Node 29 person  : 338- Rasashuprr
  Node 29 keywords: visi blur
  Node 29 type    : 0
  Node 29 text0   : "I have the gift of the seer. Though lately, I have trouble seeing. There is a heavy fog that blurs my vision. But if I try hard enough, I can see bits and pieces. I saw your arrival and I can see more of your journey.
  Node 29 text1   : (more)
  Node 30 person  : 338- Rasashuprr
  Node 30 keywords: more xxxx
  Node 30 type    : 29
  Node 30 text0   : "You are afraid of what I have seen? And so you should be."
  Node 30 text1   : 
  Node 31 person  : 338- Rasashuprr
  Node 31 keywords: gran meir
  Node 31 type    : 0
  Node 31 text0   : "Meirinkaprr is here with me. She is resting in one of the side caves."
  Node 31 text1   : 
  Node 32 person  : 338- Rasashuprr
  Node 32 keywords: stor xxxx
  Node 32 type    : 0
  Node 32 text0   : "The current situation between your people and mine. It is a terrible time for us all."
  Node 32 text1   : 
  Node 33 person  : 338- Rasashuprr
  Node 33 keywords: trib spir
  Node 33 type    : 0
  Node 33 text0   : "I do not belong to the tribe any more. I refused to agree to the war and so my position as spiritual leader was taken from me. I began to fear for my own safety, so I fled my home and with a small following, found this cave.
  Node 33 text1   : I believe we are safe here for now. We have been forgotten, as Chief Meneiklaws is engulfed with his own blind ambitions."
  Node 34 person  : 338- Rasashuprr
  Node 34 keywords: chie meni
  Node 34 type    : 0
  Node 34 text0   : "Chief Meneiklaws is the leader of the Nephilim. He has become power hungry and believes he can destroy the humans who have tried to take his land. He does not see that war is not the answer. It will only bring hardship to all."
  Node 34 text1   : 
  Node 35 person  : 338- Rasashuprr
  Node 35 keywords: blin ambi
  Node 35 type    : 0
  Node 35 text0   : "Chief Meneiklaws is the leader of the Nephilim. He has become power hungry and believes he can destroy the humans who have tried to take his land. He does not see that war is not the answer. It will only bring hardship to all."
  Node 35 text1   : 
  Node 36 person  : 337- Meirinkaprr
  Node 36 keywords: terr trag
  Node 36 type    : 0
  Node 36 text0   : "I remember how it began, as if it were yesterday. Your mayor began excavating on our land without permission. This angered Chief Menieklaws so greatly, that he vowed revenge on the humans.
  Node 36 text1   : This anger had been brewing for many years, way back to the time when the Nephilim were forced off Hollis Island." (more)
  Node 37 person  : 337- Meirinkaprr
  Node 37 keywords: more xxxx
  Node 37 type    : 0
  Node 37 text0   : Hollis Island used to be part of the Nephilim lands. When the humans arrived, they were not kind to my people. The two races could not live side by side, so the Nephilim left the island. 
  Node 37 text1   : Things were okay for a while, but then the humans began to move to the mainland and invade the Nephilim lands once again." (continue)
  Node 38 person  : 337- Meirinkaprr
  Node 38 keywords: cont xxxx
  Node 38 type    : 0
  Node 38 text0   : "Our lands became smaller and smaller. But we were willing to live in peace with the small area that was left to us. But when your Mayor Brundig came to take that land away from us as well, it was the last straw.
  Node 38 text1   : "I'm sorry it came to this, but something had to be done." (next)
  Node 39 person  : 337- Meirinkaprr
  Node 39 keywords: next xxxx
  Node 39 type    : 0
  Node 39 text0   : "I do not support the war, but I do understand the reason it has come to this. I wish we could all live in peace, but I do not know if that is possible. It all makes me very sad."
  Node 39 text1   : 
  Node 40 person  : 337- Meirinkaprr
  Node 40 keywords: gran prie
  Node 40 type    : 0
  Node 40 text0   : "Priestess Rasashuprr is my grandmother. I love her very much and I will support her stand. Even if it means banishment from my people. She has strange visions that I do not understand. You should ask her about these if you have not already."
  Node 40 text1   : 
  Node 41 person  : 337- Meirinkaprr
  Node 41 keywords: chie meni
  Node 41 type    : 0
  Node 41 text0   : "Chief Meneiklaws leads the war against the humans from a cave south of here. You should not go near there, for it would be very dangerous for you."
  Node 41 text1   : 
  Node 42 person  : 338- Rasashuprr
  Node 42 keywords: spec shad
  Node 42 type    : 0
  Node 42 text0   : "I know not what it means."
  Node 42 text1   : 
  Node 43 person  : 338- Rasashuprr
  Node 43 keywords: lead xxxx
  Node 43 type    : 0
  Node 43 text0   : "I can not help you with that."
  Node 43 text1   : 

  Town = 34: Priest's Guild               

  Town Messages:
  Message 0: Priest's Guild               
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Inside the desk is an old, rusty key. You take it out put it in your pack.
  Message 21: Inside this desk is a small key. Looking closely, it has the word, 'altar' engraved on it. You put it into your pack.
  Message 22: You use the old key you found in the desk to unlock the door. 
  Message 23: This door is locked tight. You can't open it.
  Message 24: You carefully examine the altar. Down towards the base, you find a small panel. Opening it, you discover a lever. There is a keyhole above the lever. Without the key, the lever won't budge.
  Message 25: You carefully examine the altar. Down towards the base, you find a small panel. Opening it, you discover a lever. There is a keyhole above the lever. You insert the Altar Key and pull the lever.
  Message 26: You hear a noise and see that a stairway has opened up behind the altar. You try to pull the key out, but it is stuck.  
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: New Members
  Message 121: Initiates
  Message 122: Acolytes
  Message 123: Disciples
  Message 124: Priest's Guild
  Message 125: Temple of the Hand of Faith
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 340 name: Sister Francine
  Personality 340 confused: "I can't help you."
  Personality 340 look    : "You see a fairly attractive woman, dressed in robes, standing by the altar.
  Personality 340 ask name: "I am Sister Francine," she answers. "Welcome to the Hand of Faith Fellowship."
  Personality 340 ask job : "I lead the services we hold here in the temple. I am also the healer for the Priest's Guild."
  Personality 341 name: Brother Timothy
  Personality 341 confused: "I can't answer that, I'm afraid."
  Personality 341 look    : You see a young man dressed in robes. He seems too young to be a high level priest, and yet he has a wise looking face, nonetheless."
  Personality 341 ask name: "I am Brother Timothy," he says. "Welcome. Please come in and be comfortable."
  Personality 341 ask job : "I am here to tell you a little about the Priest's Guild and I can give guidance to those who wish to join."
  Personality 342 name: Sister Theresa
  Personality 342 confused: "I don't know about that."
  Personality 342 look    : The woman before you looks quite bubbly and vivacious. Not at all what you would expect from a priest.
  Personality 342 ask name: "I'm Sister Theresa," she answers in a friendly voice. "Come on in."
  Personality 342 ask job : "I am here to tell you of your next mission so you can move up in rank to Acolyte. I can also teach you the fourth level priest spells."
  Personality 343 name: Father Zacharia
  Personality 343 confused: 
  Personality 343 look    : You see an older man dressed in flowing robes. He doesn't have to say a word, for you to know that he is a high level priest.
  Personality 343 ask name: "I am Father Zacharia," he says in a slow and deliberate manner. "Please, come in. I trust you have reached the rank of Acolyte."
  Personality 343 ask job : "I teach the spells of the fifth level. And when you are ready, I will send you on your next mission if you desire the rank of Disciple."
  Personality 344 name: Mother Catherine
  Personality 344 confused: "I do not know."
  Personality 344 look    : You see a very elagant older woman who wears the robes of a high priestess. An aura of peace, as well as power, emanates from her.
  Personality 344 ask name: "I am Mother Catherine," she says. "Come in my children. You have attained the next rank in the Priest's Guild and I am very proud of you."
  Personality 344 ask job : "I teach the sixth level priest spells to Disciples and above. And if you so desire, I will send you on a mission so you may rise to the rank of Curate."
  Personality 345 name: Unused
  Personality 345 confused: 
  Personality 345 look    : 
  Personality 345 ask name: 
  Personality 345 ask job : 
  Personality 346 name: Unused
  Personality 346 confused: 
  Personality 346 look    : 
  Personality 346 ask name: 
  Personality 346 ask job : 
  Personality 347 name: Unused
  Personality 347 confused: 
  Personality 347 look    : 
  Personality 347 ask name: 
  Personality 347 ask job : 
  Personality 348 name: Unused
  Personality 348 confused: 
  Personality 348 look    : 
  Personality 348 ask name: 
  Personality 348 ask job : 
  Personality 349 name: Unused
  Personality 349 confused: 
  Personality 349 look    : 
  Personality 349 ask name: 
  Personality 349 ask job : 
  Node 0 person  : 310- Sister Francine
  Node 0 keywords: serv xxxx
  Node 0 type    : 0
  Node 0 text0   : "We hold services here once a week. Everyone is welcome. It is a way for all to come together to share our spirituality. All are welcome to join the Priest's Guild, too. Perhaps you?"
  Node 0 text1   : 
  Node 1 person  : 310- Sister Francine
  Node 1 keywords: heal xxxx
  Node 1 type    : 0
  Node 1 text0   : "I can heal all types of ailments for a small fee," she says. "Are you in need of treatment?"
  Node 1 text1   : 
  Node 2 person  : 310- Sister Francine
  Node 2 keywords: need trea
  Node 2 type    : 12
  Node 2 text0   : Sister Francine
  Node 2 text1   : 
  Node 3 person  : 310- Sister Francine
  Node 3 keywords: join xxxx
  Node 3 type    : 0
  Node 3 text0   : "To join the guild, you need simply to seek Brother Timothy and he can start you on your mission to become a member."
  Node 3 text1   : 
  Node 4 person  : 311- Brother Timothy
  Node 4 keywords: xxxx timo
  Node 4 type    : 0
  Node 4 text0   : "I am Brother Timothy. What did you want?"
  Node 4 text1   : 
  Node 5 person  : 311- Brother Timothy
  Node 5 keywords: join guid
  Node 5 type    : 0
  Node 5 text0   : "The main goal of the Priest's Guild is to spread goodness and extinguish evil. To join and move up in ranks, you will be sent on missions to infiltrate and eradicate evil.
  Node 5 text1   : Would you like go on your first mission?"
  Node 6 person  : 311- Brother Timothy
  Node 6 keywords: miss xxxx
  Node 6 type    : 29
  Node 6 text0   : "You have completed your mission for me. I have no other missions to give you."
  Node 6 text1   : 
  Node 7 person  : 312- Sister Theresa
  Node 7 keywords: teac purc
  Node 7 type    : 10
  Node 7 text0   : Sister Theresa's Spells
  Node 7 text1   : 
  Node 8 person  : 313- Father Zacharia
  Node 8 keywords: teac purc
  Node 8 type    : 10
  Node 8 text0   : Father Zacharia's Spells
  Node 8 text1   : 
  Node 9 person  : 314- Mother Catherine
  Node 9 keywords: teac purc
  Node 9 type    : 10
  Node 9 text0   : Mother Catherine's Spells
  Node 9 text1   : 
  Node 10 person  : 311- Brother Timothy
  Node 10 keywords: evil alta
  Node 10 type    : 0
  Node 10 text0   : "The altar the troglodytes worship at is not an idol created by them. It was an altar abandoned by some unknown race that the troglodytes unearthed and made it their deity."
  Node 10 text1   : 
  Node 11 person  : 311- Brother Timothy
  Node 11 keywords: trog xxxx
  Node 11 type    : 0
  Node 11 text0   : "The troglodytes are a primitive race that live in caves in the mountains to the east of us. They are no threat to us, as they tend to keep to themselves, but can be quite dangerous when threatened."
  Node 11 text1   : 
  Node 12 person  : 311- Brother Timothy
  Node 12 keywords: holy stic
  Node 12 type    : 2
  Node 12 text0   : "The shaman's holy stick is an object of interest to us and we wish you to obtain one for us. This will be your first mission. Bring one to me and you will be initiated into the Priest's Guild."
  Node 12 text1   : 
  Node 13 person  : 311- Brother Timothy
  Node 13 keywords: sham xxxx
  Node 13 type    : 0
  Node 13 text0   : "The shaman's are the religious members of the troglodyte tribe. They possess powerful magic and can be a formidable opponent if threatened."
  Node 13 text1   : 
  Node 14 person  : 311- Brother Timothy
  Node 14 keywords: read xxxx
  Node 14 type    : 29
  Node 14 text0   : "Ready for what?"
  Node 14 text1   : 
  Node 15 person  : 312- Sister Theresa
  Node 15 keywords: spel xxxx
  Node 15 type    : 0
  Node 15 text0   : "Yes," she answers, "for a small donation, I can teach you any of the fourth level priest spells."
  Node 15 text1   : 
  Node 16 person  : 312- Sister Theresa
  Node 16 keywords: miss xxxx
  Node 16 type    : 29
  Node 16 text0   : "You have already completed your mission for me. I have no other mission for you."
  Node 16 text1   : 
  Node 17 person  : 312- Sister Theresa
  Node 17 keywords: goal xxxx
  Node 17 type    : 2
  Node 17 text0   : "You need to get to this evil altar and use your Ritual of Sanctify spell on it. This will remove all evil from it, if not destroy it completely.
  Node 17 text1   : Return to me after this has been done and I will promote you to the rank of Acolyte."
  Node 18 person  : 312- Sister Theresa
  Node 18 keywords: choo xxxx
  Node 18 type    : 29
  Node 18 text0   : "Excuse, me?"
  Node 18 text1   : 
  Node 19 person  : 313- Father Zacharia
  Node 19 keywords: miss xxxx
  Node 19 type    : 29
  Node 19 text0   : "You have already completed the mission for me. Seek another for  a new mission."
  Node 19 text1   : 
  Node 20 person  : 312- Sister Theresa
  Node 20 keywords: mitc xxxx
  Node 20 type    : 0
  Node 20 text0   : "Poor Brother Mitchell," she says with a sad look on her face.
  Node 20 text1   : 
  Node 21 person  : 313- Father Zacharia
  Node 21 keywords: conf xxxx
  Node 21 type    : 29
  Node 21 text0   : "Confess what, my child?"
  Node 21 text1   : 
  Node 22 person  : 312- Sister Theresa
  Node 22 keywords: ther xxxx
  Node 22 type    : 0
  Node 22 text0   : "I am Sister Theresa."
  Node 22 text1   : 
  Node 23 person  : 313- Father Zacharia
  Node 23 keywords: slit xxxx
  Node 23 type    : 29
  Node 23 text0   : "Let's hope we can help these misguided creatures to see the error of their ways."
  Node 23 text1   : 
  Node 24 person  : 313- Father Zacharia
  Node 24 keywords: rewa prom
  Node 24 type    : 29
  Node 24 text0   : "I can do nothing more for you."
  Node 24 text1   : 
  Node 25 person  : 314- Mother Catherine
  Node 25 keywords: deci xxxx
  Node 25 type    : 29
  Node 25 text0   : 
  Node 25 text1   : 
  Node 26 person  : 314- Mother Catherine
  Node 26 keywords: miss xxxx
  Node 26 type    : 29
  Node 26 text0   : "You have completed your mission for me. If you wish to rise any further in the Priest's Guild, you must seek out Father Antos."
  Node 26 text1   : 
  Node 27 person  : 314- Mother Catherine
  Node 27 keywords: some xxxx
  Node 27 type    : 1
  Node 27 text0   : "It pertains to a certain map," she says, looking at you quizzically.
  Node 27 text1   : "I don't understand."
  Node 28 person  : 314- Mother Catherine
  Node 28 keywords: moth cath
  Node 28 type    : 0
  Node 28 text0   : "That's me, my child."
  Node 28 text1   : 
  Node 29 person  : 314- Mother Catherine
  Node 29 keywords: read xxxx
  Node 29 type    : 29
  Node 29 text0   : "Ready for what?"
  Node 29 text1   : 
  Node 30 person  : 314- Mother Catherine
  Node 30 keywords: anto xxxx
  Node 30 type    : 0
  Node 30 text0   : "He is away from the guild right now. You can find him at our holy retreat, in the hills just south of here. Go talk to him and if he finds you worthy, he may agree to teach you the most powerful priest spells you can learn."
  Node 30 text1   : 

  Town = 35: Testing Grounds              

  Town Messages:
  Message 0: Testing Grounds              
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There is a plaque on the door engraved with words written in the ancient script of the mages. Unfortunately, your mage lore is not high enough to read it.
  Message 21: There is a plaque on the door engraved with words written in the ancient script of the mages. It reads, "What is the first name of the legendary General Odashai?"
  Message 22: The door will not open. That must not be the correct answer.
  Message 23: As expected, this chest is trapped. Are you going to try to disarm it?
  Message 24: "The Induction Test is like a game of capture the flag. Except there is not one, but four flags. The Testing Grounds are set up to simulate several types of environments, each with it's own special challenge."
  Message 25: "Each flag is locked behind a door that has been magically sealed. On each door is a plaque that has a question about the life of General Odashai. You must answer the question correctly in order to open the door."
  Message 26: "If you have not listened to Professor Synapsis' lecture, I suggest you do so before proceeding. A variety of skills will be tested in the course of the test, including combat, spellcasting, and thievery."
  Message 27: "The questions on the doors are written in the ancient language of the mages, so you must have at least a basic understanding of mage lore. Besides that, the test is quite simple."
  Message 28: "Retrieve the four flags and bring them back here and place them each on one of the four platforms outside. That's it. If at any time you decide you cannot complete the test, return to the beginning."
  Message 29: "You may return and attempt the test again when you feel ready. Once you have completed the test, talk to me about it. That's all for now. Good luck."
  Message 30: This door is magically locked. You can't open it."
  Message 31: "You can't go out that way," says the guard. "That's the exit from the Testing Grounds. You need to use the north door."
  Message 32: "Hey," cries the Colonel. "I need to tell you about the test before you go out there."
  Message 33: 
  Message 34: 
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: You approach the door and attempt to open it. You discover it is locked. You knock on the door and a voice calls out, "If you come back in this way, it means you're quitting the test. You'll have to retake the test at another time."
  Message 40: Do you want to enter and quit the Test of Induction?
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: The door opens and any flags you may have found are taken from you. "Tough luck this time," says Colonel Shuraden. "Try again when you feel more prepared."
  Message 46: "Congratulations," says Colonel Shuraden. "Welcome to the ranks of the Odashai Guardians. "You passed the test with flying colors!
  Message 47: Now, the first thing you need to do is to report back to General Vargas. He will fill you in on everything you need to know. Good bye and good luck."
  Message 48: You stop to think for a moment. It's hard to believe that you're now a member of the Odashai Guardians. But what does that mean? What adventures will this lead you to?
  Message 49: Well, you won't find out by just standing here. It's time to head back to Zenith and begin your new illustrious career!
  Message 50: "Hey, you made it," says the guard. "Be sure to talk to Colonel Shuraden about the test before you leave and he'll tell you what to do next."
  Message 51: There is a plaque on the door engraved with words written in the ancient script of the mages. It reads, "What kind of creature did Odashai drive out of Zinlasia?"
  Message 52: There is a plaque on the door engraved with words written in the ancient script of the mages. It reads, "What is the name of the group that worships Odashai as a god?"
  Message 53: There is a plaque on the door engraved with words written in the ancient script of the mages. It reads, "What is the name of the disease that took the life of Odashai?"
  Message 54: Inside the chest is a small metal key with the word 'storage' marked on it. You take it and put it in your pack.
  Message 55: This door is locked tight. You can't open it.
  Message 56: You use the Storage Key to unlock the door and it opens right up.
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
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  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
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  Message 76: *
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  Message 78: *
  Message 79: *
  Message 80: *
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  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
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  Message 93: *
  Message 94: *
  Message 95: *
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  Message 100: *
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  Message 104: *
  Message 105: *
  Message 106: *
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  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Testing Grounds
  Message 121: Don't step in the corners!
  Message 122: Storage
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
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  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 350 name: Colonel Shuraden
  Personality 350 confused: "That's not important."
  Personality 350 look    : This is yet another member of the Odashai Guardians. You wonder when you'll get to wear a uniform like that.
  Personality 350 ask name: "I am Colonel Shuraden," he says. "Welcome to the Testing Grounds. I hope you have what it takes."
  Personality 350 ask job : "Now listen up. I will explain the rules of the Induction Test. When you understand what you need to do, you may begin the test."
  Personality 351 name: Terri
  Personality 351 confused: 
  Personality 351 look    : You see a frustrated looking woman. She appears to be upset about something.
  Personality 351 ask name: "I'm Terri," she says, sounding quite unhappy.
  Personality 351 ask job : "I'm trying to become an Odashai Guardian, but I flunked the test. How was I to know I needed the spell Firewalk to complete it."
  Personality 352 name: Unused
  Personality 352 confused: 
  Personality 352 look    : 
  Personality 352 ask name: 
  Personality 352 ask job : 
  Personality 353 name: Unused
  Personality 353 confused: 
  Personality 353 look    : 
  Personality 353 ask name: 
  Personality 353 ask job : 
  Personality 354 name: Unused
  Personality 354 confused: 
  Personality 354 look    : 
  Personality 354 ask name: 
  Personality 354 ask job : 
  Personality 355 name: Unused
  Personality 355 confused: 
  Personality 355 look    : 
  Personality 355 ask name: 
  Personality 355 ask job : 
  Personality 356 name: Unused
  Personality 356 confused: 
  Personality 356 look    : 
  Personality 356 ask name: 
  Personality 356 ask job : 
  Personality 357 name: Unused
  Personality 357 confused: 
  Personality 357 look    : 
  Personality 357 ask name: 
  Personality 357 ask job : 
  Personality 358 name: Unused
  Personality 358 confused: 
  Personality 358 look    : 
  Personality 358 ask name: 
  Personality 358 ask job : 
  Personality 359 name: Unused
  Personality 359 confused: 
  Personality 359 look    : 
  Personality 359 ask name: 
  Personality 359 ask job : 
  Node 0 person  : 350- Colonel Shuraden
  Node 0 keywords: rule test
  Node 0 type    : 29
  Node 0 text0   : "Just head through that door," he says, pointing at the door to his left.
  Node 0 text1   : 
  Node 1 person  : 351- Terri
  Node 1 keywords: spel fire
  Node 1 type    : 0
  Node 1 text0   : "It was the one spell I haven't learned yet. Now I need to learn it and come back and start the test all over again."
  Node 1 text1   : 
  Node 2 person  : 351- Terri
  Node 2 keywords: odas guar
  Node 2 type    : 0
  Node 2 text0   : "I've been training to become one for almost two years now. I guess I need to train some more."
  Node 2 text1   : 

  Town = 36: Minobi                       

  Town Messages:
  Message 0: Minobi                       
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "There's an abandoned shack on a tiny island right off shore in the northwest part of the town. A strange guy used to live there, but one day he locked it up and left town. No one can get inside. The lock's magical or somethin'.
  Message 21: People are dyin' to get inside to see what's in there. Must be somethin' good, since he locked it up like that."
  Message 22: The door is magically locked. Nothing you can do will open it.
  Message 23: Sister Elysia is standing at the podium at the front of the meeting hall. A handful of people are seated on the benches, listening to her speech. From the look in their faces, they don't seem to be taking her very seriously.
  Message 24: "We must renew our faith in Odashai," she pleads. "He needs our faith for his power to be strong. We need his power for our lives to be free from evil. We all live in a happy and carefree world."
  Message 25: "We have grown lazy and complacent. We take for granted that all will be well and we will be safe from evil for all time. We are in a state of false security. As fewer and fewer of us believe in Odashai, our security weakens."
  Message 26: "Look at this meeting hall we're in. This used to be a temple of the Holy Order of Empowerment. Did you know that? Now it sits here vacant most of the time, completely useless. That's what a god is without followers. Useless."
  Message 27: "The Shrine of Odashai is right up the road from here. That is where his mortal remains are buried. Do any of you ever go to visit this shrine?" One person in the audience yells, "They're the bones of a dead soldier, not a god!"
  Message 28: "They are the bones of a general," she corrects. "One that ascended from this plane and became a god." As she continues with her speech, you feel a little sorry for her, as the townspeople seem to scoff at all she says.
  Message 29: Soon, she is finished and the townspeople remain, talking among themselves. No one has anything to say to her. She looks a little disappointed, but tries not to show it. 
  Message 30: Before you ask for an interview, you need to have a piece of paper to write it on.
  Message 31: "Oh, yes, the interview," she says. "Perhaps if you do me a favor, I will give you an interview. I am going to the Shrine of Odashai on Mount Urlek. It is a long trek and I hear there are swamp gators in the area."
  Message 32: "If you would be kind enough to escort me to the shrine, I will give you the interview you seek when we get there."
  Message 33: What is your response?
  Message 34: 
  Message 35: 
  Message 36: 
  Message 37: "Oh, thank you so much," she says. "Let us proceed at once. Just take the road south out of town and go west at the intersection. Then head north and follow the signs."
  Message 38: Sister Elysia joins your party.
  Message 39: "I'll give the the interview after we get to Odashai's shrine on Mount Urlek."
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Meeting Hall
  Message 121: Town Mayor
  Message 122: The Watering Hole
  Message 123: Chicken Ranch
  Message 124: Mary Ann's Chicken Dinner Restaurant
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 360 name: Mayor Wilcox
  Personality 360 confused: "Don't know much about that."
  Personality 360 look    : You see a middle-aged man, sitting at his desk. He stifles a yawn as you enter the room.
  Personality 360 ask name: "I'm Mayor Wilcox," he answers. "It's always nice to meet new visitors to our town."
  Personality 360 ask job : "I have a pretty easy job, I must admit. This is a very quiet town, aside from the noisy chickens over at the Chicken Ranch."
  Personality 361 name: Charlie
  Personality 361 confused: "What?"
  Personality 361 look    : "The bartender looks a little bit unkept. He needs a shave and his apron is so dirty you can't tell what color it originally was.
  Personality 361 ask name: "I'm Charlie," says the bartender, "but, please, just call me Charlie." He laughs. 
  Personality 361 ask job : "Actually, I'm one of those Odashan Guardians, but in my spare time, I tend bar. So what'll it be. I got some mighty fine whiskey. Or are you just interested in local gossip?"
  Personality 362 name: Kergan
  Personality 362 confused: "I don't know."
  Personality 362 look    : This man is dressed a little better than your average farmer. He must do pretty well for himself.
  Personality 362 ask name: "My name's Kergan," he says.
  Personality 362 ask job : "I own and run this chicken ranch. It ain't the most glamorous occupation, but I do well by it. The chickens can be difficult sometimes."
  Personality 363 name: Mary Ann
  Personality 363 confused: "I'm not quite sure."
  Personality 363 look    : You see a pretty, young woman, wearing an old fashioned dress. She is going from table to table to make sure everyone is being properly taken care of.
  Personality 363 ask name: "My name is Mary Ann," she says in a friendly voice. "Welcome to my Chicken Dinner Restaurant."
  Personality 363 ask job : "I'm the owner of this restaurant. I don't usually work serving tables, but one of my girls called in sick. If you'd like to eat, let me know and I can take your order."
  Personality 364 name: Farmer
  Personality 364 confused: 
  Personality 364 look    : You see a man wearing old, dirty overalls. His skin is tanned from working many hours in the fields.
  Personality 364 ask name: You exchange names and he continues with his work.
  Personality 364 ask job : "Don't have time to chat right now," he says. "Got too much work to do."
  Personality 365 name: Shamus
  Personality 365 confused: "I'm kind of tired right now. Perhaps we can talk another time."
  Personality 365 look    : You see a middle aged man who looks like he's been through a lot. His face is haggard and his eyes look tired.
  Personality 365 ask name: "I am Shamus," he says in a quiet voice.
  Personality 365 ask job : "I moved to this town to live out my days in peace. It is a nice, quiet life here, away from the hustle and bustle of the big city."
  Personality 366 name: Sister Elysia
  Personality 366 confused: "I don't wish to speak of that."
  Personality 366 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 366 ask name: "I am Sister Elysia," she says in a quiet voice.
  Personality 366 ask job : "I am on a pilgrimage to the Shrine of Odashai on Mount Urlek. On my route, I am spreading the word of Odashai's ascension. I don't seem to have gotten through to these people, I confess."
  Personality 367 name: Unused
  Personality 367 confused: 
  Personality 367 look    : 
  Personality 367 ask name: 
  Personality 367 ask job : 
  Personality 368 name: Unused
  Personality 368 confused: 
  Personality 368 look    : 
  Personality 368 ask name: 
  Personality 368 ask job : 
  Personality 369 name: Unused
  Personality 369 confused: 
  Personality 369 look    : 
  Personality 369 ask name: 
  Personality 369 ask job : 
  Node 0 person  : 360- Mayor Wilcox
  Node 0 keywords: chic ranc
  Node 0 type    : 0
  Node 0 text0   : "That's our biggest business, here in Minobi. And people come from miles around to dine at Mary Ann's Chicken Restaurant. It's mighty fine fixin's, if I do say so myself." He smacks his lips.
  Node 0 text1   : "Other than that, farming is the next largest business here." (more)
  Node 1 person  : 360- Mayor Wilcox
  Node 1 keywords: more xxxx
  Node 1 type    : 0
  Node 1 text0   : "The only trouble we ever have here is an occasional drunken brawl over at the town bar where the farmers gather after a long day's work. So there's not a lot to keep a mayor busy here. I guess I don't mind, none."
  Node 1 text1   : 
  Node 2 person  : 361- Charlie
  Node 2 keywords: whis drin
  Node 2 type    : 0
  Node 2 text0   : "A drink of whiskey'll cost ya 5 gold pieces. But it's worth the price. It's homemade and the best you'll find in these parts."
  Node 2 text1   : 
  Node 3 person  : 361- Charlie
  Node 3 keywords: purc xxxx
  Node 3 type    : 19
  Node 3 text0   : You hand him 5 gold pieces and he pours you a tall glass of homemade whiskey. You take a sip. It's strong, but very good.
  Node 3 text1   : "You'll need some gold if you wanna buy anything," he says, sarcastically.
  Node 4 person  : 361- Charlie
  Node 4 keywords: loca goss
  Node 4 type    : 29
  Node 4 text0   : "Why don't you buy a drink, first," he says. "A guy's gotta make a livin', you know."
  Node 4 text1   : 
  Node 5 person  : 362- Kergan
  Node 5 keywords: diff chic
  Node 5 type    : 0
  Node 5 text0   : "They're noisy as all get out. And they get spooked sometimes. I remember one day a swamp gater crawled out of the river and got too close to the chickens. They went crazy.
  Node 5 text1   : We got rid of the gator, but I couldn't get near the chickens for days. They were wild with fear, and tried to attack anyone who got near them. Dumb birds."
  Node 6 person  : 362- Kergan
  Node 6 keywords: swam gato
  Node 6 type    : 0
  Node 6 text0   : "They're big, dangerous lizards who live in the swamps around The Delta. They keep to themselves, mostly. But once in a while, hunger will drive one into town."
  Node 6 text1   : 
  Node 7 person  : 362- Kergan
  Node 7 keywords: delt xxxx
  Node 7 type    : 0
  Node 7 text0   : "The Delta is the area where the Twin Rivers meet and spread out, forming these swampy wetlands. It's best to stay away from the swamps, especially if you don't own any swamp boots."
  Node 7 text1   : 
  Node 8 person  : 362- Kergan
  Node 8 keywords: boot xxxx
  Node 8 type    : 0
  Node 8 text0   : "Swamp boots are specially treated to repel the poisonous plants that grow in swampy regions. You can buy them in any big city."
  Node 8 text1   : 
  Node 9 person  : 362- Kergan
  Node 9 keywords: twin rive
  Node 9 type    : 0
  Node 9 text0   : "The Twin Rivers flow out of Lake Pentaglas and merge right here in Minobi. This marks the beginning of the region called The Delta."
  Node 9 text1   : 
  Node 10 person  : 362- Kergan
  Node 10 keywords: lake pent
  Node 10 type    : 0
  Node 10 text0   : "It's up north, in the Talmeni Mountains. "
  Node 10 text1   : 
  Node 11 person  : 362- Kergan
  Node 11 keywords: talm moun
  Node 11 type    : 25
  Node 11 text0   : "What is this? A geography lesson?" barks Kergan. "Go bother someone else. I got a chicken ranch to run."
  Node 11 text1   : 
  Node 12 person  : 363- Mary Ann
  Node 12 keywords: chic rest
  Node 12 type    : 0
  Node 12 text0   : "My restaurant has become very popular, especially with the people from Zenith. It's a nice, old fashioned alternative to the modern establishments in the city. Of course, the food is delicious if I do say so myself.
  Node 12 text1   : The chickens are prepared from fresh birds, brought in daily from The Chicken Ranch."
  Node 13 person  : 363- Mary Ann
  Node 13 keywords: ranc xxxx
  Node 13 type    : 0
  Node 13 text0   : "It's on the west side of town. You should have a visit, if you've got the time."
  Node 13 text1   : 
  Node 14 person  : 363- Mary Ann
  Node 14 keywords: orde purc
  Node 14 type    : 7
  Node 14 text0   : Chicken Dinner Restaurant
  Node 14 text1   : 
  Node 15 person  : 366- Sister Elysia
  Node 15 keywords: conf xxxx
  Node 15 type    : 0
  Node 15 text0   : "Perhaps it is my fault. Maybe I am not a powerful enough speaker as I should be."
  Node 15 text1   : 
  Node 16 person  : 366- Sister Elysia
  Node 16 keywords: inte xxxx
  Node 16 type    : 29
  Node 16 text0   : "I am disappointed in your response. I will just have to wait here til I can find another to aid me."
  Node 16 text1   : 
  Node 17 person  : 365- Shamus
  Node 17 keywords: stra bird
  Node 17 type    : 1
  Node 17 text0   : "I'm kind of tired right now. Perhaps we can talk another time."
  Node 17 text1   : "Yes, I saw it," he says. "But it wasn't a bird, that's for sure. It looked almost like a small imp or something. It was perched up on my roof for the longest time, and then it just flew away."
  Node 18 person  : 365- Shamus
  Node 18 keywords: flew away
  Node 18 type    : 1
  Node 18 text0   : "I'm kind of tired right now. Perhaps we can talk another time."
  Node 18 text1   : "I have no idea where it went," he says. "And I haven't seen it since. Sorry I couldn't be more help."
  Node 19 person  : 362- Kergan
  Node 19 keywords: ranc xxxx
  Node 19 type    : 0
  Node 19 text0   : "My ranch supplies all the chickens for the Chicken Dinner Restaurant on the other side of town. And we sell the eggs to venders all over East Zinlasia."
  Node 19 text1   : 
  Node 20 person  : 362- Kergan
  Node 20 keywords: dinn rest
  Node 20 type    : 0
  Node 20 text0   : "That restaurant's done might well for itself. And I've done pretty well too, because of it."
  Node 20 text1   : 
  Node 21 person  : 365- Shamus
  Node 21 keywords: sham xxxx
  Node 21 type    : 0
  Node 21 text0   : "That's me."
  Node 21 text1   : 

  Town = 37: Minobi                       

  Town Messages:
  Message 0: Minobi                       
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: As you enter the meeting house, the first thing you see is Sister Elysia standing near the podium, talking to a soldier. Then you see all the bodies lying on the floor. It is a terrible sight. Hearing you enter the room, Elysia turns with a start.
  Message 21: "Oh, thank goodness," she says. "I thought it was the swamp gators breaking in. We've been holed up in here for quite some time, hoping they would leave. By the way, how did you get past them?"
  Message 22: You tell her how you fought your way through them. "Well, you're pretty brave... and skilled, for reporters." That's right, you think to yourself, she thinks you're a reporter. You've interviewed her twice already for the Zenith Tribune.
  Message 23: You recall how General Vargas told you to keep your membership in the Zinlasian Guardians a secret, so you have no choice but to continue to let her believe that your sole occupation is a news reporter.
  Message 24: You wonder how she'll react to you asking her for another interview.
  Message 25: 
  Message 26: You look through your pack and realize that you don't have any paper for the story. You'll have to go get some and return later.
  Message 27: You tell Sister Elysia that you're doing a story about the Minobi flood and you wonder if she'd be willing to answer some questions. "Well, I suppose," she answers. "But, please, be brief. I have important things to do here."
  Message 28: You ask her to tell you everything that she knows about the flood. "Well, all I know is the Twin Rivers overflowed and destroyed all of what was once a peaceful, farming community. I believe it was brought about by the wrath of Odashai."
  Message 29: "I don't know why he would do such a thing, but the people of this community had all turned their heads away from him. I believe this was either punishment for the townspeople of Minobi, or a warning to the rest of the people of Zinlasia."
  Message 30: "Well, when I found out about it, I came as fast as I could. The soldiers had already set up this rescue mission here and I convinced them to let me help. We hoped to rescue survivors, but all we have done so far is recover bodies."
  Message 31: "It's just terrible," she cries, tears welling in her eyes. "I don't know why he did this. But I suppose he had good reasons. Who am I to judge the actions of a god." She puts her hands to her face and tries to compose herself.
  Message 32: "After the flood waters receded, the swamp gators appeared. The chickens over at the farm went crazy and we found ourselves trapped inside this meeting house. We've been waiting for them to leave so we could continue our search for bodies."
  Message 33: She talks for a short while longer and then you ask the soldiers a few questions, and soon you feel you have enough for a story. You return to Sister Elysia and thank her for spending the time to talk with you.
  Message 34: "You know," she begins, "you've interviewed me three times now. I've told you my views on Odashai, but not once have you mentioned to me what you think. I'm just curious. Do you believe in the god, Odashai?"
  Message 35: What do you answer?
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: "I see," she says, looking a little disappointed. "Well, I just thought I'd ask."
  Message 40: "Well, then may Odashai look over you and help guide your way," she says, kindly.
  Message 41: The door is magically locked. Nothing you can do will open it.
  Message 42: A mage or an alchemist must have lived here at one time. The chest is filled with reagents.
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Meeting Hall
  Message 121: Town Mayor
  Message 122: The Watering Hole
  Message 123: Chicken Ranch
  Message 124: Mary Ann's Chicken Dinner Restaurant
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 370 name: Sister Elysia
  Personality 370 confused: "I don't wish to speak of that."
  Personality 370 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 370 ask name: "I am Sister Elysia," she says in a quiet voice.
  Personality 370 ask job : "I will stay here and help the soldiers recover the bodies of the townspeople of Minobi. I will pray to Odashai to forgive them so their souls can find peace."
  Personality 371 name: Unused
  Personality 371 confused: 
  Personality 371 look    : 
  Personality 371 ask name: 
  Personality 371 ask job : 
  Personality 372 name: Unused
  Personality 372 confused: 
  Personality 372 look    : 
  Personality 372 ask name: 
  Personality 372 ask job : 
  Personality 373 name: Unused
  Personality 373 confused: 
  Personality 373 look    : 
  Personality 373 ask name: 
  Personality 373 ask job : 
  Personality 374 name: Unused
  Personality 374 confused: 
  Personality 374 look    : 
  Personality 374 ask name: 
  Personality 374 ask job : 
  Personality 375 name: Unused
  Personality 375 confused: 
  Personality 375 look    : 
  Personality 375 ask name: 
  Personality 375 ask job : 
  Personality 376 name: Unused
  Personality 376 confused: 
  Personality 376 look    : 
  Personality 376 ask name: 
  Personality 376 ask job : 
  Personality 377 name: Unused
  Personality 377 confused: 
  Personality 377 look    : 
  Personality 377 ask name: 
  Personality 377 ask job : 
  Personality 378 name: Unused
  Personality 378 confused: 
  Personality 378 look    : 
  Personality 378 ask name: 
  Personality 378 ask job : 
  Personality 379 name: Unused
  Personality 379 confused: 
  Personality 379 look    : 
  Personality 379 ask name: 
  Personality 379 ask job : 
  Node 0 person  : 370- Sister Elysia
  Node 0 keywords: odas xxxx
  Node 0 type    : 0
  Node 0 text0   : "Sometimes, he works in mysterious ways."
  Node 0 text1   : 
  Node 1 person  : 370- Sister Elysia
  Node 1 keywords: inte stor
  Node 1 type    : 1
  Node 1 text0   : You need to get some paper before you can interview her.
  Node 1 text1   : "I have nothing else to say on the matter," she answers. "Now if you'll excuse me, I have important things to attend to."
  Node 2 person  : 370- Sister Elysia
  Node 2 keywords: mino floo
  Node 2 type    : 0
  Node 2 text0   : "The waters have receded, thank goodness. But they've left nothing but destruction. We must pray for the souls of these people."
  Node 2 text1   : 
  Node 3 person  : 370- Sister Elysia
  Node 3 keywords: sham xxxx
  Node 3 type    : 2
  Node 3 text0   : You ask her if she knows if the body of a man named Shamus has been found. "I don't know," she answers. "Most of the bodies have been identified, but I don't think Shamus is one of them."
  Node 3 text1   : You ask her if there could be a possibilty that he survived. "The possibility would be quite slim, I'm afraid." (more)
  Node 4 person  : 370- Sister Elysia
  Node 4 keywords: more xxxx
  Node 4 type    : 0
  Node 4 text0   : "If he wasn't drowned by the flood waters, then he would have surely been killed by the swamp gators. I don't mean to be so negative, but I'm almost certain you won't find him alive."
  Node 4 text1   : You tell her to let you know when, or if, he's found. "Certainly," she answers.

  Town = 38: Talmini Isles                

  Town Messages:
  Message 0: Talmini Isles                
  Message 1: Talmini Ferry Landing        
  Message 2: Grah'Mok                     
  Message 3: Grah'Mok                     
  Message 4: Rectangle 4
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  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: The ferry is waiting here, at the end of the pier. The steward calls to you, "Are you boarding this ferry for the return trip to Riddenport?"
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: You climb aboard the ferry and in a short while, it leaves the port and makes it's way across the channel. Soon, you're docked at the pier in Riddenport and you exit the ship.
  Message 27: "The Ormanipu are an ancient race of alchemists. They are distantly related to the orcs, but share none of the same traits, except for some physical similarities. They are a gentle and intelligent race."
  Message 28: "They are also known for their long lifespans, the average being about 200 years. They are wary of other races and will not share their secrets with anyone. I've only had the privilege of seeing some of their potions." 
  Message 29: "They won't even let me have one, for fear I will analyze it. Of course, that's precisely what I want to do. I figured if I could gain their trust by living out here alongside them, perhaps they might open up to me."
  Message 30: "But so far, that has not been the case. I have learned a few of the reagents that they use. Some are common, ordinary ingredients. Others are much more rare and difficult to find."
  Message 31: "I can tell you about some of the reagents, but to learn the others, you'll have to question the inhabitants of this village. Most are tight-lipped though, so don't expect to gain too much information."
  Message 32: "I am, by the way, a teacher of alchemy. If you'd like to improve your skills in conventional alchemy, let me know. Just don't expect any help from the Ormanipu."
  Message 33: "You don't have enough gold," says Christof. "Come back when you do if you want training."
  Message 34: Christof shows you the proper way of preparing and mixing reagents. He shows you the exact amounts of each ingredient to use, and the length of time to mix as to maximize the effects of the potion.
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: Your Alchemy skill is raised by one point.
  Message 41: "You bring me some Nightshade?" she asks. Do you give her some?
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: 
  Message 46: 
  Message 47: You give her some Nightshade. "Me thank you," she says. "Here, I give you old alchemy set." She hands the set to you. "You no can make potions, so it okay."
  Message 48: "Me need to gather Nightshade. Me tired and don't feel like it." You tell her you'd be glad to get some for her, if she'll give you a Potion of Light. 
  Message 49: "No have potion, me say! Fregk-Ursia give you old alchemy set instead. That good gift. You want to know where to find Nightshade?" 
  Message 50: "You very selfish," she pouts. "Fregk-Ursia no like you no more."
  Message 51: "Please find recipe book for Fryn-Garhk. Hobblings from Zenith stole it."
  Message 52: "You only find part of recipe book. Me need whole recipe book. It five pages long. Please find all pages of recipe book."
  Message 53: "You find all pages of recipe book!" she cries. Fryn-Garhk very happy. Me so happy, me give two rewards." You hand the recipe book to her and she proceeds to copy it down into another book. She then hands it back to you.
  Message 54: "You keep this," she says. "Me sure you will find good use for it. Just don't tell others that I give it to you. Now, me give you second reward." She removes a small necklace from her neck and hands it to you. "This necklace for you."
  Message 55: 
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  Message 58: 
  Message 59: "This necklace help keep Fryn-Garhk alive all these many years. It not extend life, but it make wounds heal much faster. Me sure you will find it useful."
  Message 60: "Thank you for returning recipe book to Fryn-Garhk. From now on, me keep my copy in safe place."
  Message 61: You have no room in your inventory, so she places the necklace on the floor.
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  Message 120: Talmini Ferry Landing
  Message 121: 
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  TownDialogue:
  Personality 380 name: Fryn-Garhk
  Personality 380 confused: "Ehh?" she says, cupping her ear with her hand.
  Personality 380 look    : This is just about the oldest living creature you have ever set your eyes on. You think it's a woman, but you're not sure.
  Personality 380 ask name: "I Fryn-Garhk, I am," she answers in a scratchy, high-pitched voice. "Who be you?"
  Personality 380 ask job : "I oldest living Ormanipu in village," she answers. "Very wise, I be. Much knowledge in my head." She pokes her head with a bony finger.
  Personality 381 name: Christof
  Personality 381 confused: 
  Personality 381 look    : You are surprised to see a human living out here in the middle of this swamp. He seems glad to see you as you enter.
  Personality 381 ask name: "I'm Christof," he says. "What brings the likes of you to this dismal part of the world?"
  Personality 381 ask job : "I moved to this village to learn the secrets of the Ormanipu. I know just about all there is to know about conventional alchemy, but there's a whole other form, practiced by the Ormanipu." 
  Personality 382 name: Nacht-Eldarg
  Personality 382 confused: "Too busy to talk now."
  Personality 382 look    : This green skinned creature is busily grinding what look like small black pebbles into a fine powder.
  Personality 382 ask name: "Me Nacht-Eldarg," he answers, briefly stopping what he's doing.
  Personality 382 ask job : "Me making potions. All the time, making potions." He continues grinding away. "This hard work," he says, wiping the sweat from his green brow.
  Personality 383 name: Fregk-Ursia
  Personality 383 confused: "Me don't know."
  Personality 383 look    : This female is carefully putting together what looks like a small alchemy set. There is a mortar and pestle, a small burner, and some glass vials.
  Personality 383 ask name: "Me Fregk-Ursia," she answers. "You come to visit me? Nice to have company."
  Personality 383 ask job : "Fregk-Ursia make alchemy sets. Me supply to all Ormanipu's living in village. Me good at making these sets."
  Personality 384 name: Grohn-Bashuk
  Personality 384 confused: 
  Personality 384 look    : This little guy is pacing back and forth inside his small dwelling. He has a pained look on his face.
  Personality 384 ask name: "Me Grohn-Bashuk," he answers. "What me going to do?"
  Personality 384 ask job : "Me afraid of spiders," he says. You're not sure if he heard your question. "Me just don't like spiders."
  Personality 385 name: Gart-Muhk
  Personality 385 confused: 
  Personality 385 look    : This strange looking creature is seated at a small table, his head buried in a book.
  Personality 385 ask name: "Oh my!" he says, startled. "Me no see you come in. Me Gart-Muhk. Come visit, if you like."
  Personality 385 ask job : "Gart-Muhk reading about Blood Moss. Need to find new location to find it."
  Personality 386 name: Counter Clerk
  Personality 386 confused: "I can't help you with that."
  Personality 386 look    : You see a friendly looking woman standing behind the counter. She greets you as you approach.
  Personality 386 ask name: "Welcome to the Talmini Ferry Landing," she says, smiling. "How can I help you today?"
  Personality 386 ask job : "I am here to answer any questions you may have about the ferry service between Riddenport and the Talmini Isles."
  Personality 387 name: Unused
  Personality 387 confused: 
  Personality 387 look    : 
  Personality 387 ask name: 
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  Personality 388 name: Unused
  Personality 388 confused: 
  Personality 388 look    : 
  Personality 388 ask name: 
  Personality 388 ask job : 
  Personality 389 name: Unused
  Personality 389 confused: 
  Personality 389 look    : 
  Personality 389 ask name: 
  Personality 389 ask job : 
  Node 0 person  : 380- Fryn-Garhk
  Node 0 keywords: olde wise
  Node 0 type    : 0
  Node 0 text0   : "Me turn two hundred and seven next month. Very old, even for Ormanipu. Me learn much knowledge in two hundred and seven years."
  Node 0 text1   : 
  Node 1 person  : 380- Fryn-Garhk
  Node 1 keywords: know head
  Node 1 type    : 0
  Node 1 text0   : "Know all there is to making potions. Me know more potions than any Ormanipu in Grah'Mok. Me most respected in village."
  Node 1 text1   : 
  Node 2 person  : 380- Fryn-Garhk
  Node 2 keywords: resp xxxx
  Node 2 type    : 0
  Node 2 text0   : "All Ormanipu very kind to Fryn-Garhk. It make me feel warm inside. Not like Hobblings." She shutters. "Hobblings play tricks on Fryn-Garhk. Steal recipe book."
  Node 2 text1   : 
  Node 3 person  : 380- Fryn-Garhk
  Node 3 keywords: reci book
  Node 3 type    : 29
  Node 3 text0   : "Have alchemy recipes written down in recipe book. Fryn-Garhk too old to remember all by herself. Hobblings come to village and steal it from me.
  Node 3 text1   : Maybe you can help. Go find Hobblings and get recipe book back for Fryn-Garhk. I will give you great reward."
  Node 4 person  : 380- Fryn-Garhk
  Node 4 keywords: hobb stea
  Node 4 type    : 0
  Node 4 text0   : "Hobblings tiny creatures. Not very nice. Come from Zenith City to visit Grah'Mok. Steal recipe book and run back home."
  Node 4 text1   : 
  Node 5 person  : 380- Fryn-Garhk
  Node 5 keywords: rewa xxxx
  Node 5 type    : 0
  Node 5 text0   : "Fryn-Grahk give special reward to humans if they help get recipe book back."
  Node 5 text1   : 
  Node 6 person  : 380- Fryn-Garhk
  Node 6 keywords: ligh xxxx
  Node 6 type    : 0
  Node 6 text0   : You ask about a getting a Potion of Light. "No give potions to outsiders," she answers. "Ormanipu potions only for Ormanipu. Besides, Fryn-Garhk no have recipe book."
  Node 6 text1   : 
  Node 7 person  : 381- Christof
  Node 7 keywords: secr orma
  Node 7 type    : 29
  Node 7 text0   : "The Ormanipu are very secretive and refuse to share their knowledge with outsiders."
  Node 7 text1   : 
  Node 8 person  : 381- Christof
  Node 8 keywords: reag xxxx
  Node 8 type    : 0
  Node 8 text0   : "One of the reagents they use is Mandrake Root. That's the only common ingredient used in Ormanipu potions and the standard alchemical potions. It grows in swampy regions. In fact, you can find some in this village.
  Node 8 text1   : I've seen them gathering it in the early morning hours." (more)
  Node 9 person  : 381- Christof
  Node 9 keywords: more xxxx
  Node 9 type    : 0
  Node 9 text0   : "I've also learned of two other reagents. They're common, everyday spices... garlic and ginseng. You can find these almost anywhere. I'm sure you can buy them in Zenith. That's all I've learned so far, but I've only been here a short while."
  Node 9 text1   : 
  Node 10 person  : 381- Christof
  Node 10 keywords: ligh xxxx
  Node 10 type    : 0
  Node 10 text0   : You ask him if he knows how to get a Potion of Light. "I wish I did," he answers. "The Ormanipu won't let me have one. And they won't let you have one, either."
  Node 10 text1   : 
  Node 11 person  : 381- Christof
  Node 11 keywords: grah vill
  Node 11 type    : 0
  Node 11 text0   : "I don't know why anyone would want to live in a place like this. I guess the Ormanipu like the privacy."
  Node 11 text1   : 
  Node 12 person  : 381- Christof
  Node 12 keywords: poti xxxx
  Node 12 type    : 0
  Node 12 text0   : "I know how to make conventional potions, but I've yet to learn how to create an Ormanipu potion."
  Node 12 text1   : 
  Node 13 person  : 381- Christof
  Node 13 keywords: teac alch
  Node 13 type    : 0
  Node 13 text0   : "I charge 200 gold to teach individuals how to improve their alchemy skill. Are you interested?"
  Node 13 text1   : 
  Node 14 person  : 381- Christof
  Node 14 keywords: inte xxxx
  Node 14 type    : 29
  Node 14 text0   : "Come back any time if you decide you want training. I'm not going anywhere."
  Node 14 text1   : 
  Node 15 person  : 381- Christof
  Node 15 keywords: trai purc
  Node 15 type    : 0
  Node 15 text0   : "I charge 200 gold to teach individuals how to improve their alchemy skill. Are you interested?"
  Node 15 text1   : 
  Node 16 person  : 383- Fregk-Ursia
  Node 16 keywords: alch sets
  Node 16 type    : 0
  Node 16 text0   : "Ormanipu sometimes be clumsy. Break alchemy sets. Fregk-Ursia make new ones. Keep a good supply for clumsy friends." She giggles.
  Node 16 text1   : 
  Node 17 person  : 383- Fregk-Ursia
  Node 17 keywords: ligh xxxx
  Node 17 type    : 0
  Node 17 text0   : You ask her if she could let you have a Potion of Light. "Me no give outsiders our potions. Me no have ingredients, either. Me need Nightshade."
  Node 17 text1   : 
  Node 18 person  : 383- Fregk-Ursia
  Node 18 keywords: nigh xxxx
  Node 18 type    : 29
  Node 18 text0   : "Fregk-Ursia no need more Nightshade."
  Node 18 text1   : 
  Node 19 person  : 383- Fregk-Ursia
  Node 19 keywords: wher find
  Node 19 type    : 0
  Node 19 text0   : "It grow in dark caves. There be one north of Grah'Mok. Fregk-Ursia usually can find some there. But be careful. It home of Giant Cave Worms. They kill many Ormanipu. Stay away from west side of cave."
  Node 19 text1   : 
  Node 20 person  : 383- Fregk-Ursia
  Node 20 keywords: ingr reag
  Node 20 type    : 0
  Node 20 text0   : "That secret of Ormanipu. Me no talk about that with outsiders."
  Node 20 text1   : 
  Node 21 person  : 382- Nacht-Eldarg
  Node 21 keywords: poti xxxx
  Node 21 type    : 0
  Node 21 text0   : "Nacht-Eldarg grind black pearls into powder to make strong potion."
  Node 21 text1   : 
  Node 22 person  : 382- Nacht-Eldarg
  Node 22 keywords: blac pear
  Node 22 type    : 0
  Node 22 text0   : "It hard to make potions from black pearls. Take a long time to grind to powder. Pearls hard to get, too. Giant Oyster can be very dangerous."
  Node 22 text1   : 
  Node 23 person  : 382- Nacht-Eldarg
  Node 23 keywords: gian oyst
  Node 23 type    : 0
  Node 23 text0   : "Giant Oysters live near rivers and lakes. It move across land, looking for food. Sometimes there be only white pearls inside. But sometimes, Nacht-Eldarg find black pearls. Those the right ones."
  Node 23 text1   : 
  Node 24 person  : 382- Nacht-Eldarg
  Node 24 keywords: reag ingr
  Node 24 type    : 0
  Node 24 text0   : "You nevermind about that," he says. "You already see me using pearls. Me no show you any more."
  Node 24 text1   : 
  Node 25 person  : 385- Gart-Muhk
  Node 25 keywords: bloo moss
  Node 25 type    : 0
  Node 25 text0   : "It grow in damp areas on dead trees. Usually in caves. Used to be in cave north of village. Gart-Muhk pick some, it grow back in a few days. Gart-Muhk pick some more. But dead trees fall to pieces and go away.
  Node 25 text1   : Blood Moss not grow anymore."
  Node 26 person  : 385- Gart-Muhk
  Node 26 keywords: ingr reag
  Node 26 type    : 0
  Node 26 text0   : "Me no talk to outsiders about reagents." He pauses for a moment, as if he just realized something. "Of course, Blood Moss not a reagent. No, me use it for, eh, snack. Yes, it very tasty. It just a snack for Gart-Muhk."
  Node 26 text1   : 
  Node 27 person  : 384- Grohn-Bashuk
  Node 27 keywords: spid xxxx
  Node 27 type    : 0
  Node 27 text0   : "Grohn-Bushuk need to make new potion but can't get courage enough to get ingredients." You ask him what ingredient he's looking for. "Me can't tell you. Never mind what I say about spiders, too.
  Node 27 text1   : It have nothing to do with ingredients. Nope, nothing at all."
  Node 28 person  : 385- Gart-Muhk
  Node 28 keywords: loca xxxx
  Node 28 type    : 0
  Node 28 text0   : "Old location not good anymore. Gart-Muhk need to find new location."
  Node 28 text1   : 
  Node 29 person  : 384- Grohn-Bashuk
  Node 29 keywords: reag ingr
  Node 29 type    : 0
  Node 29 text0   : "What ingredients?" he asks. "Me know nothing about ingredients or reagents. So, eh, nice weather today, yes?"
  Node 29 text1   : 
  Node 30 person  : 384- Grohn-Bashuk
  Node 30 keywords: weat xxxx
  Node 30 type    : 0
  Node 30 text0   : "Oh, yes. This time of year, swamp gas has lovely smell. Don't you agree?"
  Node 30 text1   : 
  Node 31 person  : 383- Fregk-Ursia
  Node 31 keywords: gian worm
  Node 31 type    : 0
  Node 31 text0   : "Family of worms live in west side of cave. Spit acid at Ormanipu. Very deadly. Fregk-Ursia no go near west side."
  Node 31 text1   : 
  Node 32 person  : 386- Counter Clerk
  Node 32 keywords: talm xxxx
  Node 32 type    : 0
  Node 32 text0   : "The Talmini Isles are a small group of tropical isles. You can find the town of Grah'Mok here, home of the Ormanipu. You will find them a friendly but reserved group of people. Their home is in a swamp, so pack accordingly.
  Node 32 text1   : 
  Node 33 person  : 386- Counter Clerk
  Node 33 keywords: ridd ferr
  Node 33 type    : 0
  Node 33 text0   : "The ferry runs around the clock and you should never find yourself having to wait long. The return trip to Riddenport is free, so there is no need for a ticket."
  Node 33 text1   : 
  Node 34 person  : 386- Counter Clerk
  Node 34 keywords: tick purc
  Node 34 type    : 0
  Node 34 text0   : "You don't need to purchase a ticket for the return trip to Riddenport. There is no charge. Just wait at the end of the dock for the next ferry."
  Node 34 text1   : 
  Node 35 person  : 386- Counter Clerk
  Node 35 keywords: serv xxxx
  Node 35 type    : 0
  Node 35 text0   : "The ferry runs around the clock and you should never find yourself having to wait long. The return trip to Riddenport is free, so there is no need for a ticket."
  Node 35 text1   : 
  Node 36 person  : 386- Counter Clerk
  Node 36 keywords: pack acco
  Node 36 type    : 0
  Node 36 text0   : "It's best to keep some cure poison potions with you, just in case. Of course, swamp boots are the best protection against poisonous plants. If you have neither of these, just be careful."
  Node 36 text1   : 
  Node 37 person  : 386- Counter Clerk
  Node 37 keywords: grah swam
  Node 37 type    : 0
  Node 37 text0   : "The Ormanipu prefer to live in swampy areas. It helps to keep out unwanted visitors, plus they can find reagents they use for their potions."
  Node 37 text1   : 
  Node 38 person  : 386- Counter Clerk
  Node 38 keywords: orma xxxx
  Node 38 type    : 0
  Node 38 text0   : "The Ormanipu are a distant relation to the orcs that live underground. But they are much more civilized and intelligent and they prefer to live above ground, in swampy regions."
  Node 38 text1   : 
  Node 39 person  : 386- Counter Clerk
  Node 39 keywords: ligh vill
  Node 39 type    : 0
  Node 39 text0   : "I can't help you with that."
  Node 39 text1   : 
  Node 40 person  : 386- Counter Clerk
  Node 40 keywords: poti alch
  Node 40 type    : 0
  Node 40 text0   : "I can't help you with that."
  Node 40 text1   : 

  Town = 39: A Dark Cave                  

  Town Messages:
  Message 0: A Dark Cave                  
  Message 1: Lair of the Cave Worm        
  Message 2: Lair of the Cave Worm        
  Message 3: Sulfurous Caverns            
  Message 4: Sulfurous Caverns            
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
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  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Because of your knowledge of cave lore, you recognize these mushrooms as being edible. You pick a bunch and put them in your pack.
  Message 21: There are some mushrooms growing here. Because of your lack of knowledge of cave lore, you don't know if they're edible or not, so you leave them alone.
  Message 22: There is a large patch of mushrooms growing in this part of the cave. Since you lack the knowledge of cave lore, you don't know if they're edible, so you leave them alone.
  Message 23: There is a large patch of mushrooms growing in this part of the cave. Because of your knowledge of cave lore, you know that they are edible, so you pick a bunch of them and put them in your pack.
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  TownDialogue:
  Personality 390 name: Unused
  Personality 390 confused: 
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  Town = 40: Sariminsum                   

  Town Messages:
  Message 0: Sariminsum                   
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Traveler's Bazaar
  Message 21: Medical Clinic
  Message 22: Sleeping Quarters
  Message 23: Traveler's Inn
  Message 24: Food for Thought
  Message 25: The Collection
  Message 26: You comment to Savel about the glowing walls. "These walls give off heat and light," he tells you. "The T'Lanhg use the energy of their minds to create that effect. Otherwise it would be dark and quite cold in here."
  Message 27: 
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: "This is the Traveler's Bazaar," says Savel. "Here, you can pick up various odds and ends that the T'Lanhg sell at ridiculously high prices. Bloody thieves," he says under his breath.
  Message 33: "Of course, all the profit goes to 'The Collection', a cache of all the gold in the city that is kept together in a secure place. This money goes to the upkeep of the hive and other community needs."
  Message 34: "It's interesting how they have it so well-guarded and secured behind impenetrable barriers. Not that any T'Lanhg would ever think about stealing it. Of course not," he says, sarcastically.
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: "All the T'Lanhg sleep here together in these communal sleeping quarters," says Savel. "Sounds cozy, don't it? None of them owns property or even has a private room to themselves. I couldn't live this way, that's for bloody sure."
  Message 39: 
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: "They grow their own food here," says Savel. "Mostly mushrooms and vegetables. All T'Lanhg are vegetarians. I couldn't live without meat. And they don't drink alcohol, neither! Must be a horrible life."
  Message 45: 
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: "We can get something to eat here," says Savel. "And we can get real food here, too. Not that vegetarian crap the T'Lanhg all eat. Now, if they'd just open up a bar down here, this wouldn't be a bad place to visit at all."
  Message 51: 
  Message 52: 
  Message 53: 
  Message 54: 
  Message 55: 
  Message 56: "This is the High T'Lanhg," says Savel. "He's the leader of this hive." He turns to the leader and says, "Hey, your highness. How's tricks?" The High T'Lanhg looks at Savel and you assume he is communicating with him.
  Message 57: "We've come looking for Quib," says Savel. He waits for the leader's response and then says, "Yes, I know. T'Lanhg don't have names, but we've got to call him something. Anyway, you know who I mean."
  Message 58: There is silence again as Savel 'listens' to the leader's response. "Well, that's just bloody great!" cries Savel. "I just knew it!" You ask him what's the matter. "Quib's gone rogue again, that little shit."
  Message 59: "Come on," says Savel, heading out of the room. "Where are we going?" you ask him. "We're going to go find him. He's out treasure hunting." You ask, "How are we going to find him?"
  Message 60: "Easy. I know exactly where he is. The High T'Lanhg told me. Now let's get a move on. No, wait," he says, changing his mind. "Let's not be too hasty. We may want to stock up on supplies or food."
  Message 61: "The world of Tel'moria is a dangerous place. We'll go when you feel you're ready to go. I'd think about bringing along some Potions of Clarity, considering where we're going.  As soon as you're ready, head outside the city. I'll lead the way."
  Message 62: You show the guard your Tele-Passport and he let's you pass.
  Message 63: "Thank you again, for all your help," says Sister Elysia. "I'm sorry for going to General Vargas behind your back, but I truly believe it is the only way we can hope to stop Lucivias."
  Message 64: "I can find my way to the High T'Lanhg and explain what is happening. He probably knows already. I'm sure I'll be safe here, at least for the time being." She looks as if she has more to say, but then decides against it and turns and walks into the city.
  Message 65: 
  Message 66: 
  Message 67: 
  Message 68: 
  Message 69: As she walks away, you take out your talking crystal and contact General Vargas. "Is she safe?" he asks. You answer yes. "Good. The waterspout has disappeared, just as we hoped."
  Message 70: "Now listen up. Get back here as soon as you can. You will need to report to Colonel Viatrix. He has the information you'll need for your next mission. Oh, and sorry about the outburst back in Zenith. We are all under a bit of a strain."
  Message 71: 
  Message 72: 
  Message 73: 
  Message 74: 
  Message 75: Sister Elysia leaves the party.
  Message 76: You introduce Grimly to Sister Elysia. "Hello Grimly," she says. "It's a pleasure meeting you. "Hello, pretty lady," says Grimly. "So, you going to cure me?" She answers, "Yes, I will. I am an Empath.
  Message 77: After you have helped us, I shall give you back your mortality. But first, you must help us rid our land of the evil that has befallen it." (more)
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  Message 131: 
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  Message 133: 
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  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 400 name: T 'Lanhg
  Personality 400 confused: ....................................
  Personality 400 look    : This red-robed figure stands at the counter, beckoning you to come over and look at his wares.
  Personality 400 ask name: ....................................
  Personality 400 ask job : He shows you his wares. They seem to be mostly adventuring supplies. You look through them to see if there's anything you want to buy.
  Personality 401 name: T 'Lanhg
  Personality 401 confused: ....................................
  Personality 401 look    : This red-robed figure stands at the counter, beckoning you to come over and look at his wares.
  Personality 401 ask name: .............................................
  Personality 401 ask job : He shows you his wares. He has an eclectic assortment of items. You look through them to see if there's anything you want to buy.
  Personality 402 name: T' Lanhg
  Personality 402 confused: ....................................
  Personality 402 look    : This red-robed figure stands at the counter, beckoning you to come over and look at his wares.
  Personality 402 ask name: ...........................................
  Personality 402 ask job : He shows you his wares. He has an eclectic assortment of items. You look through them to see if there's anything you want to buy.
  Personality 403 name: T' Lanhg
  Personality 403 confused: ....................................
  Personality 403 look    : This red-robed figure stands at the counter, beckoning you to come over and look at his wares.
  Personality 403 ask name: .............................................
  Personality 403 ask job : He shows you his wares. He has an eclectic assortment of items. You look through them to see if there's anything you want to buy.
  Personality 404 name: T 'Lanhg
  Personality 404 confused: ....................................
  Personality 404 look    : This red-robed figure beckons to you to come over to his stall. 
  Personality 404 ask name: ...........................................
  Personality 404 ask job : He points to your pack and gestures to you to open it and show your items. He pulls out a big magnifying glass and holds it up to your pack. Oh, you get it. He's an Identifier.
  Personality 405 name: T 'Lanhg
  Personality 405 confused: ....................................
  Personality 405 look    : This red-robed figure stands at the counter, beckoning you to come over and look at his wares.
  Personality 405 ask name: ...............................................
  Personality 405 ask job : He shows you his wares. He has a large stock of arrows, darts and other missile weapons. You look through them to see if there's anything you want to buy.
  Personality 406 name: T' Lanhg
  Personality 406 confused: ....................................
  Personality 406 look    : This red-robed figure is stirring a large pot of a soupy mixture. Actually, it smells quite good.
  Personality 406 ask name: ...............................................
  Personality 406 ask job : He picks up a menu and hands it to you. You politely take it and glance over it to see if there's anything you want to purchase.
  Personality 407 name: T 'Lanhg
  Personality 407 confused: ....................................
  Personality 407 look    : This red-robed figure bows to you as you approach her. At least you think it's a 'her'.
  Personality 407 ask name: .......................................
  Personality 407 ask job : She holds up a small bottle and gives you a questioning look. You look closer at the bottle and realize it's a healing potion. She's obviously a healer and is asking if you need her services.
  Personality 408 name: T 'Lanhg
  Personality 408 confused: ....................................
  Personality 408 look    : This red-robed figure is sitting behind the counter, staring off into space. You wonder if he's having a telepathic vision, or just daydreaming.
  Personality 408 ask name: ..........................................
  Personality 408 ask job : He points to a sign above the counter. It lists the rates per night for a bed. It seems it will cost the group 20 gold for one night's rest. Do you want to rest for the night?
  Personality 409 name: High T 'Lanhg
  Personality 409 confused: ....................................
  Personality 409 look    : This T'Lanhg is wearing green robes instead of the common red ones all the others wear. It denotes a T'Lanhg of high standing... usually a leadership position.
  Personality 409 ask name: ...................................................
  Personality 409 ask job : ...................................................
  Node 0 person  : 400- T 'Lanhg
  Node 0 keywords: purc xxxx
  Node 0 type    : 7
  Node 0 text0   : Adventuring Supplies
  Node 0 text1   : 
  Node 1 person  : 401- T 'Lanhg
  Node 1 keywords: purc xxxx
  Node 1 type    : 23
  Node 1 text0   : Traveler's Bazaar
  Node 1 text1   : 
  Node 2 person  : 402- T' Lanhg
  Node 2 keywords: purc xxxx
  Node 2 type    : 23
  Node 2 text0   : Traveler's Bazaar
  Node 2 text1   : 
  Node 3 person  : 403- T' Lanhg
  Node 3 keywords: purc xxxx
  Node 3 type    : 23
  Node 3 text0   : Traveler's Bazaar
  Node 3 text1   : 
  Node 4 person  : 404- T 'Lanhg
  Node 4 keywords: iden purc
  Node 4 type    : 16
  Node 4 text0   : You show him the items you wish to be identified.
  Node 4 text1   : 
  Node 5 person  : 405- T 'Lanhg
  Node 5 keywords: purc xxxx
  Node 5 type    : 7
  Node 5 text0   : Missile Weapons
  Node 5 text1   : 
  Node 6 person  : 406- T' Lanhg
  Node 6 keywords: purc menu
  Node 6 type    : 7
  Node 6 text0   : 'Food for Thought' menu
  Node 6 text1   : 
  Node 7 person  : 407- T 'Lanhg
  Node 7 keywords: heal serv
  Node 7 type    : 12
  Node 7 text0   : Healer
  Node 7 text1   : 
  Node 8 person  : 408- T 'Lanhg
  Node 8 keywords: rest nigh
  Node 8 type    : 3
  Node 8 text0   : You pay the innkeeper the 20 gold and go find some empty beds in the community sleeping quarters. Since there are no private rooms, you spend a somewhat restless night.
  Node 8 text1   : You don't have enough money.

  Town = 41: Sariminsum                   

  Town Messages:
  Message 0: Sariminsum                   
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Traveler's Bazaar
  Message 21: Medical Clinic
  Message 22: Sleeping Quarters
  Message 23: Traveler's Inn
  Message 24: Food for Thought
  Message 25: The Collection
  Message 26: The barriers that once kept the city's cache of gold and treasure are gone, leaving it completely vulnerable to thieves and other undesirables. You wouldn't think of taking anything, would you?
  Message 27: A piece of paper floats in the air. Scrawled across it in what looks like blood, are the words, "SUFFER THE UNBELIEVERS, DIVINE RETRIBUTION!"
  Message 28: "This not look good," says Grimly. "What happened?" You examine the surrounding landscape as you exit the building. The ground is covered in ice. A cold wind sends shivers down your spine.
  Message 29: "Oh, no," you quietly say to yourself. "Why everything frozen?" Grimly asks. "Frosgaard," you answer. "What?" asks Grimly. You tell him that Lucivius has made it look like the god, Frosgaard, has done this to Sariminsum.
  Message 30: "Where Sister Elysia?" asks Grimly. "We must find Sister Elysia NOW!" You can hear panic in his voice. You decide to search the city, but you pretty much know what you'll find.
  Message 31: 
  Message 32: 
  Message 33: 
  Message 34: "We not go back until we find Sister Elysia!" cries Grimly.
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: "Me have an idea," says Grimly. "Meet me at center of T'Lanhg leader's throne room." And with that, he teleports away.
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: 
  Message 46: Grimly leaves the party.
  Message 47: "Okay, me had enough. Me know getting cured was too good to be true. Me help you once. That all. You have big problem. This Lucivius is powerful entity. Maybe he IS a god. Me no know."
  Message 48: "All me know is, me not going to get cured. And me also know that you will probably get killed by powerful entity. Me should be so lucky. Life is ironic, is it not?" He raises his hand and waves goodbye.
  Message 49: 
  Message 50: 
  Message 51: 
  Message 52: 
  Message 53: This is the end of the main plot of "Adventurer's Club 3: Retribution, Part 1." You may continue to play and finish any side quests you may have started. When you're done adventuring, make a save game and keep it until Retribution, Part 2 is released.
  Message 54: Part 2 will NOT be a separate game. It will be incorporated into this one and will contain both games. You can not start Part 2 with a new party. You must use a save game from Part 1 to continue.
  Message 55: Now what? This "entity" as Grimly called it, has now struck four times. He has taken four Empaths, including Sister Elysia. Is it the wizard savant, Lucivius? It must be. He must need the Empaths to cure his bloodgrave's disease.
  Message 56: But what are his plans? And what of Prime Minister Volton? Is he friend or foe? There are many questions still left unanswered. And it will be up to you to discover the answers to these questions. And possibly save the world in the process.
  Message 57: You may also leave the game by taking the road east of the Northern Blockade. But be sure to save BEFORE you leave the game or you won't be able to continue the game when Part 2 comes out. 
  Message 58: You WILL, of course, be able to start the entire game (when Part 2 is released) from the very beginning if you so desire.
  Message 59: "Why it so dark in here?" asks Grimly. You're wondering the same thing.
  Message 60: 
  Message 61: 
  Message 62: 
  Message 63: 
  Message 64: 
  Message 65: Happy Adventuring!
  Message 66:                   Chapter Two

            "The Untamed Region"
  Message 67: *
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  Message 139: 

  TownDialogue:
  Personality 410 name: T 'Lanhg
  Personality 410 confused: .....................
  Personality 410 look    : This red-robed figure stands at the counter, beckoning you to come over and look at his wares.
  Personality 410 ask name: ....................................
  Personality 410 ask job : He shows you his wares. They seem to be mostly adventuring supplies. You look through them to see if there's anything you want to buy.
  Personality 411 name: Unused
  Personality 411 confused: 
  Personality 411 look    : 
  Personality 411 ask name: 
  Personality 411 ask job : 
  Personality 412 name: Unused
  Personality 412 confused: 
  Personality 412 look    : 
  Personality 412 ask name: 
  Personality 412 ask job : 
  Personality 413 name: Unused
  Personality 413 confused: 
  Personality 413 look    : 
  Personality 413 ask name: 
  Personality 413 ask job : 
  Personality 414 name: Unused
  Personality 414 confused: 
  Personality 414 look    : 
  Personality 414 ask name: 
  Personality 414 ask job : 
  Personality 415 name: Unused
  Personality 415 confused: 
  Personality 415 look    : 
  Personality 415 ask name: 
  Personality 415 ask job : 
  Personality 416 name: Unused
  Personality 416 confused: 
  Personality 416 look    : 
  Personality 416 ask name: 
  Personality 416 ask job : 
  Personality 417 name: Unused
  Personality 417 confused: 
  Personality 417 look    : 
  Personality 417 ask name: 
  Personality 417 ask job : 
  Personality 418 name: Unused
  Personality 418 confused: 
  Personality 418 look    : 
  Personality 418 ask name: 
  Personality 418 ask job : 
  Personality 419 name: Unused
  Personality 419 confused: 
  Personality 419 look    : 
  Personality 419 ask name: 
  Personality 419 ask job : 
  Node 0 person  : 400- T 'Lanhg
  Node 0 keywords: purc xxxx
  Node 0 type    : 7
  Node 0 text0   : Adventuring Supplies
  Node 0 text1   : 

  Town = 42:                              

  Town Messages:
  Message 0:                              
  Message 1: Lair of the Devourers        
  Message 2: Lair of the Devourers        
  Message 3: Lair of the Devourers        
  Message 4: Lair of the Devourers        
  Message 5: Dark Tunnel                  
  Message 6: Dark Tunnel                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Up ahead, you see a lone T'Lanhg standing by the edge of a deep crevasse. "Quib," calls Savel. "Imagine meeting you here. What's the matter, Quib? Got yourself a little dilemma?"
  Message 21: Quib telepathically communicates his answer. "It seems there's been a recent quake here and this large crack has opened up, barring Quib from getting to his precious diamonds. What a shame," Savel says, sarcastically.
  Message 22: "Well, luckily, we just happened to be passing by and have we got a deal for you. The Guardians want you back to perform a small task. And Vargas is willing to pay you what you want."
  Message 23: You're not sure, but you think you see Quib's eyes light up. "Now don't get too excited, my old friend, the task is a bit on the dangerous side. What do you mean you already know what it is? I hate it when you read my mind! Oh, piss off!"
  Message 24: Savel turns to you and says, "He's agreed to help us. So the next step is to head over to your neck of the woods and sneak into the Nephilim base."
  Message 25: 
  Message 26: Quib joins your party.
  Message 27: There is a deep crevasse here. It would be too dangerous to attempt to cross it.
  Message 28: There is a deep crevasse in front of you. Do you want to use the Gravitron to hover across?
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: 
  Message 34: There is a deep crevasse in front of you. Do you want to use the Gravitron to hover across?
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: "Oh, I knew it!" cries Savel. "We're all going to die!" You turn to see what he's whining about now. But it doesn't take long to realize the cause of his outburst. Coming at you from all sides of the cave are Mind Devourers!
  Message 41: 
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  TownDialogue:
  Personality 420 name: Unused
  Personality 420 confused: 
  Personality 420 look    : 
  Personality 420 ask name: 
  Personality 420 ask job : 
  Personality 421 name: Unused
  Personality 421 confused: 
  Personality 421 look    : 
  Personality 421 ask name: 
  Personality 421 ask job : 
  Personality 422 name: Unused
  Personality 422 confused: 
  Personality 422 look    : 
  Personality 422 ask name: 
  Personality 422 ask job : 
  Personality 423 name: Unused
  Personality 423 confused: 
  Personality 423 look    : 
  Personality 423 ask name: 
  Personality 423 ask job : 
  Personality 424 name: Unused
  Personality 424 confused: 
  Personality 424 look    : 
  Personality 424 ask name: 
  Personality 424 ask job : 
  Personality 425 name: Unused
  Personality 425 confused: 
  Personality 425 look    : 
  Personality 425 ask name: 
  Personality 425 ask job : 
  Personality 426 name: Unused
  Personality 426 confused: 
  Personality 426 look    : 
  Personality 426 ask name: 
  Personality 426 ask job : 
  Personality 427 name: Unused
  Personality 427 confused: 
  Personality 427 look    : 
  Personality 427 ask name: 
  Personality 427 ask job : 
  Personality 428 name: Unused
  Personality 428 confused: 
  Personality 428 look    : 
  Personality 428 ask name: 
  Personality 428 ask job : 
  Personality 429 name: Unused
  Personality 429 confused: 
  Personality 429 look    : 
  Personality 429 ask name: 
  Personality 429 ask job : 

  Town = 43: Magestica

  Town Messages:
  Message 0: Magestica
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "You don't seem to have enough gold," he says. "I didn't think the likes of you could afford my fee."
  Message 21: "Now there's a lot of information you'll have to learn," he begins. "I'll try not to go too far over your head." He begins the lesson, and it IS quite a lot to take in. After a full two hours, you feel like you've learned a little of what he has taught.
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: 
  Message 27: You item lore is raised by 1 point.
  Message 28: You show your Tele-Passport to the guard and he let's you pass.
  Message 29: "I was visiting Tel'moria a while back and in a moment of foolishness, I let my guard down and was attacked by Orcs. I escaped unharmed, but my traveling chest was taken by those nasty creatures."
  Message 30: "Inside that chest is an article of clothing that contains powerful defensive magic. I would really like to have it back. If you were able to accomplish this task, I could be persuaded to waive my fee and teach you at no charge."
  Message 31: "If you are interested, go to the underground province of Tel'moria, and enter the Orcan territory. I believe there is a large Orc camp in the north. Look for my chest there. I doubt they've been able to open it."
  Message 32: "There is a spell on it that keeps it locked. A magic word is the only thing that can unlock it. That word is "Palooza". You should be able to recognize my chest by the arcane symbols decorating the outside."
  Message 33: 
  Message 34: 
  Message 35: "Do you want to pay the 1500 gold pieces to take my class? I will teach each one of you to raise your mage spell casting abilities by one level."
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: "Well, that's up to you," he says, sounding annoyed. 
  Message 42: "I believe you're going to need just a little more gold than that," he says.
  Message 43: You take a seat in his class and he begins the lesson. He drones on and on about how to cast spells and how to focus your mind to strengthen you spellcasting abilities."
  Message 44: While you're listening to his endless monologue, you think you see him make some quick gestures with his hand and then point in your direction. You're not sure, but you think you feel a slight tingling sensation.
  Message 45: "And that is the conclusion to my lesson," he says. "I guarantee, after listening to my brilliant words of knowledge, you will all be able to cast spells at a greater level than before... Thank you." The students stand and applaud.
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: 
  Message 51: 
  Message 52: 
  Message 53: "That is wonderful," he says, taking the robes. "As promised, I will waive my fee and teach you of my great knowledge at no charge."
  Message 54: 
  Message 55: 
  Message 56: 
  Message 57: 
  Message 58: 
  Message 59: "Well, that's too bad," he says. "Why have you returned then? Have you changed your mind and decided to pay for the lesson?"
  Message 60: "That is my offer to you. If you aren't interested and would rather just pay my fee, then tell me now, and I will begin the lesson."
  Message 61: "Have you returned with the item that I asked you to retrieve?" he asks.
  Message 62: What do you tell him?
  Message 63: 
  Message 64: 
  Message 65: 
  Message 66: 
  Message 67: The mage spell casting skill is raised by one point for the entire party.
  Message 68: "You have already taken my class," he says. "We must leave room for new students who have yet to experience the privilege of listening to the wisdom of my great intellect."
  Message 69: "You brought all the clothes!" Gumby cries. You hand them to him. "This is perfect," he says, looking over the shirt and pants. "And look at this robe. I'll look just like a Magite when I put this on."
  Message 70: "And these boots... ummm.... I don't think I'll be able to fit in these." He tries to shove his big, blocky foot into the small boot. "No, this isn't going to work. Do these come in any other sizes? You know... like extra, extra large?"
  Message 71: You tell him that you don't think so. "What can we do?" he asks. "My big, green feet will surely give me away." He scratches the tip of his green, pointy head. "I know.  Take them to a shoe store and have them altered."
  Message 72: 
  Message 73: 
  Message 74: 
  Message 75: He hands the boots back to you. "I'll be waiting here for you to get back," he says, enthusiastically.
  Message 76: "Are you ready to rescue me?" he asks, excitedly. He looks to see if you've brought all the clothes he asked for. "You don't have all the clothes," he says, disappointedly.
  Message 77: "I need a shirt, pants, boots, and a robe. Brings me these items and then we can commence with my rescue."
  Message 78: "I just need a pair of boots, preferably size extra, extra large."
  Message 79: "I'll need the proper sized boots before we can attempt this rescue," says Gumby. "You must have them altered to fit me."
  Message 80: You hand him the extra, extra, extra large boots and he slips them on without a problem. "This is perfect!" he cries. "Now I shall have no problem leaving the city. 
  Message 81: I will now join you and we can go to the Untamed Region together. What fun!" (continue)
  Message 82: Gumby joins your party.
  Message 83: "That was easy!" cries Gumby. "The guards didn't even notice me." You tell him to be quiet and push him towards the portal."
  Message 84: 
  Message 85: 
  Message 86: 
  Message 87: 
  Message 88: 
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Magestica Port
  Message 121: Icarus...Identifier Extraordinaire!
  Message 122: Pawn Shop
  Message 123: Magestica City Dump
  Message 124: Magestica General Store
  Message 125: Sparkly Things
  Message 126: Gumby Shop
  Message 127: To the Gumby Factory
  Message 128: Tickets
  Message 129: Tickets
  Message 130: Teleportal to Central Transit Center
  Message 131: Professor Marvelus
  Message 132: Mage's Bazaar
  Message 133: Mage's Bazaar
  Message 134: Mage's Bazaar
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 430 name: Lucias
  Personality 430 confused: 
  Personality 430 look    : The man standing at the counter is dressed in mage's robes and wears a sailor's cap. It is an odd combination, to say the least.
  Personality 430 ask name: "I'm Lucias," he says in a friendly voice. Not at all like what you'd expect from a typical Magite.
  Personality 430 ask job : "I sell boats," he says. "A boat costs 300 gold pieces. They're great for getting around, especially if your magic powers aren't up to snuff. Let me know if you want to buy one."
  Personality 431 name: Icarus
  Personality 431 confused: "I wish I knew."
  Personality 431 look    : The mage behind the counter is studying some strange object with a magnifying glass and busily writing notes in a notebook.
  Personality 431 ask name: He looks up, a bit startled, as you approach the counter. "I'm sorry. I didn't hear you come in. Too wrapped up in my work, as usual. My name's Icarus."
  Personality 431 ask job : "I study artifacts, ancient and new, magical and mundane. I can identify objects for you, for a small fee. I also teach my  identifying skills to those interested."
  Personality 432 name: Morgana
  Personality 432 confused: "That does not interest me."
  Personality 432 look    : The woman before you has an intense look in her face. In fact, it looks as if she has small flames burning in each eye. Maybe it's just a reflection, though you're just not sure.
  Personality 432 ask name: "I am Morgana," she says, in a sultry voice. "Please, come in and speak with me."
  Personality 432 ask job : "I am an enchantress. I can enchant non magical weapons with the power to shoot flames. In this way, I can give anyone the power of fire, even mundanes like yourselves."
  Personality 433 name: Thorus
  Personality 433 confused: "That doesn't interest me."
  Personality 433 look    : This Magite vendor is standing behind the counter, trying to entice customers to come to his station. When he sees you, he waves you over, recognizing you as non Magites.
  Personality 433 ask name: "I am Thorus," he says, with a fake smile. "Come over here, I have something I know you'll be interested in."
  Personality 433 ask job : "I offer mundanes like yourself, the chance to possess great magic. I can enchant your non magical weapons with a fiery blue flame that can double it's damage."
  Personality 434 name: Septimus
  Personality 434 confused: 
  Personality 434 look    : This shopkeeper waits patiently behind the counter, waiting for the occasional customer to wander in. On the shelves are a wide variety of items, collected from all across the land.
  Personality 434 ask name: "I'm Septimus," he says in a friendly voice. "Please, come in. Have a look around."
  Personality 434 ask job : "I own this shop," he answers. "You can find a little bit of everything here. I buy and sell all types of items."
  Personality 435 name: Irenicas
  Personality 435 confused: "I couldn't answer that."
  Personality 435 look    : The shopkeeper stands behind the counter, waiting on customers and organizing the stock as needed.
  Personality 435 ask name: "My name is Irenicas," she answers. "Please, take your time. Look over my goods and let me know if you see anything you want."
  Personality 435 ask job : "I sell a variety of items, here at the Magestica General Store. I have a large selection of food items, plus a small selection of supplies suited more for mundanes like yourself."
  Personality 436 name: Ulandus
  Personality 436 confused: "You wouldn't understand my answer."
  Personality 436 look    : This Magite vendor is standing behind the counter, trying to entice customers to come to his station. When he sees you, he waves you over, recognizing you as non Magites.
  Personality 436 ask name: "I am called Ulandus," he says, theatrically. "Please, step up to my stand and I shall offer you a service you can't turn down."
  Personality 436 ask job : "I am a master spell caster, and out of the goodness of my heart, I have chosen to share my talent with the less fortunate, such as yourselves. My specialty is the priestly spells."
  Personality 437 name: Thundirus
  Personality 437 confused: 
  Personality 437 look    : This Magite vendor is standing behind the counter, trying to entice customers to come to his station. When he sees you, he waves you over, recognizing you as non Magites.
  Personality 437 ask name: "I am called Thundirus," he says.
  Personality 437 ask job : "I teach mundanes like yourselves to cast powerful magic spells so you can have the privilege to feel what it's like to be a Magite. Doesn't that sound thrilling?"
  Personality 438 name: Beladonnas
  Personality 438 confused: "Well, that doesn't really concern me."
  Personality 438 look    : This shopkeeper waits patiently behind the counter, waiting for the occasional customer to wander in. On the shelves are a wide variety of colorful crystals.
  Personality 438 ask name: "My name is Beladonnas," she says. "Now, be careful as you stroll through the store. The crystals are fragile. Don't break anything."
  Personality 438 ask job : "I sell magic crystals to mundanes and lazy Magites." She laughs quietly to herself and then asks, "Do you see anything you'd like to buy?"
  Personality 439 name: Gumby Vender
  Personality 439 confused: "I don't really know."
  Personality 439 look    : Behind the counter is a tall, green golem made out of clay. It is one of the Magite's servant golems, affectionately called, Gumbies.
  Personality 439 ask name: "I'm Gumby," he says in a cheerful voice.
  Personality 439 ask job : "I'm running this stand for my master. She couldn't come to work today, so she sent me. I'm selling jewelry. Is there anything you'd like to purchase?"
  Node 0 person  : 430- Lucias
  Node 0 keywords: magi powe
  Node 0 type    : 0
  Node 0 text0   : "Having great magic power isn't everything. Most Magites spend their life in pursuit of attaining the most powerful magic that they can. Ever since I discovered the serenity of floating over the water in a boat, I have practically given up using magic.
  Node 0 text1   : I think I enjoy life because of that."
  Node 1 person  : 430- Lucias
  Node 1 keywords: purc boat
  Node 1 type    : 20
  Node 1 text0   : You hand him the 300 gold. "Thank you," he says, taking the gold. "You'll find your new boat waiting for you outside at the dock."
  Node 1 text1   : "You don't have enough gold," he says. "Come back when you do."
  Node 2 person  : 431- Icarus
  Node 2 keywords: purc iden
  Node 2 type    : 16
  Node 2 text0   : "I charge 15 gold to identify each item," he says. "So, let's see what you have."
  Node 2 text1   : 
  Node 3 person  : 431- Icarus
  Node 3 keywords: inte teac
  Node 3 type    : 0
  Node 3 text0   : "To identify a wide range of objects, one needs to learn a great deal about the world, it's history, it's cultures, etc., etc. My lessons are very extensive and, therefore, very expensive. I charge 300 gold per lesson."
  Node 3 text1   : 
  Node 4 person  : 431- Icarus
  Node 4 keywords: less xxxx
  Node 4 type    : 29
  Node 4 text0   : "Well, I don't blame you for changing your mind. My lessons are probably too difficult for the likes of you."
  Node 4 text1   : 
  Node 5 person  : 431- Icarus
  Node 5 keywords: skil xxxx
  Node 5 type    : 0
  Node 5 text0   : "To identify a wide range of objects, one needs to learn a great deal about the world, it's history, it's cultures, etc., etc. My lessons are very extensive and, therefore, very expensive. I charge 300 gold per lesson."
  Node 5 text1   : 
  Node 6 person  : 432- Morgana
  Node 6 keywords: ench flam
  Node 6 type    : 17
  Node 6 text0   : "If you show me your weapons I can tell you which ones I can enchant with the flame spell."
  Node 6 text1   : 
  Node 7 person  : 433- Thorus
  Node 7 keywords: ench purc
  Node 7 type    : 17
  Node 7 text0   : "Just show me the weapon you wish me to enchant, and you can possess a small fraction of the power of a Magite."
  Node 7 text1   : 
  Node 8 person  : 434- Septimus
  Node 8 keywords: purc xxxx
  Node 8 type    : 23
  Node 8 text0   : Pawn Shop
  Node 8 text1   : 
  Node 9 person  : 434- Septimus
  Node 9 keywords: sell xxxx
  Node 9 type    : 15
  Node 9 text0   : "Well, let's take a look and see what you've got," he says, looking over your inventory.
  Node 9 text1   : 
  Node 10 person  : 435- Irenicas
  Node 10 keywords: purc xxxx
  Node 10 type    : 0
  Node 10 text0   : "Do you want to buy food or are you interested in some supplies?" she asks.
  Node 10 text1   : 
  Node 11 person  : 435- Irenicas
  Node 11 keywords: food xxxx
  Node 11 type    : 7
  Node 11 text0   : General Store
  Node 11 text1   : 
  Node 12 person  : 435- Irenicas
  Node 12 keywords: supp xxxx
  Node 12 type    : 7
  Node 12 text0   : General Store
  Node 12 text1   : 
  Node 13 person  : 439- Gumby Vender
  Node 13 keywords: mast xxxx
  Node 13 type    : 0
  Node 13 text0   : "She lives upstairs in the residential section of Magestica. She's not feeling well again."
  Node 13 text1   : 
  Node 14 person  : 439- Gumby Vender
  Node 14 keywords: well feel
  Node 14 type    : 0
  Node 14 text0   : "She has a headache and is feeling a bit dizzy. It seems to happen every time she stays out late the night before. I wonder if there is any connection."
  Node 14 text1   : 
  Node 15 person  : 439- Gumby Vender
  Node 15 keywords: purc jewe
  Node 15 type    : 7
  Node 15 text0   : Jewelry Stand
  Node 15 text1   : 
  Node 16 person  : 437- Thundirus
  Node 16 keywords: thri xxxx
  Node 16 type    : 0
  Node 16 text0   : "I can't even imagine what it would be like for a person of your caliber to have a chance to get to taste the power that I, and all other Magites, take for granted. You can't turn down an opportunity like this. 
  Node 16 text1   : Tell me, what spell would you like to learn?"
  Node 17 person  : 437- Thundirus
  Node 17 keywords: spel lear
  Node 17 type    : 9
  Node 17 text0   : Thundirus' Mage Spells
  Node 17 text1   : 
  Node 18 person  : 437- Thundirus
  Node 18 keywords: purc xxxx
  Node 18 type    : 9
  Node 18 text0   : Thundirus' Mage Spells
  Node 18 text1   : 
  Node 19 person  : 438- Beladonnas
  Node 19 keywords: crys purc
  Node 19 type    : 7
  Node 19 text0   : Sparkly Things
  Node 19 text1   : 
  Node 20 person  : 438- Beladonnas
  Node 20 keywords: magi xxxx
  Node 20 type    : 0
  Node 20 text0   : "Yes, they're MAGIC crystals. Not only are they pretty colors, but they have magical properties. Don't you want to buy some?"
  Node 20 text1   : 
  Node 21 person  : 436- Ulandus
  Node 21 keywords: purc spel
  Node 21 type    : 10
  Node 21 text0   : Ulandus' Priest Spells
  Node 21 text1   : 
  Node 22 person  : 436- Ulandus
  Node 22 keywords: prie xxxx
  Node 22 type    : 0
  Node 22 text0   : "There are priest spells and there are mage spells. I can teach you the priest spells, for a small sum of gold."
  Node 22 text1   : 
  Node 23 person  : 436- Ulandus
  Node 23 keywords: teac lear
  Node 23 type    : 10
  Node 23 text0   : Ulandus' Priest Spells
  Node 23 text1   : 
  Node 24 person  : 439- Gumby Vender
  Node 24 keywords: agai xxxx
  Node 24 type    : 0
  Node 24 text0   : "She has a headache and is feeling a bit dizzy. It seems to happen every time she stays out late the night before. I wonder if there is any connection."
  Node 24 text1   : 

  Town = 44: Magestica Lv2                

  Town Messages:
  Message 0: Magestica Lv2                
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You ask him if a prisoner named Lucivias was brought here for treatment a few months ago. Upon hearing the name, Lucivias, the doctor immediately tenses up. "Eh, yes, I seem to recall treating a prisoner by that name."
  Message 21: "What happened to him?" you ask. "I don't recall," he answers. "Er, yes, of course I remember," he says, nervously. "He died." You ask him why he's so nervous. "Do I sound nervous?" he asks. "It's been a stressful day."
  Message 22: You decide to get tough with him. "Listen," you say, "I know you're covering something up. By keeping quiet about this, you could be endangering all of Zinlasia. If this guy is on the loose, he could harm many people."
  Message 23: "Is that something you want on your conscience?" You look at the doctor's face and you can tell that he is struggling with what he should say. Finally, he says, "Alright, I'll tell you."
  Message 24: He lowers his voice so no one else around can hear. "Yes, Lucivias was brought here for treatment about three months ago. And yes, he escaped. The whole thing was covered up by Prime Minister Volton."
  Message 25: "How would it look if word got out that a dangerous criminal escaped from the supposedly inescapable Magestica Prison. The Magites are a very proud and pompous race. This would be a disgrace that they could never live down."
  Message 26: "How could you just keep quiet about this?" you ask him. "I was informed by Volton that I would lose my position here at the Infirmary and never hold a job as a physician again if I said anything."
  Message 27: "The only reason I agreed to this, is because I believed that Lucivias only had a short time to live. You see, he was diagnosed with bloodgrave disease. It's incurable and always fatal."
  Message 28: You remember learning about that disease through your training to become a Guardian. That was the disease that killed Harhkoman Odashai. "But now I'm beginning to have my doubts about his condition," continues Sutherland.
  Message 29: "You see, not only was Lucivias a wizard savant, but he also had the powers of a Tempest." You ask him what that is. "A Tempest can control the powers of nature. When Minobi flooded, I got a terrible feeling inside that it could have been his doing."
  Message 30: "Then, when Mount Maldarius erupted, I became almost sure that he was behind it. The only thing that puzzles me is how he could be this powerful if he is suffering from bloodgrave disease. He was in the final stages when I examined him."
  Message 31: "He should be dead by now. But I could be wrong. I may have misdiagnosed him, or maybe these disasters weren't caused by him at all. But as long as there's a possibility that he IS behind this, I can't keep quiet any more."
  Message 32: "Use this information however you see fit. I ask just one favor of you. Please don't mention my name to Prime Minister Volton. It would mean the end of my career."
  Message 33: So, Governor Walwick's hunch was correct, you think to yourself. You better return to him with the news.
  Message 34: If Lucivias is indeed out there, and he's the cause of these recent disasters, then all of Zinlasia could be at his mercy."
  Message 35: You tell him that you're interested in acquiring a certain page from an Ormanipu recipe book. "Is that so?" he asks. "Now how would you know that I would have such an item?"
  Message 36: You tell him that a Hobbling said he sold it to you. "I paid good money for this. I have no intention of giving it away. Unless, perhaps, you'd like to buy it from me. How's 400 gold coins?"
  Message 37: You tell him that's outrageous. "Take it or leave it," he says. Then, after thinking for a moment, he says, "There is one thing I might be interested in. One of the recipes calls for the use of a Black Pearl."
  Message 38: "They're not easy to get. They come from the Giant Sea Oyster which can usually be found in sea caves along the coast. I believe there's one south of Zenith. It's a long journey for me and would be quite inconvenient."
  Message 39: "Bring me a Black Pearl and you can have the recipe page. But be warned, the Giant Oysters are dangerous, and only a small percent of them will wield a Black Pearl. Most only contain the common white pearl."
  Message 40: 
  Message 41: "So it's up to you. You can pay me 400 gold coins or bring me a Black Pearl. The choice is yours."
  Message 42: What do you want to do?
  Message 43: 1) Pay 400 gold.
  Message 44: 2) Give him a Black Pearl.
  Message 45: Leave) Forget it.
  Message 46: 
  Message 47: You pay him 400 gold and he gives you the recipe page. "Thank you," he says. "It was delightful doing business with you."
  Message 48: You give him the Black Pearl and he hands you the recipe page. "Thank you," he says. "It was delightful doing business with you."
  Message 49: You tell him that you'll return with a Black Pearl.
  Message 50: You tell him that you'll be back when you've gotten 400 gold.
  Message 51: "I've given you what you wanted," he says, impatiently. "Now run along and leave me in peace."
  Message 52: You tell him that you'll have to think about it.
  Message 53: "I am building a portal to connect my home with the Shrine of Odashai. As you can see, it is already up and running. I just need the proper tuning crystal to make the connection."
  Message 54: "I had hired another adventurer like yourself, just recently, and he had even located the gem that I need. It is in a nearby cave, just south of Lake Pentaglas, near the Hobbling cottages."
  Message 55: "The name of the gem is the Spruce Diamond. It is a fairly worthless piece of rock, hardly any monetary value. But it is exactly what I need to finish my portal. And it was right in front of him, practically in reaching distance."
  Message 56: "But just then, a tremor split open the ground in front of him, cutting him off from the prize I so desired. And to top it off, a huge flock of bats flew out of the newly formed crevasse and chased him away."
  Message 57: "I found out he is terrified of bats and he refused to go back. So now I need someone else to do the job. How about you. I would gladly pay you for your efforts."
  Message 58: Do you accept the job?
  Message 59: "Oh, well. I thought I'd at least ask," he says, somewhat disappointed. "I'm sure I'll find someone to do it."
  Message 60: "Wonderful!" he exclaims. "I will pay you 500 gold for your trouble..if you bring back the Spruce Diamond, of course. And one more thing. There's something you'll need in order to get to the diamond."
  Message 61: He reaches into a drawer and hands you a small device. "This is a mini gravitron," he says. "It's a small version of the one I'm sitting in. But as you can see, it's too small to sit in."
  Message 62: "All you need to do is push this button and it can move you...your whole party for that matter...over a small distance. You can use it to cross any small pits or crevasses that you come upon."
  Message 63: "It won't work over water, nor can you hover any distances over a few feet, so don't try it over any vast openings or high mountain cliffs. The cave where the diamond is, can be found by taking a boat south from here."
  Message 64: "You can get a boat on the ground level of the city. There's a mesa where you'll find several Hobbling cottages. The cave is to the east, I believe. 
  Message 65: 
  Message 66: "Oh, yes. If you succeed, I'll give you free use of the portal, if you like."
  Message 67: "Did you find the Spruce Diamond?" he asks. "Not yet," you answer. "Remember, I'll pay you 500 gold pieces and give you free access to the portal if you do."
  Message 68: You give him the Spruce Diamond. "Wonderful!" he cries. He hands you a bag of gold. "And you can keep the gravitron, too." Moving over to the portal, he says, "This won't take very long." 
  Message 69: You stay to watch, and in a short time, he cries, "It's done! Please, you can be the first to try it."
  Message 70: You attempt to enter the portal, but nothing happens. It doesn't seem to be working.
  Message 71: "I need the Spruce Diamond so I can finish my portal. I will gladly pay you if you want to take on this quest."
  Message 72: "I'm sorry, you don't seem to have enough gold," he says. "Please, come back when you do."
  Message 73: "To cast a spell, it takes a combination of concentration, and the correct hand gestures. If you are distracted or use improper hand gestures, your spell will not be as powerful as it could be."
  Message 74: "It may even fizzle if you really mess it up. I will not teach you any spells, but I will help you cast the spells you know so they work more efficiently." He spends quite a bit of time with you, and after the lesson, you feel you have learned something.
  Message 75: 
  Message 76: 
  Message 77: 
  Message 78: 
  Message 79: Your intelligence is raised by 1 point.
  Message 80: "Who are you," asks the Gumby. "Don't mind us," you tell him. "We're just breaking into houses...you know, adventurer type stuff."
  Message 81: "You had better leave," says the Gumby. "I'm watching this house for my master and I'm not to let anyone inside. If you go now, there won't be any trouble."
  Message 82: "I told you to leave," cries the Gumby, trying to look mean. "I warned you. Now you're gonna get it!"
  Message 83: You tell him that you're here to conduct an inspection on the Magestica Prison. "Well, then what are you doing bothering me?" he asks. The prison is on the level above us. Now leave me be, and go about your business."
  Message 84: You tell him that you're here to conduct an inspection on the Magestica Prison. "I believe I made myself quite clear that your little inspection will have to wait until the security systems are fixed."
  Message 85: "Don't waste my time if you don't have anything to sell me. Go to Tel'moria and kill a few Mind Devourers. Collect the Brain Matter from each of them and bring it to me. I'll give you 35 gold each."
  Message 86: You show him what you have collected and he pays you 35 gold pieces for each one.
  Message 87: A piece of paper magically floats in the air. A note written on it says, "Message to babysitter... I shouldn't be home late tonight. Make sure Billius keeps his toys in order. If he gets cranky, put him down for a nap.
  Message 88: There is chicken in the cauldron for dinner. Call me on the t.c. if any problems arise."
  Message 89: Inside the drawer, there is a piece of paper with the numbers, "2, 6, 4, 7, 1" written on it. 
  Message 90: "If you're here to see Prime Minister Volton, you're out of luck," says the guard. "He's away on business."
  Message 91: You tell him that you can get into the Untamed Region. "And you would help me?" he asks. You ask him what you need to do. "First, I need a disguise. Just simple human clothing will do."
  Message 92: "I need a shirt, a pair of pants, some ordinary boots, and a robe with a hood to cover my face. Bring these to me and when I put them on, just take me to the teleportal and we can leave without anyone giving us a second glance."
  Message 93: "Then take me to the Untamed Region and I should have no problem finding Gumby Sanctuary. That's all you have to do. So, will you help me?"
  Message 94: 
  Message 95: 
  Message 96: 
  Message 97: "Oh, thank you so much. Now the first thing I'm going to do is get out of this apartment and go hide. My master could be home any time now and I don't want him to catch us.
  Message 98: I'll go down to the lower level and wait for you in the southwest atrium. That's the garden outside. Meet me there when you get the clothes."
  Message 99: "Oh, well. I guess I'll just wait a little longer for the Greenball Express," he says, sadly. "Maybe they're still on their way."
  Message 100: "I need a shirt, pants, boots, and a robe. Meet me in the southwest garden atrium on the lower level when you get them."
  Message 101: "I need a shirt, pants, boots, and a robe."
  Message 102: You ask him if he could create a portal to the Summit of Mt. Zsarnek so the Gumbies could make it a sanctuary for themselves. 
  Message 103: "While I support their cause," he begins, "I would have to ask that you do me a favor first."
  Message 104: "I would be delighted to," he answers. "I have always supported their cause and since you helped me with my problem, I will begin at once." (continue)
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Infirmary
  Message 121: Holy Order of Empowerment
  Message 122: Holy Order of Empowerment
  Message 123: Classroom
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 440 name: Dr. Sutherland
  Personality 440 confused: 
  Personality 440 look    : The man standing before you is not dressed like the typical mage you're used to seeing in Magestica. He is wearing a physician's uniform, and the newly created device, called a stethoscope, hangs around his neck.
  Personality 440 ask name: "I am Doctor Sutherland," he says. "Are you in need of healing?"
  Personality 440 ask job : "I am the head physician, here at the Infirmary. I typically make the decision as to what sort of treatment is given to each patient."
  Personality 441 name: Tobias
  Personality 441 confused: "I have no interest in discussing that with you."
  Personality 441 look    : The man before you has the typical wizardly look of a middle-aged Magite. You wonder if he has the power of a great wizard, or he just wants to look that way.
  Personality 441 ask name: "My name is Tobias," he says. "I don't recall inviting the likes of you into my home."
  Personality 441 ask job : "What I do with my time is none of your concern. Now, if you have nothing of interest to say, I'd prefer it if you would leave."
  Personality 442 name: Quintus
  Personality 442 confused: "I can't really answer that."
  Personality 442 look    : Floating before you is a man who appears to have lost his legs. He is strapped in a metal cylinder that hovers a couple feet above the floor. 
  Personality 442 ask name: "I am Quintus," he answers. He notices that you are staring at the strange contraption that keeps him airborne. "Don't mind this," he says. "It's the only way I can get around."
  Personality 442 ask job : "I'm a technomage. I study and develop technological magic as opposed to the traditional magic. I suppose I got into that field because of my condition."
  Personality 443 name: Setharus
  Personality 443 confused: "I don't have time for insignificant questions."
  Personality 443 look    : The man standing at the head of the class, has the typical look of an old, wise mage. He looks to be in his eighties, or older, yet appears to be still quite spry.
  Personality 443 ask name: "I am Setharus," he says. "Are you here for my class?"
  Personality 443 ask job : "I teach my students how to improve their spell casting skills. Anyone can cast a flame spell, but with the proper flare, you can cast a more powerful one. Would you like to learn how?"
  Personality 444 name: Sister Facetious
  Personality 444 confused: "Perhaps you should pray to Odashai for your answer."
  Personality 444 look    : You see a stately woman, dressed in the typical white robes of an Ascensionite.
  Personality 444 ask name: "I am Sister Facetious," she says in a jocular voice. "Please, come in and join us."
  Personality 444 ask job : "I am a disciple for the Holy Order of Empowerment. We are here for all who come seeking enlightenment. Have you come seeking our services?"
  Personality 445 name: Brother Gratuitous
  Personality 445 confused: "Perhaps you should pray to Odashai for your answer."
  Personality 445 look    : An older man, dressed in the typical white robes of an Ascensionite, stands off to the side of the temple.
  Personality 445 ask name: "I am Brother Gratuitous," he says in a loud, beaming voice. "Welcome to our temple," he says, shaking your hand and patting you on the back. It is all a bit excessive.
  Personality 445 ask job : "I offer a special service, unique only to the Magestica branch of the Holy Order of Empowerment. I can place an enchantment on any non magical weapon with a Bless spell."
  Personality 446 name: Prm. Minister Volton
  Personality 446 confused: "I have little time for conversation, mundane."
  Personality 446 look    : The man before you is dressed in long, flowing robes. His face is somewhat hidden beneath an ornate hood, but you can see his eyes peering out at you. It makes him look a bit sinister.
  Personality 446 ask name: "I am Prime Minister Volton," he says, hardly looking at you.
  Personality 446 ask job : "I am the ruler of Magestica, finest city in the land. Now if you'll excuse me, I have more pressing matters to attend to."
  Personality 447 name: Helveticus
  Personality 447 confused: "I don't think we have anything else to discuss."
  Personality 447 look    : This Magite gives you the typical look you would get upon walking into a stranger's house without knocking. He waits to see what you have to say.
  Personality 447 ask name: "My name is Helveticus, if you must know," he says, somewhat annoyed.
  Personality 447 ask job : "I'm not doing anything right now," he answers. "I was trying to relax quietly in MY home, before you came waltzing in here."
  Personality 448 name: Salacious
  Personality 448 confused: "Oh, I don't want to talk about that."
  Personality 448 look    : This Magite woman looks at you with alarm as you enter her home. "I must put a lock spell on that door," she says.
  Personality 448 ask name: "I am Salacious, if you must know," she says. "What is the meaning of this intrusion?"
  Personality 448 ask job : "I'm at my wits end," she confides. "I sent my Gumby servant on an errand and he hasn't returned. You know all about the Gumby disappearances, don't you?"
  Personality 449 name: Gumby
  Personality 449 confused: "I don't know."
  Personality 449 look    : This is one of the Magite's servant golems. It is tall and green and made out of clay.
  Personality 449 ask name: "I'm Gumby," he says, sadly.
  Personality 449 ask job : "My job is to do everything my master tells me," he answers. "I can't do anything I want to do." He looks very sad. "Can I tell you a secret?" he asks.
  Node 0 person  : 440- Dr. Sutherland
  Node 0 keywords: trea pati
  Node 0 type    : 0
  Node 0 text0   : "There are three standard treatments that are typically prescribed for our patients... Healing tonics and potions that are created through the art of alchemy... Healing spells, typically used by the Magites and other magic users...
  Node 0 text1   : And finally, medicines and surgical procedures, recently being practiced by those studying science and technology." (more)
  Node 1 person  : 440- Dr. Sutherland
  Node 1 keywords: more xxxx
  Node 1 type    : 0
  Node 1 text0   : "All methods have their merits. It just takes an individual with knowledge and no particular prejudices to decide which is the best to use. I suppose, that is why I was chosen to be head of the Infirmary."
  Node 1 text1   : "I'm neither an alchemist, nor a Magite. I believe in new methods but have nothing against the old ways, either."
  Node 2 person  : 440- Dr. Sutherland
  Node 2 keywords: infi xxxx
  Node 2 type    : 0
  Node 2 text0   : "This is where the sick or injured people of Magestica come to get well. We have many types of treatments available."
  Node 2 text1   : 
  Node 3 person  : 440- Dr. Sutherland
  Node 3 keywords: magi xxxx
  Node 3 type    : 0
  Node 3 text0   : "The Magites are a race that is gifted in the art of magic. For many years, they used only magic spells to treat their sick. Recently, as they have begun to embrace technology, they have become open to other methods."
  Node 3 text1   : 
  Node 4 person  : 440- Dr. Sutherland
  Node 4 keywords: alch xxxx
  Node 4 type    : 0
  Node 4 text0   : "Alchemy is probably used the least frequently here in Magestica, simply because it's effects can be produced easily by magic or technology. But sometimes, I think a simple healing potion is all it takes to get the job done."
  Node 4 text1   : 
  Node 5 person  : 440- Dr. Sutherland
  Node 5 keywords: heal purc
  Node 5 type    : 12
  Node 5 text0   : Dr. Sutherland
  Node 5 text1   : 
  Node 6 person  : 440- Dr. Sutherland
  Node 6 keywords: luci pris
  Node 6 type    : 29
  Node 6 text0   : You get no response.
  Node 6 text1   : 
  Node 7 person  : 441- Tobias
  Node 7 keywords: reci page
  Node 7 type    : 29
  Node 7 text0   : "I have no interest in discussing that with you."
  Node 7 text1   : 
  Node 8 person  : 442- Quintus
  Node 8 keywords: cond fiel
  Node 8 type    : 0
  Node 8 text0   : "I was born without the magical skills that most Magites have. Oh, yes, I was also missing my legs. It was a genetic flaw. But lacking magic skills has been a greater stigma on me than my lack of legs. I'll tell you about it, if you care to listen."
  Node 8 text1   : 
  Node 9 person  : 442- Quintus
  Node 9 keywords: care list
  Node 9 type    : 0
  Node 9 text0   : "The Magite race prides itself on its magical powers. The more powerful one's magic, the more respected he becomes. As a child, I was considered a freak, due to my shortcomings in the magical skills. 
  Node 9 text1   : But times were changing, and a growing group of Magites were begining to experiment with the mixture of magic and technology." (more)
  Node 10 person  : 442- Quintus
  Node 10 keywords: more xxxx
  Node 10 type    : 0
  Node 10 text0   : "So I became involved in that as well. I invented this device that you see before you. Since I lacked even the skill to teleport myself, I came up with this solution. It's a bit clumsy and it has it's limitations, but I do pretty well with it.
  Node 10 text1   : But to this day, I am still ostracized by many fellow Magites. So recently, I have turned to religion."
  Node 11 person  : 442- Quintus
  Node 11 keywords: reli xxxx
  Node 11 type    : 1
  Node 11 text0   : "I have joined the Holy Order of Empowerment and have been studying the teachings of Odashai. I have found great contentment with this and have been warmly welcomed by the other members. But now I have a new problem."
  Node 11 text1   : "I have joined the Holy Order of Empowerment and have been studying the teachings of Odashai. I have found great contentment with this and have been warmly welcomed by the other members."
  Node 12 person  : 442- Quintus
  Node 12 keywords: prob xxxx
  Node 12 type    : 1
  Node 12 text0   : "I wish very much to visit the Shrine of Odashai, but I cannot travel the distance in this floating device, or gravitron, as I call it. It doesn't work well over water or in mountainous terrain. Perhaps I could ask of you a favor."
  Node 12 text1   : You get no response.
  Node 13 person  : 442- Quintus
  Node 13 keywords: favo ques
  Node 13 type    : 29
  Node 13 text0   : "Don't you remember? I asked you to find the Spruce Diamond and bring it to me so I can finish my portal."
  Node 13 text1   : 
  Node 14 person  : 442- Quintus
  Node 14 keywords: spru diam
  Node 14 type    : 29
  Node 14 text0   : "Thanks again for your help," he says. "I can now visit Odashai's Shrine any time I like."
  Node 14 text1   : 
  Node 15 person  : 442- Quintus
  Node 15 keywords: shri xxxx
  Node 15 type    : 0
  Node 15 text0   : "The Shrine of Odashai is on top the Mount Urlek. It is a great distance from here, and the only way I can get there is by teleportation."
  Node 15 text1   : 
  Node 16 person  : 442- Quintus
  Node 16 keywords: tele port
  Node 16 type    : 1
  Node 16 text0   : "I am building a portal that I can use to take me to the Shrine of Odashai. The only thing I need to finish it is something to use as a tuning crystal. A gem called the Spruce Diamond will work perfectly."
  Node 16 text1   : "Now that I have finished my portal, I can visit the Shrine of Odashai any time I wish."
  Node 17 person  : 442- Quintus
  Node 17 keywords: odas xxxx
  Node 17 type    : 0
  Node 17 text0   : "Odashai was a great leader when he was alive. Because of him, East Zinlasia is a safe place to live. Now that he has ascended into godhood, he watches over us all and keeps us protected from evil."
  Node 17 text1   : 
  Node 18 person  : 443- Setharus
  Node 18 keywords: lear clas
  Node 18 type    : 0
  Node 18 text0   : "There is a fee for each lesson. I charge 150 gold coins for a personal, one on one, lesson. Is anyone in your party interested?"
  Node 18 text1   : 
  Node 19 person  : 443- Setharus
  Node 19 keywords: inte less
  Node 19 type    : 29
  Node 19 text0   : "Well, perhaps another time then."
  Node 19 text1   : 
  Node 20 person  : 444- Sister Facetious
  Node 20 keywords: serv xxxx
  Node 20 type    : 0
  Node 20 text0   : "We offer a selection of empowering potions to all who come to the temple. Of course, a donation is required."
  Node 20 text1   : 
  Node 21 person  : 444- Sister Facetious
  Node 21 keywords: dona xxxx
  Node 21 type    : 0
  Node 21 text0   : "Your donation goes to the upkeep of our temples and the maintenance of the Odashai's shrine on Mount Urlek. So, would you like to purchase a potion or two?" 
  Node 21 text1   : 
  Node 22 person  : 444- Sister Facetious
  Node 22 keywords: urle srin
  Node 22 type    : 0
  Node 22 text0   : "It is the resting place of his human remains. You should visit there, if you haven't already. Go east through The Delta region and north along the edge of the mountains.
  Node 22 text1   : 
  Node 23 person  : 444- Sister Facetious
  Node 23 keywords: odas xxxx
  Node 23 type    : 0
  Node 23 text0   : "He now watches over us all. Alas, there are many who no longer believe in him. Fortunately, there are still those, like myself, who are still here to spread the word and keep the faith."
  Node 23 text1   : 
  Node 24 person  : 444- Sister Facetious
  Node 24 keywords: empo enli
  Node 24 type    : 0
  Node 24 text0   : "We believe that the god, Odashai, guides us and empowers us in our daily lives. Our strength and will to overcome adversity is based on the strength of our belief in him."
  Node 24 text1   : 
  Node 25 person  : 444- Sister Facetious
  Node 25 keywords: purc poti
  Node 25 type    : 7
  Node 25 text0   : Potions of Empowerment
  Node 25 text1   : 
  Node 26 person  : 445- Brother Gratuitous
  Node 26 keywords: ench bles
  Node 26 type    : 17
  Node 26 text0   : "Please, show me which weapon you would like enchanted, and for a moderate donation, I will enchant it with a Bless spell."
  Node 26 text1   : 
  Node 27 person  : 446- Prm. Minister Volton
  Node 27 keywords: pres matt
  Node 27 type    : 0
  Node 27 text0   : "To think, I would discuss those things with the likes of you," he says, indignantly. "You're quite impertinent for a mundane. Just what business do you have here in the city?"
  Node 27 text1   : 
  Node 28 person  : 446- Prm. Minister Volton
  Node 28 keywords: busi xxxx
  Node 28 type    : 29
  Node 28 text0   : You tell him that you're here, just visiting the city. "It appears that they'll give ANYONE a visa these days," he says. "I'll have to do something about that."
  Node 28 text1   : 
  Node 29 person  : 446- Prm. Minister Volton
  Node 29 keywords: mage rule
  Node 29 type    : 0
  Node 29 text0   : "This is the capital city of the Magites. It is a testament to our skill in both magic and technology. Soon, cities like this will dot the landscape and Magites shall rule the land!
  Node 29 text1   : That is, of course, when I become governor."
  Node 30 person  : 446- Prm. Minister Volton
  Node 30 keywords: gove xxxx
  Node 30 type    : 0
  Node 30 text0   : "Not that there is anything wrong with Governor Walwick. He is a fine man, for a mundane. But I plan to run for the position in the next election. I believe a Magite is much better suited to rule Zinlasia than a human? Don't you agree?"
  Node 30 text1   : You start to answer his question, but he cuts you off. "Of course you do."
  Node 31 person  : 446- Prm. Minister Volton
  Node 31 keywords: mund xxxx
  Node 31 type    : 0
  Node 31 text0   : "Mundane is just the term we use for other races who are inferior to us in their magic skill and intelligence. Take no offense."
  Node 31 text1   : 
  Node 32 person  : 447- Helveticus
  Node 32 keywords: blac mark
  Node 32 type    : 0
  Node 32 text0   : "Why didn't you say so in the first place," he says, showing some interest. "I collect Brain Matter. I sell it to the T'Lanhg. They use it to increase their telepathic powers.
  Node 32 text1   : If you've got any, I'll pay 35 gold for each mass. And I'll tell you about another black market dealer, if you're interested."
  Node 33 person  : 447- Helveticus
  Node 33 keywords: brai matt
  Node 33 type    : 29
  Node 33 text0   : 
  Node 33 text1   : 
  Node 34 person  : 447- Helveticus
  Node 34 keywords: inte deal
  Node 34 type    : 0
  Node 34 text0   : "Go seek out Marlow in Riddenport. He lives in a small shack in the northeast part of town."
  Node 34 text1   : 
  Node 35 person  : 448- Salacious
  Node 35 keywords: gumb disa
  Node 35 type    : 0
  Node 35 text0   : "Well, I was talking to my good friend, Ineptus, just the other day. And do you know what she told me? Well, she told my that her Gumby servant disappeared. Just up and vanished! Can you imagine?
  Node 35 text1   : And that's not the whole of it." (more)
  Node 36 person  : 448- Salacious
  Node 36 keywords: more xxxx
  Node 36 type    : 0
  Node 36 text0   : "She says a friend of hers had the same thing happen two months ago. Well, we think that there must be a Gumby thief in town. What else could it be. The Gumbies are our faithful servants. They adore us... well, I know mine adores ME anyway.
  Node 36 text1   : They must have been taken against their will." (continue)
  Node 37 person  : 448- Salacious
  Node 37 keywords: cont xxxx
  Node 37 type    : 0
  Node 37 text0   : "And there's no way for a Gumby to leave the city on its own. They would be stopped at the transport station. You know that a Gumby can only leave Magestica accompanied by its owner who must show the ownership papers.
  Node 37 text1   : So it's quite disturbing, don't you agree? What ever would I do without my Gumby?"
  Node 38 person  : 449- Gumby
  Node 38 keywords: secr xxxx
  Node 38 type    : 0
  Node 38 text0   : "I'm going to catch the Greenball Express," he whispers. You ask him what that is. "It's a group of humans who are sympathetic to our dilemma. They help us to escape from our tyrannical masters and take us to Gumby Sanctuary."
  Node 38 text1   : 
  Node 39 person  : 449- Gumby
  Node 39 keywords: gumb sanc
  Node 39 type    : 0
  Node 39 text0   : "Gumby Sanctuary is a place, hidden away from the Magites where all Gumbies are free to live their lives the way they want to. Oh, it's a beautiful place and I long to go there. But I think there may be a problem."
  Node 39 text1   : 
  Node 40 person  : 449- Gumby
  Node 40 keywords: prob xxxx
  Node 40 type    : 0
  Node 40 text0   : "I was contacted by the Greenball Express and they set up a time that they were going to come and rescue me. But they never came. I have been waiting and waiting. But I've heard nothing from them.
  Node 40 text1   : I'm beginning to believe that they're not going to help us anymore. Maybe you could help."
  Node 41 person  : 449- Gumby
  Node 41 keywords: help xxxx
  Node 41 type    : 0
  Node 41 text0   : "Maybe you could help me to sneak out of the city. It really wouldn't be that difficult. The hard part is getting me into the Untamed Region."
  Node 41 text1   : 
  Node 42 person  : 449- Gumby
  Node 42 keywords: unta regi
  Node 42 type    : 0
  Node 42 text0   : "That's where Gumby Sanctuary is. You just need to get me across the border and then I'm sure I could find it myself. What do you say? Will you rescue me?" He looks at you with pleading eyes.
  Node 42 text1   : 
  Node 43 person  : 449- Gumby
  Node 43 keywords: resc xxxx
  Node 43 type    : 29
  Node 43 text0   : You tell him that you can't get into the Untamed Region. But if you ever DO find a way, you'll consider helping him. "Well then, I'll just wait for you to return," he says, optimistically.
  Node 43 text1   : 
  Node 44 person  : 449- Gumby
  Node 44 keywords: gree expr
  Node 44 type    : 0
  Node 44 text0   : "The people from the Greenball Express promised that they would come and rescue me. But I haven't heard anything from them since. It's very disappointing."
  Node 44 text1   : 
  Node 45 person  : 448- Salacious
  Node 45 keywords: intr xxxx
  Node 45 type    : 0
  Node 45 text0   : "Yes, that's what I said... intrusion!"
  Node 45 text1   : 
  Node 46 person  : 449- Gumby
  Node 46 keywords: clot boot
  Node 46 type    : 29
  Node 46 text0   : "I don't know."
  Node 46 text1   : 
  Node 47 person  : 449- Gumby
  Node 47 keywords: cont xxxx
  Node 47 type    : 28
  Node 47 text0   : He looks himself over to make sure all the clothes look just right. He pulls the hood of the robe over his head so that it is virtually hidden. "How do I look?" he asks. "Wonderful," you tell him. "Oh, good. Well, let's go."
  Node 47 text1   : 
  Node 48 person  : 442- Quintus
  Node 48 keywords: gumb sanc
  Node 48 type    : 29
  Node 48 text0   : "I can't really answer that."
  Node 48 text1   : 
  Node 49 person  : 442- Quintus
  Node 49 keywords: cont xxxx
  Node 49 type    : 1
  Node 49 text0   : "I can't really answer that."
  Node 49 text1   : "It will take some time, though. I must attain the proper coordinates and tune the crystals accordingly. But this I can accomplish without your help. So you can tell your Gumby friend that he will soon have his new sanctuary."

  Town = 45: Magestica Prison              

  Town Messages:
  Message 0: Magestica Prison              
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: It wouldn't be wise to exit from this door. The guard at the desk would see you.
  Message 21: "You can't go in there," says the guard at the desk. "That's Maximum Security. There's no visitors allowed."
  Message 22: You get no response.
  Message 23: You tell the guard that you're from Governor Walwick's office and are here to do a surprise inspection of the prison. "No one told us about this," he says.
  Message 24: You tell him that's because it's a SURPRISE inspection. You hand him the writ from the governor. (more)
  Message 25: "Do I sense a problem here?" asks Volton. "Oh, hello, your grace," says the guard, humbly. "These people have a writ from Governor Walwick about a prison inspection. They're demanding access to Maximum Security."
  Message 26: "And you told them of the danger, did you not?" asks the Prime Minister. "Well, yes I did, sir," begins the guard. "You told them of the malfunction we've had with the sensor crystals."
  Message 27: "The sensor crystals, sir?" questions the guard. "Yes. You know. The sensor crystals have been acting up. We can't have anyone go inside until the problem is fixed. We wouldn't want any tragic accidents, now would we?"
  Message 28: The Prime Minister turns to you and says, "The sensor crystals are programmed to shoot electric bolts at anything that moves if there is a security breach. But lately, they have been going off erratically. We lost a guard that way. Terribly tragic."
  Message 29: "So I'm sure the governor will understand that I simply can't allow anyone into Maximum Security at this time. I will be sure to contact him when the matter is resolved and then he can have his little inspection."
  Message 30: And with that, The Prime Minister teleports away.
  Message 31: Your talking crystal begins to glow. It's General Vargas. "How are things going?" he asks. You tell him of your latest dilema. "I thought you might have some trouble," he says.
  Message 32: "I wish Governor Walwick would leave this kind of stuff up to the experts. When he told me what he sent you to do, I immediately proceeded to dig up some info on the prison."
  Message 33: "I found out through certain sources that one of the guards at the prison was fired a few months back. He was very bitter about the whole thing and I'm thinking that he might be of some help to us."
  Message 34: "His name is Frank Twinsen and he lives over in Liberty on Dorfin Island. I believe he works at the casino. He may have information that can help us. Take the Wantanaku Bay ferry over to the island and locate him."
  Message 35: "I hear he's not exactly an upstanding citizen, so be prepared for some difficulty in getting him to cooperate. But I'm hoping his anger towards his former employers will be an asset to getting him to help us."
  Message 36: "Good luck."
  Message 37: This door is locked tight. Try as you might, you can't open it.
  Message 38: You use the Prison Key and the door opens right up.
  Message 39: Well, what do you know? An empty cell. In a facility that's supposed to be completely full. You look at the wall of the cell and see a number... "thirteen". So, cell 13 is empty. What does that mean?
  Message 40: You can't question any of the guards. You're not supposed to be in here and they probably wouldn't be truthful anyway. Maybe one of the Gumby guards would talk. One of them might know about cell "thirteen".
  Message 41: You ask the guard if he knows why cell 13 is empty. "That prisoner was sick and was taken to the infirmary," he answers. You ask him how long ago that happened. "A few months ago," he answers.
  Message 42: "Where is he now?" you ask. "I don't know," he answers. You think it's time to go check out the infirmary. (more)
  Message 43: "Hey you guys, it's me," you hear a familiar voice call to you. "Over here. You've got to help me." It's coming from the north cell.
  Message 44: Stuck in between the crystals is a small piece of paper. You remove it and open it. On it, is a note, written in the ancient script of the mages.
  Message 45: It reads, "The second dial is set to a number. Next... They say he's ascended from this plane. But he can be seen everywhere at this island outpost, though he looks a little stiff.
  Message 46: Unfortunately, your mage lore is not high enough to read what it says.
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
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  Message 118: *
  Message 119: *
  Message 120: Maximum Security
  Message 121: Maximum Security
  Message 122: Maximum Security
  Message 123: Maximum Security
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
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  Message 139: 

  TownDialogue:
  Personality 450 name: Guard
  Personality 450 confused: 
  Personality 450 look    : This is your typical Zinlasian guard. He looks a bit bored as he sits behind his desk.
  Personality 450 ask name: You ask his name, but he responds, "I'm just a guard. What do you care what my name is."
  Personality 450 ask job : "I'm a security guard for the Magistica Prison. This typically means that I sit behind this desk all day and keep tabs on who goes in and out of the prison. I also make sure the Gumbies are doing their job."
  Personality 451 name: Head Guard
  Personality 451 confused: 
  Personality 451 look    : This is your typical Zinlasian guard. He looks a bit bored as he sits behind his desk.
  Personality 451 ask name: You ask his name, but he responds, "I'm just a guard. What do you care what my name is."
  Personality 451 ask job : "I'm a security guard for the Magistica Prison. This typically means that I sit behind this desk all day and keep tabs on who goes in and out of the prison. I also make sure the gumbies are doing their job."
  Personality 452 name: Gumby Guard
  Personality 452 confused: "I don't know."
  Personality 452 look    : This is one of the Magite's servant golems. It paces up and down the corridors, keeping watch on the prisoners.
  Personality 452 ask name: "I'm Gumby," it says, cheerfully.
  Personality 452 ask job : "I watch the prisoners and tend to their needs. I deliver food and reading material, and make sure they are kept clean and healthy." 
  Personality 453 name: Gumby Guard
  Personality 453 confused: "I don't know."
  Personality 453 look    : This is one of the Magite's servant golems. It paces up and down the corridors, keeping watch on the prisoners.
  Personality 453 ask name: "I'm Gumby," it says, cheerfully.
  Personality 453 ask job : "I watch the prisoners and tend to their needs. I deliver food and reading material, and make sure they are kept clean and healthy." 
  Personality 454 name: Lassorus
  Personality 454 confused: 
  Personality 454 look    : This Magite vendor is standing behind the counter, trying to entice customers to come to his station. When he sees you, he waves you over, recognizing you as non Magites.
  Personality 454 ask name: "My name is Lassorus," he says. "Come and look at what I have."
  Personality 454 ask job : "I sell magic powders. Take a look. Don't you want to have some?" he asks, talking to you like you're a child. "You'll find my prices are low, so buy as many as you like."
  Personality 455 name: Unusedus
  Personality 455 confused: "I doubt you'll understand the answer to that question."
  Personality 455 look    : This Magite vendor is standing behind the counter, trying to entice customers to come to his station. When he sees you, he waves you over, recognizing you as non Magites.
  Personality 455 ask name: "My name is Unusedus," he says, a little embarrassed. "I know. It's not a very good name. My parents just couldn't think of a name that ended in 'us'."
  Personality 455 ask job : "I sell reagents for alchemists. Many of the mundane visitors to our city practice this archaic art. Of course, any decent Magite wouldn't be caught dead using potions. Our race is just so much more superior."
  Personality 456 name: Carolinas
  Personality 456 confused: "If you're not going to buy anything, then go away."
  Personality 456 look    : This Magite vendor is standing behind the counter, trying to entice customers to come to her station. When she sees you, she waves you over, recognizing you as non Magites.
  Personality 456 ask name: "I am Carolinas," she says. "And what are your little names?"
  Personality 456 ask job : "I sell Talking Crystals. Everyone has them, these days. They're a Magite invention, you know. You MUST buy one."
  Personality 457 name: Mathius
  Personality 457 confused: "Please, I only have time for paying customers."
  Personality 457 look    : This shopkeeper waits patiently behind the counter, waiting for the occasional customer to wander in. Lined up in rows around the shop, are the green, servant golems called Gumbies.
  Personality 457 ask name: "Hello, I'm Mathius," he says. "I assume you're just browsing."
  Personality 457 ask job : "I work as a salesman for the Gumby Shop. We have different models and I can help my customers choose the Gumby that best suits their needs."
  Personality 458 name: Ticket Seller
  Personality 458 confused: 
  Personality 458 look    : This Magite woman sits quietly at her desk. As you approach the desk, she acknowledges you with a polite smile.
  Personality 458 ask name: She points at her name tag, as if it was too difficult for her to tell you her name.
  Personality 458 ask job : "I sell tickets to the Central Transit Center. If you want to go elsewhere, you'll have to buy tickets there." You show her your Tele-Passport. "You don't need a ticket," she says. "Go right in." 
  Personality 459 name: Alexander
  Personality 459 confused: "That topic doesn't concern me."
  Personality 459 look    : Standing inside the cell is a man dressed in typical prison garb. He does not look very happy.
  Personality 459 ask name: "I'm Alexander," he says. "Say, don't I know you?" He looks at you closely. "Yes, I DO know you. You're the ones that put me in here! Thanks for ruining my life!"
  Personality 459 ask job : "I haven't worked for years," he says, sarcastically. "And thanks to you, I'll never have to work again!"
  Node 0 person  : 451- Head Guard
  Node 0 keywords: writ insp
  Node 0 type    : 29
  Node 0 text0   : "The security system still isn't working yet," he says. "It's too dangerous to go in there."
  Node 0 text1   : 
  Node 1 person  : 451- Head Guard
  Node 1 keywords: more xxxx
  Node 1 type    : 1
  Node 1 text0   : You get no response.
  Node 1 text1   : "Well, okay," he says, handing back the writ. But Maximum Security is off limits." You tell him the governor wants the ENTIRE prison inspected. "Well, I don't know," he begins. (continue)
  Node 2 person  : 451- Head Guard
  Node 2 keywords: cont xxxx
  Node 2 type    : 2
  Node 2 text0   : "Can't we have some more time?" he asks. "There are a few things we need to get in order and, eh," he pauses to think for a moment. "There's dangerous criminals in there, you know."
  Node 2 text1   : 
  Node 3 person  : 451- Head Guard
  Node 3 keywords: dang crim
  Node 3 type    : 25
  Node 3 text0   : You demand that he gives you access to Maximum Security. "You'll have to get permission from Prime Minister Volton," he blurts out. "Now, I have nothing else to say on the matter!"
  Node 3 text1   : 
  Node 4 person  : 452- Gumby Guard
  Node 4 keywords: clea heal
  Node 4 type    : 0
  Node 4 text0   : "I provide clean sheets and towels to the prisoners. If they get sick, I administer medicine. Very ill prisoners are taken to the infirmary."
  Node 4 text1   : 
  Node 5 person  : 452- Gumby Guard
  Node 5 keywords: gumb xxxx
  Node 5 type    : 0
  Node 5 text0   : "I was once just a little green blob of clay."
  Node 5 text1   : 
  Node 6 person  : 452- Gumby Guard
  Node 6 keywords: infi xxxx
  Node 6 type    : 0
  Node 6 text0   : "The infirmary is on the level below the prison. It is where sick people go to get better."
  Node 6 text1   : 
  Node 7 person  : 452- Gumby Guard
  Node 7 keywords: thir cell
  Node 7 type    : 1
  Node 7 text0   : You get no response.
  Node 7 text1   : You ask the guard if he knows why cell 13 is empty. "I do not know," he answers. "I was on duty in another section when it was vacated." 
  Node 8 person  : 453- Gumby Guard
  Node 8 keywords: clea heal
  Node 8 type    : 0
  Node 8 text0   : "I provide clean sheets and towels to the prisoners. If they get sick, I administer medicine. Very ill prisoners are taken to the infirmary."
  Node 8 text1   : 
  Node 9 person  : 453- Gumby Guard
  Node 9 keywords: gumb xxxx
  Node 9 type    : 0
  Node 9 text0   : "I was once just a little green blob of clay."
  Node 9 text1   : 
  Node 10 person  : 453- Gumby Guard
  Node 10 keywords: infi xxxx
  Node 10 type    : 0
  Node 10 text0   : "The infirmary is on the level below the prison. It is where sick people go to get better."
  Node 10 text1   : 
  Node 11 person  : 453- Gumby Guard
  Node 11 keywords: thir cell
  Node 11 type    : 29
  Node 11 text0   : You get no response.
  Node 11 text1   : 
  Node 12 person  : 453- Gumby Guard
  Node 12 keywords: more xxxx
  Node 12 type    : 0
  Node 12 text0   : "I have one more question," you tell the Gumby. "What was the prisoner's name?" He thinks for a moment and then says, "Lucivias."
  Node 12 text1   : 
  Node 13 person  : 453- Gumby Guard
  Node 13 keywords: luci xxxx
  Node 13 type    : 0
  Node 13 text0   : "Yes," he says. "He was removed from his cell and taken to the infirmary."
  Node 13 text1   : 
  Node 14 person  : 456- Carolinas
  Node 14 keywords: talk crys
  Node 14 type    : 0
  Node 14 text0   : "They're crystals that you can use to talk to your little friends. You can be far away from each other, and still be able to have a conversation as if you were in the same room. Isn't that neat? So, how many would you like to purchase?"
  Node 14 text1   : 
  Node 15 person  : 456- Carolinas
  Node 15 keywords: purc xxxx
  Node 15 type    : 0
  Node 15 text0   : You tell her that you already have one. "Oh," she says. "Well, then why are you bothering me? Run along and go pester someone else."
  Node 15 text1   : 
  Node 16 person  : 455- Unusedus
  Node 16 keywords: supe xxxx
  Node 16 type    : 0
  Node 16 text0   : "We Magites are all intellectually superior to the other races. And that goes without saying for our magic skill. You just happen to belong to one of the more simple races."
  Node 16 text1   : 
  Node 17 person  : 455- Unusedus
  Node 17 keywords: simp xxxx
  Node 17 type    : 0
  Node 17 text0   : "I don't mean that in a bad way, you understand. You're just intellectually challenged and I'm not. It's a simple fact of life."
  Node 17 text1   : 
  Node 18 person  : 455- Unusedus
  Node 18 keywords: reag purc
  Node 18 type    : 7
  Node 18 text0   : Unusedus' Reagents
  Node 18 text1   : 
  Node 19 person  : 454- Lassorus
  Node 19 keywords: purc powd
  Node 19 type    : 7
  Node 19 text0   : Magic Powders
  Node 19 text1   : 
  Node 20 person  : 454- Lassorus
  Node 20 keywords: magi xxxx
  Node 20 type    : 0
  Node 20 text0   : "Yes, they're MAGIC powders. You can perform MAGIC with them, just like we Magites can. Doesn't that fill you with excitement?"
  Node 20 text1   : 
  Node 21 person  : 457- Mathius
  Node 21 keywords: brow xxxx
  Node 21 type    : 0
  Node 21 text0   : "We don't sell Gumbies to mundanes. That would be a bit redundant, now wouldn't it."
  Node 21 text1   : 
  Node 22 person  : 457- Mathius
  Node 22 keywords: gumb xxxx
  Node 22 type    : 0
  Node 22 text0   : "Gumbies are golems that are created to serve the Magites. We use them as servants, go-fers, babysitters, guards and various types of manual labor."
  Node 22 text1   : 
  Node 23 person  : 457- Mathius
  Node 23 keywords: purc xxxx
  Node 23 type    : 0
  Node 23 text0   : "I don't sell Gumbies to mundanes. You wouldn't possibly know how to control one."
  Node 23 text1   : 
  Node 54 person  : 450- Guard
  Node 54 keywords: writ insp
  Node 54 type    : 1
  Node 54 text0   : You get no response.
  Node 54 text1   : You tell the guard that you're here for a surprise inspection, sanctioned by Governor Walwick. The guard answers, "You'll have to talk to the head guard about that. He's in the northwest sector."

  Town = 46: Cave of Menieklaws           

  Town Messages:
  Message 0: Cave of Menieklaws           
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Standing before you is a huge Nephilim dressed in ceremonial robes. He looks tired and weary. You don't know the life span of a Nephilim, but he looks to be near the end of his. He gazes at you with nearsighted eyes and a look of puzzlement on his face.
  Message 21: "I am Chief Menieklaws," he says in a tired and scratchy voice. "I can't seem to place you? Are you from another clan? You look somewhat familiar to me, but I can't quite remember."
  Message 22: You stand before him, frozen in your tracks. Should you answer him? Or will he recognize your voice? You look to Quib for an answer, but his glowing eyes tell you nothing. Just then, you hear the sound of a teleport field.
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: You are shocked to see your old nemesis, Grimly! He was a major thorn in your side during your last adventure in Mulysia. You thought he may be dead, but he is obviously alive and well. And up to no good!
  Message 27: "Grimly," says Chief Menieklaws. "You must stop doing that. I jump out of my skin every time you appear like that. I'm an old feline. You wouldn't want me to drop from a heart attack, would you?"
  Message 28: "Of course not," answers Grimly, in his high pitched voice. "You great leader. Me need you to lead troops into battle." Menieklaws chuckles and says,"You always know how to make an old cat feel good. But I wonder how sincere your flattery really is."
  Message 29: "Me no lie to you," says Grimly. "Me always help you, yes? Me create powerful drakes for you. Help you to crush human village. Soon, fortress will be finished. You go there and build huge army to crush humans."
  Message 30: "Oh, yes," says Menieklaws, rubbing his paws together. "I can't wait. So what are you doing here, wasting time? Get back and finish my fortress."
  Message 31: "Okey dokey," says Grimly. "Me see you later." And with that, he teleports out of the cave.
  Message 32: You can't believe Grimly is the source of the Nephilim's new found power. It's been two years since you last saw him. He had planned to blow up the valley of Mulysia and kill all the inhabitants, himself included.
  Message 33: As you recall, Grimly is a wizard savant...a powerful Magite spellcaster who, due to a genetic defect, was born with incredible magic power. He created a spell to give himself eternal life, which backfired and changed him into an orc-like creature.
  Message 34: He became suicidal because he couldn't bear to live forever as an outcast and was placed into a Magite mental institution. There, he stayed, for two hundred years. 
  Message 35: When the staff of the institution were killed in the fiery cataclysm that destroyed all the Magites in West Zinlasia, he and the other inmates were left to fend for themselves within the remote valley where the institution had been constructed. 
  Message 36: As a built in safeguard, the Magites had installed a security device that would cause the entire valley to self destruct to prevent any inmates from escaping. Grimly did everything in his power to prevent you from stopping this from happening.
  Message 37: He had hoped this would cause his death, and he could finally be at rest. Things obviously did not go his way and now here he is, causing more trouble. You had better report this to General Vargas right away.
  Message 38: Quib leaves the party.
  Message 39: "What are you doing over there?" cries Chief Menieklaws. You turn to see Quib, attempting to break into the large treasure chest towards the back of the room. "What the hell are you doing, Quib?" you cry.
  Message 40: All eyes turn to you. "That voice!" cries Menieklaws. Then, it appears his eyes are about to pop out of their sockets. "Intruders!" he cries. "We've been tricked! What foul magic is this?"
  Message 41: From the looks on their faces, you realize that the mind warp has been broken. Now, you are in serious trouble. "Don't let them leave alive!" cries Menieklaws.
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: "Grimly!" cries Chief Menieklaws. "Get me out of here!"
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: 
  Message 51: So far, nothing inside this cave gives you any indication that the Nephilim are in possession of any type of great power. In fact, this can hardly be called a base of operations. It seems merely to be an ordinary Nephilim cave dwelling.
  Message 52: As the Nephilm guards look you over, you fight back the urge to grab your weapons. You are afraid to make a move. A moment passes, and the guards look away, somewhat bored. 
  Message 53: You can't believe it. They're not even going to stop you for questioning. Quib's mind warp is working perfectly. You take a deep breath and continue into the cave.
  Message 54: Quib falls to the ground, struck down by one of the Nephilim. Now you'll have no choice but to fight your way out of here.
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
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  Message 119: *
  Message 120: 
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  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 460 name: Chief Menieklaws
  Personality 460 confused: "What's that? Don't use such big words."
  Personality 460 look    : Standing before you is a huge Nephilim dressed in ceremonial robes. He looks tired and weary. You don't know the life span of a Nephilim, but he looks to be quite old.
  Personality 460 ask name: "I am Chief Menieklaws," he says in a tired and scratchy voice. "I can't seem to place you? Are you from another clan?"
  Personality 460 ask job : "I rule the clans of this region," he says proudly. He squints at you through nearsighted eyes and asks, "So, what do you want?"
  Personality 461 name: Narissa
  Personality 461 confused: 
  Personality 461 look    : This Magite vendor is standing behind the counter, trying to entice customers to come to her station. When she sees you, she waves you over, recognizing you as non Magites.
  Personality 461 ask name: "I am Narissa," she says. "But enough about me. Come and view my wares."
  Personality 461 ask job : "I sell potions to mundanes who visit our city. We Magites have no use for them, naturally. We don't need to rely on crutches like the other races. So, do you see anything you'd like to buy?"
  Personality 462 name: Unused
  Personality 462 confused: 
  Personality 462 look    : 
  Personality 462 ask name: 
  Personality 462 ask job : 
  Personality 463 name: Unused
  Personality 463 confused: 
  Personality 463 look    : 
  Personality 463 ask name: 
  Personality 463 ask job : 
  Personality 464 name: Unused
  Personality 464 confused: 
  Personality 464 look    : 
  Personality 464 ask name: 
  Personality 464 ask job : 
  Personality 465 name: Unused
  Personality 465 confused: 
  Personality 465 look    : 
  Personality 465 ask name: 
  Personality 465 ask job : 
  Personality 466 name: Unused
  Personality 466 confused: 
  Personality 466 look    : 
  Personality 466 ask name: 
  Personality 466 ask job : 
  Personality 467 name: Unused
  Personality 467 confused: 
  Personality 467 look    : 
  Personality 467 ask name: 
  Personality 467 ask job : 
  Personality 468 name: Unused
  Personality 468 confused: 
  Personality 468 look    : 
  Personality 468 ask name: 
  Personality 468 ask job : 
  Personality 469 name: Unused
  Personality 469 confused: 
  Personality 469 look    : 
  Personality 469 ask name: 
  Personality 469 ask job : 
  Node 0 person  : 90- Chief Menieklaws
  Node 0 keywords: tote xxxx
  Node 0 type    : 0
  Node 0 text0   : You tell him that Priestess Rasashuprr gave it to you. "Hummph," he bellows, "I must make a note to myself...topic for the next clan meeting...never give humans the Totem of Peace!"
  Node 0 text1   : 
  Node 1 person  : 90- Chief Menieklaws
  Node 1 keywords: want reso
  Node 1 type    : 0
  Node 1 text0   : You tell him about Brundig's idea for the resort. When you are finished, he just stares at you for a minute, trying to digest what you have told him.
  Node 1 text1   : Then he speaks up. "Is this a joke, human?"
  Node 2 person  : 90- Chief Menieklaws
  Node 2 keywords: joke xxxx
  Node 2 type    : 0
  Node 2 text0   : You tell him it is no joke. He stares at you again for a minute and then bursts out laughing. "Well, I think it is very funny," he says and lets out another burst of laughter. The guards around him chuckle to themselves as well.
  Node 2 text1   : "Note to self," he says. "Humans have good sense of humor." (more)
  Node 3 person  : 90- Chief Menieklaws
  Node 3 keywords: more xxxx
  Node 3 type    : 0
  Node 3 text0   : "Why in heaven's name would I allow such a thing? How on earth would the Nephilim benefit from such a ludicrous idea?"
  Node 3 text1   : 
  Node 4 person  : 90- Chief Menieklaws
  Node 4 keywords: bene xxxx
  Node 4 type    : 0
  Node 4 text0   : "Yes, that's what I said...Benefit! What good would this do for me and my people. Give me some examples!"
  Node 4 text1   : 
  Node 5 person  : 90- Chief Menieklaws
  Node 5 keywords: exam xxxx
  Node 5 type    : 0
  Node 5 text0   : "Don't keep repeating what I say!" he cries. "In your own words, how would my race benefit from this plan?"
  Node 5 text1   : 
  Node 6 person  : 90- Chief Menieklaws
  Node 6 keywords: plan xxxx
  Node 6 type    : 0
  Node 6 text0   : "You did it again!" he screams. "Note to self...Humans are really dumb!"
  Node 6 text1   : 
  Node 7 person  : 90- Chief Menieklaws
  Node 7 keywords: mone inco
  Node 7 type    : 0
  Node 7 text0   : You tell him it could possibly create jobs for his people. "Jobs, eh?" he groans. "What? Make my people slaves to the humans? What does Priestess Rasashuprr say about all of this?"
  Node 7 text1   : You tell him she is willing to convince the Nephilim that there are merits to this plan. (continue)
  Node 8 person  : 90- Chief Menieklaws
  Node 8 keywords: cont xxxx
  Node 8 type    : 2
  Node 8 text0   : "Oh, she thinks this plan has merit, does she?" he scowls. "Note to self...Have a talk with Priestess Rasashuprr." He scratches his chin for a moment and then says in a loud and forceful voice that makes you jump...
  Node 8 text1   : "I will NEVER agree to such a plan! And let me tell you something else!"
  Node 9 person  : 90- Chief Menieklaws
  Node 9 keywords: some else
  Node 9 type    : 25
  Node 9 text0   : "Leave my cave and do not return here again. This is OUR land. You do not belong here. You will NEVER belong here. Now, GET  OUT!"
  Node 9 text1   : "Do not come back here again, or I will really loose my temper." With that, he stamps his foot on the ground and turns his back to you.
  Node 10 person  : 90- Chief Menieklaws
  Node 10 keywords: impr rela
  Node 10 type    : 0
  Node 10 text0   : You tell him it could improve relations between the Nephilim and the humans. "Improve relations?" he questions. "I like the relations between us just the way they are. What does Priestess Rasahuprr say about this?"
  Node 10 text1   : You tell him she willing to convince the Nephilim that there are merits to this plan. (continue)
  Node 11 person  : 90- Chief Menieklaws
  Node 11 keywords: valu incr
  Node 11 type    : 0
  Node 11 text0   : You tell him that land values would probably increase. "Why does there have to be a value attatched to the land?" he asks. "What does Priestess Rasahuprr say about all this?"
  Node 11 text1   : You tell him she is willing to convince the Nephilim of the merits of this plan. (continue)
  Node 12 person  : 90- Chief Menieklaws
  Node 12 keywords: tour vaca
  Node 12 type    : 0
  Node 12 text0   : You tell him that it would increase tourism. "TOURISM!" he cries. "What do I care about tourism?" You don't know. "What does Priestess Rasahuprr say about this?" he asks.
  Node 12 text1   : You tell him that she is willing to convince the Nephilim of the merits of such a plan. (continue)
  Node 13 person  : 90- Chief Menieklaws
  Node 13 keywords: idea xxxx
  Node 13 type    : 0
  Node 13 text0   : "It sounds like a ridiculous idea to me," he says. "But in order to convince me to change my mind, you must tell me how MY people will benefit."
  Node 13 text1   : 
  Node 14 person  : 90- Chief Menieklaws
  Node 14 keywords: neph xxxx
  Node 14 type    : 0
  Node 14 text0   : "The Nephilim are a proud and strong race. We will not give in to the humans crafty plans."
  Node 14 text1   : 
  Node 15 person  : 90- Chief Menieklaws
  Node 15 keywords: dumb xxxx
  Node 15 type    : 0
  Node 15 text0   : "Yes, dumb!" he says again. "I'll ask one more time. How will this ridiculous idea benefit me and my people?"
  Node 15 text1   : 
  Node 16 person  : 461- Narissa
  Node 16 keywords: poti purc
  Node 16 type    : 7
  Node 16 text0   : Narissa's Potions
  Node 16 text1   : 

  Town = 47: Kunjirra

  Town Messages:
  Message 0: Kunjirra
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Edwin is standing outside, looking very agitated. "Hey, you guys," he calls. "There's something inside there. I don't know what it is? I was coming back from the volcano and when I got to the door, I heard something rustling around inside."
  Message 21: "I peeked through the window and saw this bat-like creature, hopping around in there. I was trying to get the nerve to go inside, when you showed up."
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: The winged creature falls to the ground. It appears to be dead. You walk over to it and pick it up and put it in your pack. You hope Erathmus wasn't expecting you to bring it back alive.
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
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  Message 40: *
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  Message 48: *
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  Message 52: *
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  Message 54: *
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  Message 60: *
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  Message 118: *
  Message 119: *
  Message 120: tre Zyxtrak ud Yszubidiil

(to Altar of Ashubidaal)
  Message 121: Greitz tre Zyxtrugt
  Message 122: Fgyutzll Zuklizt

(Village Chief)
  Message 123: Ykzgrix
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 470 name: Haurathi
  Personality 470 confused: "Gryztkatwak?"
  Personality 470 look    : The creature before you stands close to seven feet tall. It is covered with a thick coat of purplish colored hair and has a face that looks like a cross between a lion and a wild boar.
  Personality 470 ask name: You say hello and introduce yourself. It growls an unintelligible sound and points to itself. That's a name you won't be remembering.
  Personality 470 ask job : It looks at you with a confused look in it's eyes and says, "Gryztkatwak?"
  Personality 471 name: Peter
  Personality 471 confused: "I don't know."
  Personality 471 look    : A little boy stands before you. He looks to be about eight or nine. He smiles at you and says, "Hello."
  Personality 471 ask name: "My name's Peter," he says in a cheery voice.
  Personality 471 ask job : "I live here with my adopted parents," he says.
  Personality 472 name: Edwin
  Personality 472 confused: "I don't know too much about that."
  Personality 472 look    : The man standing before you looks to be fairly young, but he has deep circles under his eyes and his face is very pale. It looks like he's spent too much time working inside behind a desk.
  Personality 472 ask name: "My name is Edwin," he says in a tired voice. "It's nice to see someone without purple hair in this neck of the woods."
  Personality 472 ask job : "I'm doing research on the volcano on this island. It shows signs of activity, yet it has never erupted. Of course, the Haurathi have a good explanation."
  Personality 473 name: Chief Gryxthot
  Personality 473 confused: "No understand."
  Personality 473 look    : This is a very large Haurathi. He is wearing chiefly robes and has a large, thick mane, like a lion's... only it's purple.
  Personality 473 ask name: "Chief Gryxthot," he roars, pounding his chest. 
  Personality 473 ask job : "Chief of Kunjirra," he answers. "Welcome to chief's village. You come to see volcano?"
  Personality 474 name: Haurathi Bartender
  Personality 474 confused: 
  Personality 474 look    : This Haurathi is obviously the bartender here at this establishment. You wonder if they serve humans?
  Personality 474 ask name: You ask him his name, but he doesn't seem to understand you.
  Personality 474 ask job : He holds up mug of some nasty looking substance in one hand, and in the other, he holds up a fish. He's obviously offering you food or drink.
  Personality 475 name: Unused
  Personality 475 confused: 
  Personality 475 look    : 
  Personality 475 ask name: 
  Personality 475 ask job : 
  Personality 476 name: Unused
  Personality 476 confused: 
  Personality 476 look    : 
  Personality 476 ask name: 
  Personality 476 ask job : 
  Personality 477 name: Unused
  Personality 477 confused: 
  Personality 477 look    : 
  Personality 477 ask name: 
  Personality 477 ask job : 
  Personality 478 name: Unused
  Personality 478 confused: 
  Personality 478 look    : 
  Personality 478 ask name: 
  Personality 478 ask job : 
  Personality 479 name: Unused
  Personality 479 confused: 
  Personality 479 look    : 
  Personality 479 ask name: 
  Personality 479 ask job : 
  Node 0 person  : 471- Peter
  Node 0 keywords: adop pare
  Node 0 type    : 0
  Node 0 text0   : "My real parents died in a boating accident off the shore of this island. The Haurathies rescued me and adopted me for their own son. My new mom and dad's names are Hrythxz and Grythmika. They're very nice to me.
  Node 0 text1   : Sometimes, I think they're nicer than my real parents." (more)
  Node 1 person  : 471- Peter
  Node 1 keywords: more xxxx
  Node 1 type    : 0
  Node 1 text0   : "They play me with me a lot more. They've taught me some of their language. 'Krythmyk dre puppo' means 'come here boy'. They say that when they call me. Sometimes they just whistle.
  Node 1 text1   : And 'dyxthop tre bibo' means 'get the ball'. And 'krepyx puppo' means 'good boy'." (continue)
  Node 2 person  : 471- Peter
  Node 2 keywords: cont xxxx
  Node 2 type    : 0
  Node 2 text0   : "And when I've done something right, they pat me on the head and give me treats. Yes, I'm sure lucky to have parents like them."
  Node 2 text1   : 
  Node 3 person  : 472- Edwin
  Node 3 keywords: haur xxxx
  Node 3 type    : 0
  Node 3 text0   : "The Haurathi are the big, hairy beasts that live on this island. They are strong, powerful warriors, yet they live a fairly domestic life. They are also quite intelligent. 
  Node 3 text1   : The language they speak is extemely difficult to learn, and they refuse to learn our language, which make them very hard to communicate with." (more)
  Node 4 person  : 472- Edwin
  Node 4 keywords: more xxxx
  Node 4 type    : 0
  Node 4 text0   : "The chief of this village is the only one here who speaks some english. Occasionally you might run into one living in a big city, like Zenith, who may learn a few words, but that's it.
  Node 4 text1   : They are a proud race, and I believe they think speaking our language is beneath them."
  Node 5 person  : 472- Edwin
  Node 5 keywords: expl volc
  Node 5 type    : 0
  Node 5 text0   : "The Haurathi believe that Ashubidaal, the god of fire, lives inside the volcano. They have a shrine that is a little ways up the mountain where they leave offerings to appease him. This, they say, keeps it from erupting."
  Node 5 text1   : 
  Node 6 person  : 472- Edwin
  Node 6 keywords: chie xxxx
  Node 6 type    : 0
  Node 6 text0   : "The chief's name is Gryxthot and you can usually find him in the center building in the village. He's actually quite friendly. He had some of the villagers build this shelter for me while I conduct my research."
  Node 6 text1   : 
  Node 7 person  : 472- Edwin
  Node 7 keywords: rese xxxx
  Node 7 type    : 0
  Node 7 text0   : "I'm from the Institute of Meteorology in Zenith. I want to learn how to predict a volcanic eruption. I'm studying this particular volcano to figure out why it has never erupted."
  Node 7 text1   : 
  Node 8 person  : 473- Chief Gryxthot
  Node 8 keywords: volc xxxx
  Node 8 type    : 0
  Node 8 text0   : "Outsiders come to see volcano. It tourist attraction. Ashubidaal find this amusing."
  Node 8 text1   : 
  Node 9 person  : 473- Chief Gryxthot
  Node 9 keywords: ashu amus
  Node 9 type    : 0
  Node 9 text0   : "Ashubidaal god of fire. Live inside volcano. Watch over village of Kunjirra. Keep it safe."
  Node 9 text1   : 
  Node 10 person  : 473- Chief Gryxthot
  Node 10 keywords: kunj vill
  Node 10 type    : 0
  Node 10 text0   : "This Kunjirra," he says. "Home of Haurathi. Outsiders frightened of Haurathi. No reason, say Gryxthot. Haurathi big and powerful, but friendly. Just no make Haurathi mad." He laughs, but you're pretty sure he's serious.
  Node 10 text1   : 
  Node 11 person  : 472- Edwin
  Node 11 keywords: erup xxxx
  Node 11 type    : 0
  Node 11 text0   : "I'll need to conduct some more tests before I can learn anything. The Haurathi have been very helpful, I must say, especially the chief."
  Node 11 text1   : 
  Node 12 person  : 474- Haurathi Bartender
  Node 12 keywords: food fish
  Node 12 type    : 0
  Node 12 text0   : The fish looks like it's been smoked and actually smells pretty good. You tell him you might like some fish. He holds up one finger... then two and then three. Then he shrugs. You deduce that he's asking how many you want to purchase.
  Node 12 text1   : 
  Node 13 person  : 474- Haurathi Bartender
  Node 13 keywords: purc xxxx
  Node 13 type    : 7
  Node 13 text0   : Greitz tre Zyxtrugt
  Node 13 text1   : 
  Node 14 person  : 474- Haurathi Bartender
  Node 14 keywords: drin xxxx
  Node 14 type    : 0
  Node 14 text0   : The mug he's holding up contains a thick, greenish brew that looks positively nauseating. You decide to pass on the drink.
  Node 14 text1   : 
  Node 15 person  : 473- Chief Gryxthot
  Node 15 keywords: haur xxxx
  Node 15 type    : 0
  Node 15 text0   : "This Haurathi village. We all Haurathi here." He stops to think for a moment. "Some humans here too, but mostly Haurathi."
  Node 15 text1   : 
  Node 16 person  : 473- Chief Gryxthot
  Node 16 keywords: huma xxxx
  Node 16 type    : 0
  Node 16 text0   : "Humans funny looking. No have fur like Haurathi. But Haurthi and humans are friends."
  Node 16 text1   : 
  Node 17 person  : 473- Chief Gryxthot
  Node 17 keywords: bird xxxx
  Node 17 type    : 1
  Node 17 text0   : "No understand."
  Node 17 text1   : "Yes, Chief see bird. It fly around village and head over to human hut. Maybe it still there."
  Node 18 person  : 472- Edwin
  Node 18 keywords: bird xxxx
  Node 18 type    : 1
  Node 18 text0   : "I don't know too much about that."
  Node 18 text1   : "It's not a bird, that's for sure. More like a lizard with bat wings."

  Town = 48: Kunjirra                     

  Town Messages:
  Message 0: Kunjirra                     
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: As you enter the village, you gaze upon a scene of utter destruction. The town is engulfed in flames. Rivers of lava are flowing down the mountainside and through the village streets. The heat is almost unbearable.
  Message 21: "Oh, no," is all Sister Elysia is able to say. And as if things weren't bad enough, there are fire lizards crawling out of the lava.
  Message 22: "We must help any survivors," says Sister Elysia. "I don't think there are any," you tell her. "We have to look," she says, but as she looks over the total devastation that was once the village of Kunjirra, you see doubt in her eyes.
  Message 23: "Please, we must at least look for my friend. His name's Edwin. He was staying in a small building in the southwest part of the village. He came here to study the volcano."
  Message 24: You tell her that'll you go with her to look for him, but then you've got to get out of here before it erupts again. You look up to the summit of Mount Maldarius and it seems to have quieted down. But for how long?
  Message 25: 
  Message 26: 
  Message 27: 
  Message 28: A quick glance inside is enough to tell you that Edwin is nowhere to be found. "Well, he's not here," you tell Elysia. "Should we search the village?"
  Message 29: "I'm not sure," she answers. Then, looking around the room, she says, "Isn't it odd that this building hasn't been the least bit disturbed. Everything's completely intact. Even the lava outside seems to have stopped just short of this building."
  Message 30: You agree that she's right, but aren't sure that is means anything. "If what I'm thinking is correct," she begins, "then that would make two times, now." You ask her what she's talking about.
  Message 31: "Do you remember when you came looking for Shamus after Minobi was flooded? Well, he was a friend of mine, too. And his body still has not been discovered. And now, my friend, Edwin, has disappeared."
  Message 32: You tell her that it's probably just a coincidence. "Is it a coincidence that they were both Empaths?" she asks. "How do you know that?" you ask her. "Because I'm an Empath, too! And there's not many of us left!"
  Message 33: "Please don't tell anyone about this," she says, suddenly realizing that she may have said too much. "You see, in the past, the powers of my people were greatly abused. We have the power to heal, you know. But at great cost to ourselves."
  Message 34: "I can heal any affliction with the mere touch of my hand. But that affliction, whatever it may be, is transfered to my body. That is why I dare not use my powers. The Empaths before me used their powers selflessly, and almost became extinct."
  Message 35: "So, one day, the remaining Empaths decided to go into hiding. We realized our lives had value, too. As noble as it was to heal others, we had to do something to prevent our race from dying out."
  Message 36: "But I, and many others like me, could not live a life shut away from the rest of the world. So, some of us ventured out, back into society, keeping our powers secret from others."
  Message 37: "I don't know why I've told you all this. Maybe it's because you told me that you're really Odashai Guardians. Well, we'll both keep each other's secret, okay?" You tell her that you will. "Well, I guess we can get out of here, now," she says.
  Message 38: You tell her that we could search some more. Or maybe, he left the village and is alive and well. "You do what you want," she says. "But I don't think you'll find him."
  Message 39: 
  Message 40: 
  Message 41: As you are leaving the village, you are surprised to see the Haurathi chief standing at the outskirts, a tear in one eye. "Why Ashubidaal do this?" he asks. "Why he mad at my people?"
  Message 42: "Ashubidaal is the Haurathi god that lives in the mountain," Sister Elysia tells you. You ask the chief how he survived. "Me out hunting," he answers. "Hear great noise and see cloud in sky. Rush back to village, but too late."
  Message 43: "It wasn't a god who did this, it was a volcano," you tell him. "You have your beliefs, Haurathi have ours," he answers. "And now, chief have no village, no people." He looks like he's lost everything in the world.
  Message 44: "I'll stay with him for a while," says Sister Elysia. "You go on with your quest, or whatever it is you're doing." You ask her if she's sure she'll be alright. "She be fine," says Chief Gryxthot. "I see to that."
  Message 45: It is hard to leave the two behind. You feel sorry for the chief, and for Sister Elysia, too. You're not sure what to think about all that she told you. Two Empaths, lost in two natural disasters could well be a coincidence.
  Message 46: And then again, what if she's right...that some unknown force is behind this. Does this mean that she no longer believes that the god, Odashai, was responsible for Minobi's flooding?
  Message 47: Maybe the force inside the Untamed Region has something to do with this. But none of it makes any sense... so far. Well, the best thing to do now would be to continue on your mission to find out if the Magites are hiding anything.
  Message 48: So, it's back to Liberty to try and find Frank Twinsen to see if he has any information on a possible breakout from the Magestica Prison. But what are the odds that an ex prison guard will be able to shed any light on this mystery?
  Message 49: Sister Elysia leaves the party.
  Message 50: Another explosion rocks the town. The earth shakes and you are knocked to the ground. You cover your head with your hands as you are pelted with flying rocks and other debris. When it is over, your rise, suffering only minor injuries.
  Message 51: There is a metal case strapped to the bottom of the throne. You push the latch and the lid pops open. Inside is a small piece of paper. On it, is a note, written in the ancient script of the mages.
  Message 52: It reads, "The third letter is 'R'. Next... The summit of the holy mountain is not at the shrine, but higher and to the north."
  Message 53: Unfortunately, your mage lore is not high enough to read what it says.
  Message 54: "I'm not sure," she answers. Then, looking around the room, she says, "Isn't it odd that this building hasn't been the least bit disturbed. Everything's completely intact. Even the lava outside seems to have stopped just short of this building."
  Message 55: You agree that she's right, but aren't sure that is means anything. "If what I'm thinking is correct," she begins, "then that would make two times, now." You ask her what she's talking about.
  Message 56: "When Minobi was flooded, a friend of mine who lived there, named Shamus, disappeared. Almost all the bodies were recovered after the flood except his. And now, my friend, Edwin, has disappeared."
  Message 57: You tell her that it's probably just a coincidence. "Is it a coincidence that they were both Empaths?" she asks. "How do you know that?" you ask her. "Because I'm an Empath, too! And there's not many of us left!"
  Message 58: "Please don't tell anyone about this," she says, suddenly realizing that she may have said too much. "You see, in the past, the powers of my people were greatly abused. We have the power to heal, you know. But at great cost to ourselves."
  Message 59: "I can heal any affliction with the mere touch of my hand. But that affliction, whatever it may be, is transfered to my body. That is why I dare not use my powers. The Empaths before me used their powers selflessly, and almost became extinct."
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
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  Message 120: tre Zyxtrak ud Yszubidiil

(to Altar of Ashubidaal)
  Message 121: Greitz tre Zyxtrugt
  Message 122: Fgyutzll Zuklizt

(Village Chief)
  Message 123: Ykzgrix
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
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  Message 139: 

  TownDialogue:
  Personality 480 name: Governor Walwick
  Personality 480 confused: "I wish I had time to discuss that, but I don't."
  Personality 480 look    : The man standing behind the podium is elegantly dressed. He has a well groomed beard and piercing blue eyes. He has a look of determination on his face.
  Personality 480 ask name: "I'm Governor Walwick," he says. 
  Personality 480 ask job : "I am the governor of Zinlasia," he says, proudly. "Right now, I'm leading this meeting of the League of Zinlasian Nations."
  Personality 481 name: General Vargas
  Personality 481 confused: "That's a subject I care not to discuss."
  Personality 481 look    : You see a large, impressive looking man, standing before you. He is dressed in heavy armor and he looks a bit intimidating.
  Personality 481 ask name: "I am General Vargas, Commander of the Odashai Guardians," he says in a commanding voice. 
  Personality 481 ask job : "I am the leader of the Odashai Guardians. I issue the orders to the Guardians and I decide who is allowed to join the ranks of this elite organization."
  Personality 482 name: Sister Elysia
  Personality 482 confused: "I just don't know, right now."
  Personality 482 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 482 ask name: "I am Sister Elysia," she says in a quiet voice.
  Personality 482 ask job : "I'm not sure what I'm going to do next," she says. "But I feel I must do something to help."
  Personality 483 name: Sister Elysia
  Personality 483 confused: "I just don't know right now."
  Personality 483 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 483 ask name: "I am Sister Elysia," she says in a quiet voice.
  Personality 483 ask job : "I have no choice but to hide here until you can convince Grimly to help us. Then I will use my healing powers to cure him of his affliction."
  Personality 484 name: Haurathi Host
  Personality 484 confused: "Gryztkatwak?"
  Personality 484 look    : The creature before you stands close to seven feet tall. It is covered with a thick coat of purplish colored hair and has a face that looks like a cross between a lion and a wild boar.
  Personality 484 ask name: You say hello and introduce yourself. It growls an unintelligible sound and points to itself. That's a name you won't be remembering.
  Personality 484 ask job : "Me show to tables for customers," he says, struggling with the language. "Haurathi food no good for humans. Go see cook in kitchen for maybe something."
  Personality 485 name: Haurathi Cook
  Personality 485 confused: "Gryztkatwak?"
  Personality 485 look    : The creature before you stands close to seven feet tall. It is covered with a thick coat of purplish colored hair and has a face that looks like a cross between a lion and a wild boar.
  Personality 485 ask name: You say hello and introduce yourself. It growls an unintelligible sound and points to itself. That's a name you won't be remembering.
  Personality 485 ask job : "Me cook food," he says as he busily stirs the fowl smelling pot of muck. "Haurathi food make human sick. You not eat here. You maybe come in kitchen for talk?"
  Personality 486 name: Helanus
  Personality 486 confused: "That's an odd question."
  Personality 486 look    : This woman is dressed in strange clothes covered with magic runes. Her eyes glow an unnatural turquoise color. She must be a Magite.
  Personality 486 ask name: "I am Helanus," she says in a sultry voice.
  Personality 486 ask job : "I sell Memory Crystals. They are quite beautiful," she says, holding one up to the light. "Don't you agree? They are a Magite creation."
  Personality 487 name: Gerard
  Personality 487 confused: "I really need to pay attention to the meeting."
  Personality 487 look    : This man has the typical deformed head of a Receptor. He is standing in the corner, observing the meeting in session.
  Personality 487 ask name: "I am Gerard," he answers, trying to keep his voice down.
  Personality 487 ask job : "I'm a supervisor and councilor for the members of the Autonomous Anonymous Club, or AA for short."
  Personality 488 name: T'Lanhg
  Personality 488 confused: ...............................................
  Personality 488 look    : This red-robed figure is standing behind the counter, tending to a large cauldron filled with a vile smelling liquid.
  Personality 488 ask name: ...............................................
  Personality 488 ask job : He picks up a menu and hands it to you. You politely take it and glance over it to see if there's anything you want to purchase.
  Personality 489 name: Bill
  Personality 489 confused: "Me not know answer."
  Personality 489 look    : This short, green-skinned creature has an orcish look to it. Yet, there is intelligence in its eyes that an orc would not possess.
  Personality 489 ask name: "Me name Bill," she says. "It not real name. Real name too hard for humans to pronounce so me pick easy name." You come close to telling her that Bill is a male name, but then change your mind.
  Personality 489 ask job : "Me sell potions. Not many. Of course, not Ormanipu ones."
  Node 0 person  : 483- Sister Elysia
  Node 0 keywords: grim xxxx
  Node 0 type    : 29
  Node 0 text0   : "I somehow feel sorry for him. I truly want to help him."
  Node 0 text1   : 
  Node 1 person  : 483- Sister Elysia
  Node 1 keywords: affl xxxx
  Node 1 type    : 0
  Node 1 text0   : "I can understand how he feels. He's lived unhappily for hundreds of years. He just wants to finally die, like an other mortal being."
  Node 1 text1   : 
  Node 2 person  : 485- Haurathi Cook
  Node 2 keywords: kitc talk
  Node 2 type    : 1
  Node 2 text0   : "You maybe help Haurathi Cook. Me need egg of Hydra to make gourmet Hydra Egg Noodle Soup. It long way to go and me no have boat. You get me one egg and me give you gift."
  Node 2 text1   : "Me no have time for talk now. Me busy making gourmet Hydra Egg Noodle Soup. Me would let you have some, but it probably make you blow chunks all over clean kitchen."
  Node 3 person  : 485- Haurathi Cook
  Node 3 keywords: hydr eggs
  Node 3 type    : 29
  Node 3 text0   : "Thank you for getting Hydra Egg for me," he says.
  Node 3 text1   : 
  Node 4 person  : 485- Haurathi Cook
  Node 4 keywords: gift spea
  Node 4 type    : 1
  Node 4 text0   : "Me come up with something," he answers. "You will like."
  Node 4 text1   : "Me hope you like gift," he says. "It not much, but it very useful to me in younger days. Maybe it be useful to you, too."
  Node 5 person  : 485- Haurathi Cook
  Node 5 keywords: boat xxxx
  Node 5 type    : 0
  Node 5 text0   : "It hard to get boat these days. Government wants us to pay ferry fees instead. But must be some place to buy one."
  Node 5 text1   : 
  Node 6 person  : 485- Haurathi Cook
  Node 6 keywords: dorf xxxx
  Node 6 type    : 0
  Node 6 text0   : "It southeast of here. That where town of Liberty is. It wild town. Many Haurathi go there to work and for fun. Me stay away. Get in too much trouble."
  Node 6 text1   : 
  Node 7 person  : 486- Helanus
  Node 7 keywords: memo crys
  Node 7 type    : 0
  Node 7 text0   : "They can be made into jewelry and when worn, will record all that happens to you. The images are stored within the crystal and can be unlocked with a personal code word or phrase of your choosing.
  Node 7 text1   : It is like a diary, but with pictures."
  Node 8 person  : 486- Helanus
  Node 8 keywords: magi xxxx
  Node 8 type    : 0
  Node 8 text0   : "I am a Magite, originally from the city of Magestica. But I chose to open my shop here, on International Street, due to the higher volume of tourists and travelers.
  Node 8 text1   : Business is much better here, as my crystals are quite popular, especially among the human females."
  Node 9 person  : 486- Helanus
  Node 9 keywords: purc xxxx
  Node 9 type    : 0
  Node 9 text0   : You look over the crystals she offers you. They come in varying sizes and colors. They are also quite expensive. You decide that you have no need for one."
  Node 9 text1   : 
  Node 10 person  : 486- Helanus
  Node 10 keywords: huma fema
  Node 10 type    : 0
  Node 10 text0   : "They tend to like little, sparkly things. And making a journal about their lives is also a popular pastime. This combines elements of both preoccupations."
  Node 10 text1   : 
  Node 11 person  : 487- Gerard
  Node 11 keywords: auto anon
  Node 11 type    : 0
  Node 11 text0   : "I helped the T'Lanhg form this group after I discovered what emotional turmoil several of them were going through once they turned 'Rogue'."
  Node 11 text1   : 
  Node 12 person  : 487- Gerard
  Node 12 keywords: rogu xxxx
  Node 12 type    : 0
  Node 12 text0   : "When a T'Lanhg breaks away from his hive to live an independent life, he is called a Rogue by the hive members. You see, the average T'Lanhg live in a telepathically linked society where they all function for the good of the whole.
  Node 12 text1   : But some occasionally feel the need to break away." (more)
  Node 13 person  : 487- Gerard
  Node 13 keywords: more xxxx
  Node 13 type    : 0
  Node 13 text0   : "They sever their link with the hive and go out into the world to function autonomously, or putting it simply, as an individual. There are some that turn to a life of crime, thus the term Rogue sounds appropriate.
  Node 13 text1   : But all the T'Lanhg that live and work here in Zenith are also called Rogue. The term simply means they don't belong to the hive anymore." (next)
  Node 14 person  : 487- Gerard
  Node 14 keywords: next xxxx
  Node 14 type    : 0
  Node 14 text0   : "But some have had problems adjusting to life with a solitary consciousness. They have terrible feelings of isolation and loneliness. So, this group was formed to help them cope with those feelings.
  Node 14 text1   : These meetings, in my opinion, have proved quite successful."
  Node 15 person  : 487- Gerard
  Node 15 keywords: meet succ
  Node 15 type    : 0
  Node 15 text0   : "The meetings are held once a week and the members can talk to the group and express to them what they have been feeling. Then these feelings are discussed and analyzed. It helps them realize that they are not truly alone.
  Node 15 text1   : It makes for a much more well adjusted group of T'Lanhg."
  Node 16 person  : 487- Gerard
  Node 16 keywords: tlan xxxx
  Node 16 type    : 0
  Node 16 text0   : "The T'Lanhg are a race that can only communicate telepathically. Most live in the underground province of Tel'moria. Though, the members of this group are mostly from Zenith and its outskirts."
  Node 16 text1   : 
  Node 17 person  : 488- T'Lanhg
  Node 17 keywords: purc drin
  Node 17 type    : 0
  Node 17 text0   : You don't recognize anything on the menu. And with the horrible smells coming from the kitchen, you decide not to order anything.
  Node 17 text1   : 
  Node 18 person  : 488- T'Lanhg
  Node 18 keywords: food xxxx
  Node 18 type    : 0
  Node 18 text0   : You don't recognize anything on the menu. And with the horrible smells coming from the kitchen, you decide not to order anything.
  Node 18 text1   : 
  Node 19 person  : 489- Bill
  Node 19 keywords: orma xxxx
  Node 19 type    : 0
  Node 19 text0   : "Me of Ormanipu race. Ormanipu make many potions. Secret potions. Not to tell other races. Ormanipu live in swamp. Me no like swamp. Me move to big city and make potions to sell. But not Ormanipu potions."
  Node 19 text1   : 
  Node 20 person  : 489- Bill
  Node 20 keywords: purc poti
  Node 20 type    : 7
  Node 20 text0   : Me Potions
  Node 20 text1   : 
  Node 21 person  : 483- Sister Elysia
  Node 21 keywords: more xxxx
  Node 21 type    : 0
  Node 21 text0   : "I will do my best," answers Grimly, in a more human sounding voice.
  Node 21 text1   : 

  Town = 49: Liberty                      

  Town Messages:
  Message 0: Liberty                      
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Standing before you is the last person you'd expect to see in this town. It's Sister Elysia. You ask her what she's doing here? "Oh, it's you," she says. "I was just visiting a friend in Kunjirra and I thought I'd stop here before heading back."
  Message 21: "I've heard a lot of stories about this place and I thought maybe I could spread the word of Odashai and maybe turn some of these people away from their evil ways. I don't think I'll have much luck here."
  Message 22: "So what are you doing here? Are you writing another story for the newspaper?" You decide to come clean with her and tell her that you're not just reporters. "We're members of the Odashai Guardians," you say. 
  Message 23: You tell her that you're working undercover and that she should keep your secret. She asks why you're undercover. You tell her, "To be honest, I'm not exactly sure."
  Message 24: 
  Message 25: 
  Message 26: Just then, the sound of a huge explosion fills the air and the ground shakes. You turn around towards the sound and see smoke and flames erupting out of Mount Maldarius. "Oh, my!" cries Sister Elysia. "The village of Kunjirra!"
  Message 27: "We must help them!" she cries. "I must get to my friend." You tell her it's too dangerous to go there. "I thought you were Odashai Guardians," she cries. "It's your job to help and protect the people of Zinlasia!"
  Message 28: Another explosion shakes the ground and you can see rivers of lava flowing out of the top of the mountain, heading down to the village. "Well, if you won't go, I'm going myself," she says.
  Message 29: "Wait," you call to her. "We'll take you there." You're not sure if this the the smartest thing to do, but you can't let her go alone. If things look too bad, you can always turn back.
  Message 30: "Thank you," she says. "I'll make it up to you, some way." You gather your things and together, set out for Kunjirra. You'll have to come back here to look for Frank Twinsen later.
  Message 31: 
  Message 32: 
  Message 33: Sister Elysia joins your party.
  Message 34: "This is the wrong way," says Sister Elysia. "We've got to go back to the ferry and take it to Maldarius Island! Let's hope it's still running."
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: You can't believe what you're seeing. Flames are shooting out of the top of the mountain, and a huge, black cloud of smoke is beginning to fill the sky.
  Message 41: You ask him if his name is Frank Twinsen and if he worked at the Magestica Prison. "Yes," he answers, sounding a little annoyed. "What's it to ya?" You ask him if there was a particular reason that he got fired.
  Message 42: "How do you know about that?" he cries, looking offended. "I didn't do anything wrong, you hear! I fell asleep on the job, that's all. It's not my fault that it was such a boring job. Damn Magites. They think they're so superior."
  Message 43: "Well, I walked out of that place. Didn't bother to turn in my keys or my uniform. Didn't like working for them, anyway." You ask him if he knows anything about a possible breakout from Maximum Security.
  Message 44: "Oh, I doubt that very much," he says. "There's no way anyone could break out of there." You ask him what kind of people are locked up in that section. "The crazy ones," he answers.
  Message 45: "And not just crazy, but powerful, too. Wizard savants, they call them. They're an embarrassment to the Magite race, they are. They've got ten times the magic power of a normal Magite, but they're nutty as can be."
  Message 46: "They're kept in suspended animation. I guess they're keeping them there until they can come up with a cure or something. I don't know why they just don't kill em all. Maybe they can't kill em. Who knows."
  Message 47: "Anyway, the place is full. Not a single cell open. I think they're planning on building a new facility soon...a bigger one." You ask him about the key he said he still has. "Yes, I've still got it."
  Message 48: You ask him if you could borrow it. "I don't know about that," he says. You tell him that it's very important. "What's in it for me?" he asks. 
  Message 49: You tell him if you find out that a prisoner has escaped and make it known to the public, it would be a great humiliation to the Magites. You'd be getting back at them for firing you.
  Message 50: "That doesn't do much for me," he says. "And what if you find out that no one has escaped? No, I have something that I think I'd like more. I do a little 'trading' on the side, to supplement my income, so to speak."
  Message 51: "I could make some big money, if I could get my hands on a certain item. It's called an Essence Crystal. They're worth a fortune on the black market. But getting one is difficult, and a bit dangerous, too."
  Message 52: "They come from forest wisps. If you kill one, it sometimes drops one of these. It's like getting a pearl out of an oyster. I'd go find one myself, but there are two problems. First, they live in Velkala Forest and it's off limits to the general public."
  Message 53: You ask him where that is. "If you leave Zenith and head east, you'll come to the entrance to the forest. There is a guardhouse there to keep people out. Or maybe it's there to keep the creatures that live in the forest inside."
  Message 54: "Anyway, I know that the guard there will let you in if you've got enough gold. Rich socialites have been known to pay him big bucks to let them in for private hunting expeditions. Black market traders can get in too, if the price is right."
  Message 55: "I, unfortunately, don't have the money. But if you've got enough, you could probably get in." You ask him what the other problem is. "Oh, simply put, the forest wisps are quite deadly. And they usually travel in groups."
  Message 56: 
  Message 57: 
  Message 58: 
  Message 59: "Don't ask me about that again."
  Message 60: Do you want to give him an Essence Crystal?
  Message 61: 
  Message 62: 
  Message 63: 
  Message 64: 
  Message 65: 
  Message 66: "Thanks," he says, taking the crystal from you. 
  Message 67: "You got one!" he exclaims. "You must really want this key. He takes the crystal and gives you his key. He holds the crystal in his hand and says, "This will sure get me a pretty penny on the black market."
  Message 68: "Thanks for the Essence Crystal. It'll get me a fortune on the black market."
  Message 69: "So, if you want the key to Maximum Security, bring me an Essence Crystal. It's that simple."
  Message 70: You decide against giving him the crystal.
  Message 71: You get no response.
  Message 72: As you leave town, your talking crystal begins to glow. Looking into it, you see Erathmus, from the Research Center. "I hope I'm not disturbing you," he begins, "but I've discovered something I think you'd be interested in."
  Message 73: "The winged creature that you brought me, well, it's a summoned creature... a homunculus, to be exact." You ask him what that is. "A homunculus is a servant to a wizard, something like a familiar."
  Message 74: "But it acts like an extension of the wizard who summoned it. In other words, all that it sees and hears, the wizard sees and hears. It is basically a spy for the wizard, traveling long distances that it's host may not be able to."
  Message 75: As you listen to his words, you begin to get a bad feeling inside. Every time the creature appeared at a certain location, some major event happened soon after. The volcano erupted after its appearance in Kunjirra.
  Message 76: Minobi was flooded after it was seen there. And the trees bloomed out of season at the Shrine of Odashai. Could it be that some magical force is controlling nature, through the use of these creatures?
  Message 77: It all still doesn't make any sense. The answers might lie inside the Magestica Prison, but you doubt it. But with luck, you may at least uncover a hint to help unravel this mystery.
  Message 78: "Hey, what are you tryin' to do, stiff me? Come back when you've got the gold."
  Message 79: "Now listen close," he begins. Assassination is an art, my friend. You don't just go in and clumsily hack away. You've got to be quick and efficient." He pulls out a sharp dagger. It makes you feel a little nervous.
  Message 80: "Now, see this baby," he says, holding up the dagger. "This tiny little knife can take down the biggest man, if you know how to do it right." He continues the lesson for about an hour, and afterwards, you feel like you've learned something.
  Message 81: 
  Message 82: 
  Message 83: 
  Message 84: 
  Message 85: Your assassination skill is raised by 1 point.
  Message 86: "Admission to the House of Pleasure is 75 gold coins," says Madame Butterfly. "And I'm afraid you can't all go in together. We wouldn't want it to get too crowded inside, now would we?"
  Message 87: "Would one of you like to go in?"
  Message 88: 
  Message 89: 
  Message 90: 
  Message 91: 
  Message 92: "You don't have enough gold," she says. "Come back when you're able to afford it."
  Message 93: "I just need you to answer a couple questions, dear," she says. "First, are you over eighteen?"
  Message 94: 
  Message 95: 
  Message 96: 
  Message 97: 
  Message 98: 
  Message 99: "Sorry, dear, you're not old enough for Madame Butterfly's House of Pleasure."
  Message 100: "And the second question may seem a bit odd, but I ask it only because there are many races here in Zinlasia and sometimes I can't tell just by looking. What is your sex?"
  Message 101: 1) Male
  Message 102: 2) Female
  Message 103: 
  Message 104: 
  Message 105: 
  Message 106: "Very good," she says. "You may enter." The door opens and you step through. 
  Message 107: This is the entrance only. You can't go out this way.
  Message 108: This door exit out of the House of Pleasure. Are you sure you're ready to leave?
  Message 109: 
  Message 110: 
  Message 111: 
  Message 112: 
  Message 113: 
  Message 114: You exit out through the door and join the rest of the group. They ask you to tell them all about it, but you just smile and don't say a word.
  Message 115: This is the exit. You can't go in this way.
  Message 116: "This is a private party!" the occupants of the room scream at you. Maybe it's best that you leave.
  Message 117: "No T'Lanhg allowed!" cries the Haurathi bouncer. "They cheat!" It looks like you won't be going in here while Quib is in your party.
  Message 118: "You don't have any Hydra Teeth," he says. "Bring me some and I'll pay you 45 gold for each tooth."
  Message 119: You show him the Hydra Teeth that you have found. "Very nice," he says, looking them over. Here's your gold." He pays you 45 gold per tooth.
  Message 120: BINGY Hall
  Message 121: 3 of a Kind
  Message 122: Twenty-One
  Message 123: Liberty Casino
  Message 124: No T'Lanhg allowed inside casino!
  Message 125: Welcome to Liberty

Let your inhibitions run wild! You're at Liberty to do as you please.
  Message 126: Captain's Quarters
  Message 127: Pawn Shop
  Message 128: Martha's Market
  Message 129: Madame Butterfly's House of Pleasure
  Message 130: Poisons 'R' Us
  Message 131: Supplies and Stuff
  Message 132: Art Gallery
  Message 133: Manager's Office
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 490 name: Frank
  Personality 490 confused: 
  Personality 490 look    : You see a guard, standing quietly in the corner. He's not dressed in the typical Zinlasian armor that you're used to seeing in these parts. He must be privately hired for the casino.
  Personality 490 ask name: "I'm Frank," he says, sounding a bit bored.
  Personality 490 ask job : "I work as a security guard for the casino. It doesn't pay much, but it's all I could get. If I see any unruly behavior, I report it to the bouncers."
  Personality 491 name: Ivan
  Personality 491 confused: "Are you here to drink, or just talk my ear off?"
  Personality 491 look    : The man tending bar looks like the type who enjoys pulling the legs off of flies, just to watch them squirm. But then again, it probably takes that type to work in a place like this.
  Personality 491 ask name: "I'm Ivan," he says, in a surprisingly friendly voice. "What can I get you?"
  Personality 491 ask job : "I sell nothing but the finest rum, here in the Captain's Quarters. It's a favorite with the sailors. Would you like a drink, or are you interested in the latest rumors?"
  Personality 492 name: Nico
  Personality 492 confused: "I can't discuss that."
  Personality 492 look    : The guy before you looks like a real shady character. He is dressed in black from head to toe, and his eyes shift back and forth as if he's always on the lookout.
  Personality 492 ask name: "You can call me Nico," he says, in a half whisper.
  Personality 492 ask job : "Let's just say I take care of unwanted vermin," he says in a low voice. "You could say I was an exterminator."
  Personality 493 name: Wayne
  Personality 493 confused: 
  Personality 493 look    : This shopkeeper waits patiently behind the counter, waiting for the occasional customer to wander in. On the shelves are a wide variety of items, collected from all across the land.
  Personality 493 ask name: "I'm Wayne," he says, with a wink. "Come on in. Have a look around and let me know if you want anything."
  Personality 493 ask job : "I run this little shop," he says. "I have a little bit of everything here. You'll find my stuff is cheap, too. It's because of the method I use to aquire most of it."
  Personality 494 name: Martha
  Personality 494 confused: "Don't ask me stupid questions."
  Personality 494 look    : The woman behind the counter is quite large and has a mean look on her face. She scowls at you as you enter the store.
  Personality 494 ask name: "I'm Martha," she croaks. "What's it to you?"
  Personality 494 ask job : "What do you think I do here? I wait on stupid people like you. And don't give me any lip, either. Now buy something, or stop wasting my time."
  Personality 495 name: Madame Butterfly
  Personality 495 confused: "That is for you to find out for yourself."
  Personality 495 look    : An elderly woman stands in this hall, dressed in a beautiful gown. She wears heavy makeup which doesn't hide the fact that she is many years past her prime.
  Personality 495 ask name: "I am Madame Butterfly," she says, bowing to you. "Come dears, see what awaits you inside my House of Pleasure."
  Personality 495 ask job : "I am the proprietor of this business. I see to it that my children take good care of the guests. Please, step inside if you have the desire for night of pleasure."
  Personality 496 name: Rose
  Personality 496 confused: "Let's not talk about that right now."
  Personality 496 look    : This beautiful young woman is dressed in a provocative dressing gown. It is made of sheer white silk and doesn't cover much of her.
  Personality 496 ask name: "My name is Rose," she says in a sexy voice. "I am available right now if you would like some company."
  Personality 496 ask job : "I am here to help make your stay as pleasurable as it can be. Would you like to share some time together, here in my room?" 
  Personality 497 name: Rod
  Personality 497 confused: "Let's talk about something else."
  Personality 497 look    : This handsome young man is wearing nothing but a small silk loincloth. His body is oiled and his muscles glisten in the dim light.
  Personality 497 ask name: "My name is Rod," he says with an enticing voice. "I am available right now, if you would like some company."
  Personality 497 ask job : "I am here to help make your stay as pleasurable as it can be. Would you like to share some time together, here in my room?" 
  Personality 498 name: Harold
  Personality 498 confused: 
  Personality 498 look    : This heavy set man doesn't look too happy to see you barge into his house. But he waits to see what you want before saying anything.
  Personality 498 ask name: "My name is Harold," he says, suspiciously. "What do you want?"
  Personality 498 ask job : "That's really none of your business," he answers, gruffly. "Now if you have no reason for coming here, I suggest you leave at once."
  Personality 499 name: Murray
  Personality 499 confused: "I'm not much of an authority on that subject."
  Personality 499 look    : Sitting behind the desk is a pleasant looking fellow. He wears a mustache that he keeps trimmed so thin, that it looks like a black line drawn over his lip. That, along with the hat he's wearing, makes him look a bit unconventional.
  Personality 499 ask name: "I'm Murray," he says, rising to greet you. "Please, come into my office. What can I do for you?"
  Personality 499 ask job : "I run the Liberty Casino in addition to being mayor of this town." he answers. "I'll be happy to answer any questions you might have about the casino or tell you a little bit about the history of Liberty."
  Node 0 person  : 490- Frank
  Node 0 keywords: boun xxxx
  Node 0 type    : 0
  Node 0 text0   : "It's that pair of Haurathi brutes over there. They do all the dirty work. I wouldn't want to get on their bad side, if you know what I mean."
  Node 0 text1   : 
  Node 1 person  : 490- Frank
  Node 1 keywords: casi xxxx
  Node 1 type    : 0
  Node 1 text0   : "This is the Liberty Casino. There's all sorts of ways to lose your gold here. But don't let me catch you cheatin' or you'll be out on your ear, you will."
  Node 1 text1   : 
  Node 2 person  : 490- Frank
  Node 2 keywords: twin pris
  Node 2 type    : 29
  Node 2 text0   : You get no response.
  Node 2 text1   : 
  Node 3 person  : 490- Frank
  Node 3 keywords: velk fore
  Node 3 type    : 0
  Node 3 text0   : "Velkala Forest is east of Zenith. You'll have to bribe the guard if you want to be let in."
  Node 3 text1   : 
  Node 4 person  : 490- Frank
  Node 4 keywords: wisp xxxx
  Node 4 type    : 0
  Node 4 text0   : "The forest wisps are very dangerous, but if you kill one, you might get an Essence Crystal. The wisps live deep inside Velkala Forest."
  Node 4 text1   : 
  Node 5 person  : 490- Frank
  Node 5 keywords: esse crys
  Node 5 type    : 29
  Node 5 text0   : "Bring me an Essence Crystal from a forest wisp and I'll give you my old prison key."
  Node 5 text1   : 
  Node 6 person  : 491- Ivan
  Node 6 keywords: sail xxxx
  Node 6 type    : 0
  Node 6 text0   : "We get lot's of sailors, here in Liberty. This is a favorite destination for shore leave. We supply plenty of 'entertainment', here in town."
  Node 6 text1   : 
  Node 7 person  : 491- Ivan
  Node 7 keywords: ente supp
  Node 7 type    : 0
  Node 7 text0   : "There's the casino in the north part of town, and of course, Madame Butterfly's Place attracts quite a few adventuresome lads."
  Node 7 text1   : 
  Node 8 person  : 491- Ivan
  Node 8 keywords: casi xxxx
  Node 8 type    : 0
  Node 8 text0   : "There's all kinds of ways to lose your gold at the Liberty Casino. You won't get me in that place. Those games are rigged so the odds are against you, I'm sure. Besides, if you lose all your gold there, you won't have any left to spend in here."
  Node 8 text1   : 
  Node 9 person  : 491- Ivan
  Node 9 keywords: mada butt
  Node 9 type    : 0
  Node 9 text0   : "Madame Butterfly runs a high class joint. And the lady's there are top notch. You get your money's worth, that's for sure."
  Node 9 text1   : 
  Node 10 person  : 491- Ivan
  Node 10 keywords: rumo xxxx
  Node 10 type    : 1
  Node 10 text0   : "How about buying a drink first. Then I'll tell you a thing or two."
  Node 10 text1   : "You look like the adventurous type. Here's something you might be interested in. They say there's a Phoenix living in a cave at the base of Mount Maldarius, near Kunjirra."
  Node 11 person  : 491- Ivan
  Node 11 keywords: mald kunj
  Node 11 type    : 0
  Node 11 text0   : "It's on the island, just north of here. Kunjirra is where the Haurathi live."
  Node 11 text1   : 
  Node 12 person  : 491- Ivan
  Node 12 keywords: phoe pheo
  Node 12 type    : 0
  Node 12 text0   : "They say it's a great magical bird that bursts into flames at the end of its life and is reborn from the ashes. I've never seen one, though."
  Node 12 text1   : 
  Node 13 person  : 491- Ivan
  Node 13 keywords: drin purc
  Node 13 type    : 0
  Node 13 text0   : "A drink of rum will cost you 5 gold pieces. Are you still interested?"
  Node 13 text1   : 
  Node 14 person  : 491- Ivan
  Node 14 keywords: inte xxxx
  Node 14 type    : 19
  Node 14 text0   : You give him five gold coins and he hands you glass of rum. You take a drink and, though rum is not your favorite, find that it is pretty good.
  Node 14 text1   : "What did you do, lose all your gold at the casino?" he says as you realize you don't have enough.
  Node 15 person  : 491- Ivan
  Node 15 keywords: capt quar
  Node 15 type    : 0
  Node 15 text0   : "This is the top drinking establishment, here in Liberty. But you best be able to handle a sword, if you come in here. The sailor's can get mighty rowdy here from time to time."
  Node 15 text1   : 
  Node 16 person  : 492- Nico
  Node 16 keywords: exte xxxx
  Node 16 type    : 0
  Node 16 text0   : "For a price, I remove undesirables. You get my meaning?" He looks around to make sure no one else is in earshot. "In between jobs, I teach others my skills."
  Node 16 text1   : 
  Node 17 person  : 492- Nico
  Node 17 keywords: teac skil
  Node 17 type    : 0
  Node 17 text0   : "I can train you in the art of assassination, but I ain't cheap. I charge 200 gold for a lesson, but I'm the best around. So what do you say? Are you interested?"
  Node 17 text1   : 
  Node 18 person  : 492- Nico
  Node 18 keywords: less inte
  Node 18 type    : 29
  Node 18 text0   : "Well, if you change your mind, don't hesitate to return. And of course, I trust you won't mention this little talk with others."
  Node 18 text1   : 
  Node 19 person  : 493- Wayne
  Node 19 keywords: meth aqui
  Node 19 type    : 0
  Node 19 text0   : "Now, you wouldn't want me giving away my secrets, would you?" He winks again. "Oh, and if you have anything to sell, let me know. Some of the merchandise I stock here is bought legitimately as well."
  Node 19 text1   : 
  Node 20 person  : 493- Wayne
  Node 20 keywords: purc xxxx
  Node 20 type    : 23
  Node 20 text0   : Pawn Shop
  Node 20 text1   : 
  Node 21 person  : 493- Wayne
  Node 21 keywords: sell xxxx
  Node 21 type    : 15
  Node 21 text0   : "Well, let's take a look and see what you've got," he says, looking over your inventory.
  Node 21 text1   : 
  Node 22 person  : 494- Martha
  Node 22 keywords: purc food
  Node 22 type    : 7
  Node 22 text0   : Martha's Market
  Node 22 text1   : 
  Node 23 person  : 496- Rose
  Node 23 keywords: shar time
  Node 23 type    : 1
  Node 23 text0   : "Oh, I see you have an adventurous side to yourself. Do the others in your group know about that? No matter. You'll find that I can be very accommodating." (more)
  Node 23 text1   : "I am flattered that you picked me. Why don't you come over here, next to me, so we can get better aquainted." (more)
  Node 24 person  : 497- Rod
  Node 24 keywords: shar time
  Node 24 type    : 1
  Node 24 text0   : "I am flattered that you picked me. Why don't you come over here, next to me, so we can get better aquainted." (more)
  Node 24 text1   : "Oh, I see you have an adventurous side to yourself. Do the others in your group know about that? No matter. You'll find that I can be very accommodating." (more)
  Node 25 person  : 496- Rose
  Node 25 keywords: more xxxx
  Node 25 type    : 2
  Node 25 text0   : "First, I think we should dim the lights," she says. "Next, I think a nice massage will help you to relax and loosen up. And after that, we'll get to know each other a little more intimately." (next)
  Node 25 text1   : 
  Node 26 person  : 497- Rod
  Node 26 keywords: more xxxx
  Node 26 type    : 2
  Node 26 text0   : "First, I think we should dim the lights," he says. "Next, I think a nice massage will help you to relax and loosen up. And after that, we'll get to know each other a little more intimately." (next)
  Node 26 text1   : 
  Node 27 person  : 496- Rose
  Node 27 keywords: next xxxx
  Node 27 type    : 25
  Node 27 text0   : First she ?????? to your ???????.  Next, you ??????? and ?????? in between ?????? in the ?????????. You almost ????? as she ???????? ???? ??????????!!
  Node 27 text1   :  And if that wasn't enough, you ?????? and ?????? before she ???????? in the ???????. And to top it all off, she ??????? ???? ????? and ????? AND ????????!?!?!???!!!!!!!!!!!!
  Node 28 person  : 497- Rod
  Node 28 keywords: next xxxx
  Node 28 type    : 25
  Node 28 text0   : First he ?????? to your ???????.  Next, you ??????? and ?????? in between ?????? in the ?????????. You almost ????? as he ???????? ???? ??????????!!
  Node 28 text1   :  And if that wasn't enough, you ?????? and ?????? before he ???????? in the ???????. And to top it all off, he ??????? ???? ????? and ????? AND ????????!?!?!???!!!!!!!!!!!!
  Node 29 person  : 495- Madame Butterfly
  Node 29 keywords: plea xxxx
  Node 29 type    : 0
  Node 29 text0   : "Pleasure can be different things to different people. It is up to you to pursue the kind of pleasure that you alone seek."
  Node 29 text1   : 
  Node 30 person  : 495- Madame Butterfly
  Node 30 keywords: chil xxxx
  Node 30 type    : 0
  Node 30 text0   : "I'm sure you'll find that my children are quite capable of giving you the pleaure that you are seeking."
  Node 30 text1   : 
  Node 31 person  : 496- Rose
  Node 31 keywords: comp xxxx
  Node 31 type    : 0
  Node 31 text0   : "We can talk or do whatever you'd like to do. I'm sure whatever you chose to do will be enjoyable. It's all part of my job."
  Node 31 text1   : 
  Node 32 person  : 497- Rod
  Node 32 keywords: comp xxxx
  Node 32 type    : 0
  Node 32 text0   : "We can talk or do whatever you'd like to do. I'm sure whatever you chose to do will be enjoyable. It's all part of my job."
  Node 32 text1   : 
  Node 33 person  : 496- Rose
  Node 33 keywords: toge room
  Node 33 type    : 1
  Node 33 text0   : "Oh, I see you have an adventurous side to yourself. Do the others in your group know about that? No matter. You'll find that I can be very accommodating." (more)
  Node 33 text1   : "I am flattered that you picked me. Why don't you come over here, next to me, so we can get better aquainted." (more)
  Node 34 person  : 497- Rod
  Node 34 keywords: toge room
  Node 34 type    : 1
  Node 34 text0   : "I am flattered that you picked me. Why don't you come over here, next to me, so we can get better aquainted." (more)
  Node 34 text1   : "Oh, I see you have an adventurous side to yourself. Do the others in your group know about that? No matter. You'll find that I can be very accommodating." (more)
  Node 35 person  : 490- Frank
  Node 35 keywords: blac mark
  Node 35 type    : 1
  Node 35 text0   : "Get me the Essence Crystal first and then I'll tell you about the black market."
  Node 35 text1   : "You can find guys who deal in black market items all around East Zinlasia. They'll pay good money for certain items that are otherwise illegal to sell. Talk to Harold in town about it. He'll tell you more."
  Node 36 person  : 490- Frank
  Node 36 keywords: haro xxxx
  Node 36 type    : 0
  Node 36 text0   : "Harold lives in the small house, west of here, up in the hills."
  Node 36 text1   : 
  Node 37 person  : 498- Harold
  Node 37 keywords: blac mark
  Node 37 type    : 0
  Node 37 text0   : "So, you're interested in the black market, are you? I deal in Hydra Teeth. They have magical powers that can summon the skeletons of long dead warriors up from the ground. 
  Node 37 text1   : The Sliths have a special interest in these powers and they pay lot's of gold for the teeth." (more)
  Node 38 person  : 498- Harold
  Node 38 keywords: more xxxx
  Node 38 type    : 0
  Node 38 text0   : "There's a cave full of them on this island. But you can't get there by foot. It's on the opposite side of the island, high in the mountains. You'll need a boat to get you there.
  Node 38 text1   : I'll pay you 45 gold for each tooth you bring me. And one more thing. Go see Helveticus for more black market contacts."
  Node 39 person  : 498- Harold
  Node 39 keywords: hydr teet
  Node 39 type    : 29
  Node 39 text0   : "I pay 45 gold for each Hydra Tooth that you bring me."
  Node 39 text1   : 
  Node 40 person  : 498- Harold
  Node 40 keywords: toot xxxx
  Node 40 type    : 29
  Node 40 text0   : 
  Node 40 text1   : 
  Node 41 person  : 498- Harold
  Node 41 keywords: helv cont
  Node 41 type    : 0
  Node 41 text0   : "Helveticus lives in Magestica on the second level. He trades in the black market and will probably know others who do as well."
  Node 41 text1   : 
  Node 42 person  : 499- Murray
  Node 42 keywords: hist libe
  Node 42 type    : 0
  Node 42 text0   : "This used to be a quiet port town, many years ago. The casino was built here to bring in revenue for the town and to give the sailors something to do. It really caught on and became a major draw for sailors and locals alike.
  Node 42 text1   : "The town soon began to draw a more colorful group of people to its borders." (more)
  Node 43 person  : 499- Murray
  Node 43 keywords: more xxxx
  Node 43 type    : 0
  Node 43 text0   : "About three years after the casino opened, Madame Butterfly moved here and opened up her House of Pleasure. Soon after, Liberty became a prime destination for sailors on shore leave as well as other fun-loving tourists." (continue)
  Node 43 text1   : 
  Node 44 person  : 499- Murray
  Node 44 keywords: cont xxxx
  Node 44 type    : 0
  Node 44 text0   : "Liberty does draw its share of undesirables and things can get pretty rowdy around here. There have been groups who have tried to 'clean up' the town over the years with little success.
  Node 44 text1   : I admit, we don't have the best reputation among certain circles, but there's one thing you can say about Liberty...It's never dull."
  Node 45 person  : 499- Murray
  Node 45 keywords: casi xxxx
  Node 45 type    : 0
  Node 45 text0   : "I've been running the casino for eight years now and I pride myself on keeping a clean and honest establishment. The dealers who work here are friendly and professional.
  Node 45 text1   : "We have a variety of games here, including Twenty-One, Three of a Kind, and Five Card Streak." (next)
  Node 46 person  : 499- Murray
  Node 46 keywords: next xxxx
  Node 46 type    : 0
  Node 46 text0   : "The latest addition to the casino are the new slot machines, developed by the Magites last year. They're a lot of fun and are automated so they don't require a dealer to play.
  Node 46 text1   : We have very few rules here...Just basically treat the dealers with respect, be a good sport if you lose, and no cheating, which is why T'Lanhgs are not allowed inside."
  Node 47 person  : 499- Murray
  Node 47 keywords: tlan xxxx
  Node 47 type    : 0
  Node 47 text0   : "The T'Lanhg have telepathic powers and they know which cards are coming up before they're actually drawn. We lost a lot of gold before we got wise to what was happening.
  Node 47 text1   : It's a shame we have to have such a rule, but I have a business to run and making a profit is still top priority."
  Node 48 person  : 499- Murray
  Node 48 keywords: prem memb
  Node 48 type    : 0
  Node 48 text0   : "To become a premium member of the casino, you need to sign up for a regular member's card. It costs 50 gold. This gets you discounts on drinks and some of the games like Bingy.
  Node 48 text1   : Then, after six months, you may qualify for a premium card which allows you access to more of the games. Did you want to apply for a card?" You tell him "no thanks."
  Node 49 person  : 499- Murray
  Node 49 keywords: mayo xxxx
  Node 49 type    : 0
  Node 49 text0   : "My mayoral duties usually take a back seat to running this casino, I have to admit. But I do take that position very seriously and I do my best to make sure the town's needs are taken care of."
  Node 49 text1   : 
  Node 50 person  : 499- Murray
  Node 50 keywords: fran twin
  Node 50 type    : 0
  Node 50 text0   : "Oh, Frank," says Murray. "Yes, he works here. He's a security guard on the first floor of the casino. I just recently hired him. He does his job okay."
  Node 50 text1   : 

  Town = 50:                              

  Town Messages:
  Message 0:                              
  Message 1: Council Chambers             
  Message 2: Mage's Guild                 
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Let us begin," says Governor Walwick. "I'm sure by now you are all aware of the events that have led me to call this emergency meeting. Three separate disasters have struck, leaving three of our finest cities completely destroyed."
  Message 21: "This is not just a coincidence, nor do I believe these are acts of angry gods." You hear dissidence from some of the ambassadors. "Quiet down," says Walwick. "You will all have your turn to talk. Let me tell you the facts of the matter."
  Message 22: "About three months ago, before any of this happened, we discovered a source of power, emanating from within the Untamed Region. We immediately sent troops in to investigate. They were never heard from again."
  Message 23: "Next, General Vargas sent in a group of his men, the Odashai Guardians. We lost contact with them, three days into the mission. I insisted on sending a second team of Guardians into the Untamed Region."
  Message 24: "Against the generals's better judgement, he complied. They were lost as well. The new group of Guardians, sitting with us today, are the latest group that we've assigned to this mission. They have come up with some very enlightening information."
  Message 25: "They first discovered a wizard savant, out in the Nephilim lands of West Zinlasia. The T'Lanhg scriers picked up his power source and compared it to the source in the Untamed Region. They were very similar."
  Message 26: "Next, our intrepid group of adventurers discovered that another wizard savant, by the name of Lucivias, escaped from the Magestica Prison just about the same time we discovered the power source in the Untamed Region."
  Message 27: "That is adsurd!" cries Volton. "There have been no reported escapes from the Magestica Prison since the day it was open!"
  Message 28: "I expected such an outburst from you, Volton. The facts are in, and we know that you've been covering up the escape. Lucivias was not only a wizard savant, but also a Tempest... one who can control nature."
  Message 29: "And we've had a flood, a volcanic eruption, and an earthquake. And in every case, there were absolutely no survivors. This leads me to believe that there is something magical, no, evil, behind these events."
  Message 30: 
  Message 31: 
  Message 32: "If I may speak," begins Volton. "Lucivias was removed from the prison and taken to the infirmary. He was diagnosed with bloodgrave disease, an incurable and fatal disease. He died. He did not escape."
  Message 33: "And I'd like to know who this other wizard savant is, the one in West Zinlasia." You tell him that his name is Grimly. "I know of no one by that name," he says. "He was tossed into a mental institution and forgotten, over 200 years ago," you say.
  Message 34: "Two hundred years?" laughs Volton. "Yes," you say. "He created a spell that gave him immortality. He can't die." 
  Message 35: "Well, I've never heard of him," says Volton. Then, as if he just remembered something, he says, "I seem to remember reading about a Tiberius Grimstone in some old city records. Some nut who claimed to be immortal."
  Message 36: "But that was before the calamity that nearly wiped out the Magite race. He couldn't have survived." You tell him that he DID survive and is leading a Nephilim army against Independence City as we speak.
  Message 37: "If I may interrupt?" says Walwick. "I think we're getting off the main subject. There's more I need to tell you. Since General Vargas isn't here, I'll have Colonel Viatrix fill you in on the latest developments."
  Message 38: Colonel Viatrix stands up to address the council. "The T'Lanhg scriers have discovered a new source of power. It appeared right outside the main guardpost between East Zinlasia and the Untamed Region."
  Message 39: "It is a massive energy barrier. It cuts off all access to the Untamed Region. So far, it seems to be completely impenetrable and very dangerous. This was confirmed just a few hours ago when the men from the guardhouse approached it."
  Message 40: "Energy bolts were launched at them from the barrier, killing them instantly." There is silence in the room as the ambassadors sit stunned, not believing their own ears. "It's as if he knows we're on to him," says Viatrix.
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: Just then, the door opens up, and in walks General Vargas, accompanied by Sister Elysia. "Sorry I'm late," says Vargas. "But I've been listening to Sister Elysia tell me some pretty important stuff that I think you should all hear."
  Message 45: "She's just returned from the destroyed city of Kunisulitz and she has a theory that I think may be right on the money." Governor Walwick says, "Let her speak, then."
  Message 46: "My name is Sister Elysia. I came to town to spread the word of Odashai. When the trees bloomed at his shrine, I thought it was a message from him. When Minobi was flooded, I thought it was due to his wrath."
  Message 47: "But now I believe I have been deceived into believing these things. I do not believe Odashai, or any of the other gods are behind this. Three of my friends have disappeared. One in each city that was destroyed."
  Message 48: "When I heard of the earthquake in Kunisulitz, I immediately rushed to the sight to find my friend who I knew lived there. I found his home, completely untouched, but he was gone. I found the same thing in Kunjirra."
  Message 49: "This is all very sad," interrupts Walwick, "but what relevance does all this have to the council?" She takes a deep breath and says, "They were all Empaths. I am an Empath too. When General Vargas told me about Lucivias, it all made sense."
  Message 50: "He is sick with bloodgrave disease. He is abducting all the Empaths so they can cure him." Governor Walwick remains quiet for a moment. Then he asks, "How could he tell an Empath from any other normal person?"
  Message 51: "Most T'Lanhg can distinguish Empaths from normal people," says Colonel Viatrix. "I believe some Magites can, too." Everyone turns to Prime Minister Volton. "I have nothing to say on the matter," he says, stubbornly.
  Message 52: Chief Sslatik, who has been uncharacteristically quiet until now, says, "I sstill don't undersstand how thiss wizard ssavant could find the Empathss." It is at this very moment that the last piece of the puzzle falls into place as you realize something.
  Message 53: "The homunculus!" you blurt out. "What wass that?" the Slithzerikai chief asks. You tell the council about the flying creature that appeared at every location before something happened. 
  Message 54: "Lucivias used the homunculi to search for the Empaths," you say. "When he found one, he created a disaster to cover up the fact that he was taking the Empath. If it weren't for Sister Elysia, no one would have noticed."
  Message 55: You ask the chief if any strange flying creatures were reported in Kunisulitz before the earthquake. "Not to my knowledge," he says. "To be honesst, I'm not totally convinced that your theoriess are correct."
  Message 56: "My people believe it was the Sslithzerikai god of destruction that desstroyed the city of Kunissulitz." Sister Elysia cries, "That's just what he wants you to believe." The Haurathi chief adds, "And it was Ashubidaal who destroyed my village!"
  Message 57: 
  Message 58: "I had a feeling you'd be asking me to do something like that," you tell him. You decide now is as good a time as any, so you head over to the ambassador's quarters and approach Chief Sslatik.
  Message 59: You should probably wait until the meeting is over before you leave.
  Message 60: "You're late," says Governor Walwick, as Prime Minister Volton teleports into the room. "I had important matters to attend to," he answers, uncaringly. "I can't think of anything more important than this meeting," says Walwick.
  Message 61: The prime minister just rolls his eyes. "Well, I think we've waited long enough," says Walwick. General Vargas was supposed to be here, but I don't know where he is. I think we should begin the meeting."
  Message 62: Turning to you, he says, "If you're ready, just have a seat between Ambassador Cooper and Fregk-Ursia."
  Message 63: 
  Message 64: 
  Message 65: 
  Message 66: "We could go on for hours, debating the possible causes of what's happened," says Governor Walwick. "But we just don't have the time. We need to stick with the most logical explanation and act accordingly."
  Message 67: "So here is the plan that I and General Vargas have come up with. I present it now for the council. Once you've heard the plan, you will be asked to vote. As you know, a two thirds majority is required to pass the proposal." 
  Message 68: "It's really quite simple. We go after Lucivias before he causes any more destruction. We'll send an army, led by the Odashai Guardians, to the newly formed barrier. We break through it, using everything we have at our disposal."
  Message 69: "Then, we make our way through the Untamed Region and, with the help of the T'lanhg scriers, track him down and destroy him. This could require the combined armies of all the Zinlasian Nations. That's why I need your cooperation."
  Message 70: "That's why I need your vote. Now, does anyone have any ideas they'd like to add? Also, if you have any objections, please state them now."
  Message 71: 
  Message 72: As expected, Prime Minister Volton is the first to object. "First of all, if this is a wizard savant we're up against, and especially if it's Lucivias, this little plan of yours is almost assuredly suicidal. You haven't a chance."
  Message 73: "And I for one am not sending my men to their deaths." Walwick asks, "Then what do you propose we do? Certainly you must have some ideas. You've known about this a lot longer than the rest of us."
  Message 74: "I will not comment on that accusation," says Volton. "But I will remind you of the old saying... fight fire with fire. In other words, the only thing as powerful as a wizard savant is another wizard savant."
  Message 75: "What about this Grimly guy?" says General Vargas. He turns to you and says, "You've had previous dealings with him. You wrote about it in your book. You never described him as being evil, and didn't he help you in the end?"
  Message 76: You tell him that this is true, but you have no idea what you could do to convince him to join with you and go up against Lucivias. "Does anyone else have anything to say?" asks Walwick.
  Message 77: 
  Message 78: Chief Sslatik raises his clawed hand. "Ssending our armies into the Untamed Region and leaving our people defenssless doess not ssound like a good idea to me," he says. "Bessidess, my people need aid, after the earthquake."
  Message 79: "Many ressidentss that were away, have returned to ssee their homess desstroyed. We need food and water. And ressourcess to help rebuild. Iss any of that in your plan?"
  Message 80: "Your people will get aid, but this must come first," says Walwick. "And then there'ss the issue that we've disscussed in the passt," continues Sslatik.
  Message 81: "Oh, please don't bring that up again," says Walwick. "There is sstill no repressentation from the Sslithzerikai tribe in Wesst Zinlassia at thiss meeting. They sshould be here to vote on thiss, as well."
  Message 82: "You know that all communication lines are down between the Sliths in West Zinlasia and the humans. They are a less civilized tribe then yours. "You just have not tried," cries Sslatik. "And don't refer to them as Sslithss. It is a derogatory word."
  Message 83: "I'm sorry," says Walwick. "But please, let's discuss this at another time. Does anyone else have anything to say?" Mayor Yansick stands up. 
  Message 84: "I just want to know when you're going to do something about the Nephilim war in West Zinlasia," she cries. "Aside from the small band of troops you've sent us, you've done absolutely nothing."
  Message 85: "Our problem here is a little more urgent then what's going on over in West Zinlasia," says Walwick. "For you, maybe, but YOU'RE not in West Zinlasia. The people are ready to revolt because they believe you don't care. And I agree with them!"
  Message 86: "Please, Marjorie, do you not recall that it was I who was responsible for getting you the position of mayor," pleads Walwick. "Yes, I'm well aware of that, Francis. But the people over there hate me. And they're not too crazy about you, either."
  Message 87: "I have a city to run. A very big city. And I'm not getting any support from you. So until you do something about our war, I'm not giving you any support. Besides, there are no Empaths in Independence City. He's got no reason to go after us."
  Message 88: "If we attack him, I believe it will only make him mad. And I for one do not want to incur his wrath. So, I propose you come up with another idea." And with that, she sits down and folds her arms across her chest.
  Message 89: 
  Message 90: "Enough of this," says Governor Walwick. "We need to vote on the plan that I have proposed to the council. We'll start with you, Ambassador Shal-Bentas."
  Message 91: The Vahnatai ambassador stands and says, "This is the surface-dwellers problem. I will not put any of our people's lives at risk. But I do offer my support and any resources you might need to help you with your plan."
  Message 92: Governor Walwick looks to the High T'Lanhg for his response. Colonel Viatrix translates. "The T'Lanhg will offer their full support, whatever it may be," he tells the council.
  Message 93: Fregk-Ursia stands and says, "The Ormanipu offer their support, too. We no have large army, but will help in any way we can."
  Message 94: Ambassador Cooper nods and says, "As always, the people of Zenith stand behind you, one hundred percent. We must not let our freedom be threatened by anyone or anything."
  Message 95: "I'm so sorry to put a damper on things," begins Volton, "but your idea is ludicrous and the Magites will have no part in this."
  Message 96: "What a surprise," says Walwick, under his breath. He looks to Chief Sslavik to wait for his response. "It is your turn, Chief Sslavik," he says. "Yess, I know," the chief answers. "I sstill need to think. Pleasse, move on and come back to me later."
  Message 97: All eyes turn to Gryxthot, the Haurathi chief. "Me have no village or army. Me can not support you. Me must make peace with god, Ashubidaal." He sits down, looking defeated. "That's two 'no' votes," says Volton, smuggly.
  Message 98: The Hobbling ambassador, Tak, jumps up on top of his chair to make himself seen. "Well, I say, lets' kick some wizard savant butt!" He sits back down, looking pleased with himself.
  Message 99: Mayor Yansick stands and says, "I don't think I have to repeat myself. You will not have my support."
  Message 100: "That's three 'no' votes," says Volton. "We can all count," says Walwick, angrily. "I'm sure you can. I was just doing it for the little Hobbling's sake." Tak jumps up and cries, "What's that supposed ta mean?"
  Message 101: "Quiet down!" cries Walwick. "Prime Minister Volton, that comment was uncalled for." Volton says, "Yes, of course. I don't know what got into me." He turns to Tak and says, "I offer my humblest apologies, little man."
  Message 102: Walwick ignores him and turns to Chief Sslatik. "The vote is five to three. It's your turn." The chief clears his throat and says, "I'm afraid I musst take a sstand on thiss issue. The Sslithzerikai are not being fairly repressented."
  Message 103: "My brothers in West Zinlassia were not assked to thiss meeting and therefore not given the chance to vote. Until they are welcomed into the League of Zinlassian Nationss, I cannot vote."
  Message 104: "You must vote," cries Walwick. "YOU are here at this meeting and it is your responsiblity to vote on the issues at hand."
  Message 105: "Then my vote iss no," he says. "If an ambassador from the Wesshaka tribe is invited to thiss meeting and given the chance to vote for hiss people, as all the other nationss of Zinlassia are able to do, than I could change my vote."
  Message 106: "Well, I guess that makes the vote, five to four," says Volton. And that's not a two thirds majority. Too bad." Governor Walwick says,"Well, then I have nothing more to say. The meeting of the League of Zinlasian Nations, is now adjourned."
  Message 107: You can see the disappointment in his face. You're not sure what this means. But one thing you know is that you're tired of sitting and you need to leave these chambers and get some fresh air. 
  Message 108: The ambassadors slowly start to file out of the room. General Vargas comes up to you and says, "The Slithzerikai chief is staying in town for a few days. Maybe you could talk to him and see about granting his request."
  Message 109: 
  Message 110: 
  Message 111: 
  Message 112: 
  Message 113: 
  Message 114: This is the old, abandoned Mage's Guild. Well, maybe not quite abandoned. It appears some low lifes have taken up residence here.
  Message 115: These stairs once lead to the upper levels of the tower. They have been boarded up. And since you really have no need to go upstairs, you leave things the way they are.
  Message 116: Taped to the leg of this chair is a small piece of paper. You take it off and open it up. On it, is a note, written in the ancient script of the mages.
  Message 117: It reads, "The second letter is 'H'. Next... No games have been played here. No concerts heard. So why was it built? Ask the marble guy with his arm in the air."
  Message 118: *
  Message 119: Unfortunately, your mage lore is not high enough to read what it says.
  Message 120: Library
  Message 121: Council Chambers
  Message 122: Mage's Guild
  Message 123: Study Rooms
  Message 124: Study Rooms
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 500 name: Mayor Yansick
  Personality 500 confused: "I don't have time to chat right now."
  Personality 500 look    : You see a stately woman sitting at the table. She looks up and greets you as you approach her.
  Personality 500 ask name: "My name is Mayor Yansick," she says with a smile, though there is discord in her eyes.
  Personality 500 ask job : "My job as mayor of Independence City hasn't been easy," she admits. "I'm not exactly popular among many of the townspeople."
  Personality 501 name: Chief Gryxthot
  Personality 501 confused: "No understand."
  Personality 501 look    : This is a very large Haurathi. He is wearing chiefly robes and has a large, thick mane, like a lion's... only it's purple.
  Personality 501 ask name: "Chief Gryxthot," he says, in a defeated sounding voice. 
  Personality 501 ask job : "Used to be chief of Kunjirra," he says, sadly. Now village gone. Not know what I do now."
  Personality 502 name: Colonel Viatrix
  Personality 502 confused: "I don't have time to talk right now."
  Personality 502 look    : The man before you is completely bald and his head looks somewhat misshapen. He carries a staff that glows at the end, but it appears more electrical than magical.
  Personality 502 ask name: "I am Colonel Viatrix," he says, in an odd sounding voice.
  Personality 502 ask job : "I am here as translater for the T'Lanhg leader."
  Personality 503 name: High T 'Lanhg
  Personality 503 confused: ...............................................
  Personality 503 look    : This T'Lanhg is wearing green robes instead of the common red ones all the others wear. It denotes a T'Lanhg of high standing... usually a leadership position.
  Personality 503 ask name: ...............................................
  Personality 503 ask job : ...............................................
  Personality 504 name: Fregk-Ursia
  Personality 504 confused: "Me don't know."
  Personality 504 look    : This is one of the Ormanipu from the village of Grah'Mok. You think that you met her before, but you're not sure. They all look alike to you.
  Personality 504 ask name: "Me Fregk-Ursia," she answers.
  Personality 504 ask job : "Me ambassador for village of Grah'Mok," she says. "Me help make important decisions for our people."
  Personality 505 name: Prm. Minister Volton
  Personality 505 confused: "I have no interest in conversing with you."
  Personality 505 look    : The man before you is dressed in long, flowing robes. His face is somewhat hidden beneath an ornate hood, but you can see his eyes peering out at you. It makes him look a bit sinister.
  Personality 505 ask name: "I am Prime Minister Volton," he answers, smugly. "As if that was any concern of yours."
  Personality 505 ask job : "I am ruler of the the Magite city, Magestica," he says, proudly. "Now please don't bother me. I have more important concerns to deal with right now."
  Personality 506 name: Ambassador Cooper
  Personality 506 confused: "Now is not the time for conversation."
  Personality 506 look    : This is an average looking, middle-aged man. He greets you politely as you approach him.
  Personality 506 ask name: "I am Ambassador Cooper," he says in a congenial voice. 
  Personality 506 ask job : "I represent the people of Zenith at meetings of the League of Zinlasian Nations. I also travel to the other provinces as the ambassador for the human race."
  Personality 507 name: Shal-Bentas
  Personality 507 confused: "I do not wish to speak of that."
  Personality 507 look    : You have never seen a Vahnatai in person. It is a strange looking creature indeed, but you decide to keep that observation to yourself.
  Personality 507 ask name: "I am Shal-Bentas," he answers. He speaks in a strange, alien sounding voice. You find yourself staring, and you quickly look away.
  Personality 507 ask job : "I am the ambassador for the Vahnatai people in the province of Zenarbial. We are very concerned with the recent events that have befallen the nation of Zinlasia."
  Personality 508 name: Tak
  Personality 508 confused: "I'd love to chat, but not right now."
  Personality 508 look    : This little guy stands about two and a half feet tall. He looks up at you with a mischievous grin.
  Personality 508 ask name: "My name's Tak," he answers in a high pitched voice. "Pleased to meet you."
  Personality 508 ask job : "I'm the ambassador for the Hobbling people of Zinlasia," he answers.
  Personality 509 name: Chief Sslatik
  Personality 509 confused: "We sshall sspeak later, after the meeting."
  Personality 509 look    : You feel odd standing so close to a Slithzerikai without having to defend yourself. The Sliths in West Zinlasia would attack you on sight. This one is dressed almost elegantly, in the colorful attire of a chief.
  Personality 509 ask name: "I am Chief Sslatik," he says in perfect english. "I've heard a lot about you. You are fine warriorss, for humanss."
  Personality 509 ask job : "I am the chief of the Shishita tribe in Zenarbial," he answers. "I have just come from the wreckage that wass once the great city of Kunisulitz. A terrible ssight, it wass." 
  Node 0 person  : 260- Mayor Yansick
  Node 0 keywords: frie hems
  Node 0 type    : 0
  Node 0 text0   : "He's the owner and bartender of this high class establishment. Ain't ya, Hemsley," he says to the bartender.
  Node 0 text1   : 
  Node 1 person  : 260- Mayor Yansick
  Node 1 keywords: miss orde
  Node 1 type    : 29
  Node 1 text0   : "That doesn't interest me in the least."
  Node 1 text1   : 

  Town = 51: Grimly's Fortress            

  Town Messages:
  Message 0: Grimly's Fortress            
  Message 1: Northwest Tower              
  Message 2: Northeast Tower              
  Message 3: Southeast Tower              
  Message 4: Southwest Tower              
  Message 5: West Auxiliary Tower         
  Message 6: East Auxiliary Tower         
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: A notebook lies open atop this pedestal. The writings on the page look almost childlike...

 "Fortress too nice looking. Need to make more threatening and evil. Magic fiery liquids in braziers all ready."
  Message 21: "Just need to put in orbs of my color. One in each brazier. Now, where me leave orbs? Around here someplace..."
  Message 22: This lever is broken. Nothing happens when you pull it.
  Message 23: "The entrance portcullis must be fixed immediately! Piling boulders in front of the fortress entrance is not a viable solution."

        Chief M.
  Message 24: As you leave the fortress, you ask Grimly why he didn't help you fight. "Me do one favor for you. Not fight all your battles. Ummm... now what exactly is favor again?" You tell him that you need him to destroy the powerful barrier that has appeared.
  Message 25: Then you plan to travel into the Untamed Region and confront Lucivius, the wizard savant. You ask him if he will travel with you to help defeat Lucivius. "That sound like two favors," he says. "Just how powerful is this Lucivius?"
  Message 26: You tell him about all the destruction that he has caused and how he made it seem as if it was the wrath of angry gods. "How you know it not indeed, angry gods?" asks Grimly. Before you can answer, your talking crystal begins to glow.
  Message 27: 
  Message 28: 
  Message 29: 
  Message 30: You see the image of General Vargas fade into view. "What's going on over there?" he asks. "The T'Lanhg scriers are reporting all sorts of fluctuations in the power source." You tell him that you've convinced Grimly to help.
  Message 31: "Great," says Vargas. "Now, report over to the garrison at the northern blockade to the Untamed Region. I'll be there, waiting for you. I can't wait to meet this Grimly person." You tell him you're on your way.
  Message 32: "Very good," he says, and the crystal goes dark. You put the crystal away and start to proceed back to Hollis Island. You turn to see Grimly standing alone, not moving. "Are you coming?" you ask.
  Message 33: 
  Message 34: 
  Message 35: 
  Message 36: "You want me to fight another wizard savant?" he asks. "We will probably need you if we are to have any chance of defeating him," you answer. "And you sure you can cure me?"
  Message 37: You tell him that Sister Elysia says she's sure. "But she can't cure me until after I help you," he says. "What if he is too powerful for me?" You tell him either way, Sister Elysia has promised to cure you.
  Message 38: "That good," he says, smiling. "Me been around too long. Me get bored and that get me into trouble. Neverending life is tedious. That why me do crazy things sometimes. Me never thought things would come to this."
  Message 39: "Once, me wanted to live forever. Was powerful wizard savant. Me made potion of immortality. Last ingredient was blood of Ormanipu. Me murder Ormanipu to get his blood. Me drink potion. Me turn from handsome Magite to ugly Ormanipu." 
  Message 40: "Me go a little crazy too, me think. But potion work. Only problem is, other Magites hate me now. They call me freak. Me not fit in. Me lonely... Me sad... Me angry! Me live for hundreds of years. Try to kill myself but it not work. Me go into asylum." 
  Message 41: "Me there for 200 years. Me escape. Now me here. Me join with Nephilim to have some fun. It not very fun... Me tired... Want to rest... Me go with you and hope your promise will come true."
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Orb Mixing Pot
(2 orbs at a time only!)
  Message 121: Grimly's Lab
  Message 122: Armory
  Message 123: Weapons Cache
  Message 124: Kitchen
  Message 125: Mess Hall
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 510 name: Unused
  Personality 510 confused: 
  Personality 510 look    : 
  Personality 510 ask name: 
  Personality 510 ask job : 
  Personality 511 name: Unused
  Personality 511 confused: 
  Personality 511 look    : 
  Personality 511 ask name: 
  Personality 511 ask job : 
  Personality 512 name: Unused
  Personality 512 confused: 
  Personality 512 look    : 
  Personality 512 ask name: 
  Personality 512 ask job : 
  Personality 513 name: Unused
  Personality 513 confused: 
  Personality 513 look    : 
  Personality 513 ask name: 
  Personality 513 ask job : 
  Personality 514 name: Unused
  Personality 514 confused: 
  Personality 514 look    : 
  Personality 514 ask name: 
  Personality 514 ask job : 
  Personality 515 name: Unused
  Personality 515 confused: 
  Personality 515 look    : 
  Personality 515 ask name: 
  Personality 515 ask job : 
  Personality 516 name: Unused
  Personality 516 confused: 
  Personality 516 look    : 
  Personality 516 ask name: 
  Personality 516 ask job : 
  Personality 517 name: Unused
  Personality 517 confused: 
  Personality 517 look    : 
  Personality 517 ask name: 
  Personality 517 ask job : 
  Personality 518 name: Unused
  Personality 518 confused: 
  Personality 518 look    : 
  Personality 518 ask name: 
  Personality 518 ask job : 
  Personality 519 name: Unused
  Personality 519 confused: 
  Personality 519 look    : 
  Personality 519 ask name: 
  Personality 519 ask job : 

  Town = 52:                    

  Town Messages:
  Message 0:                    
  Message 1: Cottage in the Woods         
  Message 2: The Farm                     
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You tell him that you know he is a thief and a murderer, and you've come to put a stop to his operation. What do you say next?
  Message 21: 1) Ask him to surrender peacefully and accompany you back to Independence City.
  Message 22: 2) Tell him to hand over his signet ring and you'll just pretend that you've killed him.
  Message 23: Leave) Don't say anything and just attack him.
  Message 24: 
  Message 25: 
  Message 26: "You's got ta be joking," he laughs. "I'll not surrender to da likes of you. Besides, I never killed nobody."
  Message 27: "What signet ring?" he asks. "You mean dis old thing," he waves his hand in front of you, showing off an old, worn ring. "Me mum gave dis ta me when I was a little boy. 
  Message 28: "You'll have ta pry it from me dead, cold finger."
  Message 29: "I'm a lover not a fighter," he cries. "You don't got da guts ta kill me," he says as you draw your weapons. "Me boys'll tear you's apart if you harms me."
  Message 30: This door is locked tight. You'll need the key to open it.
  Message 31: You use Bruno's Key to unlock the door, and it opens right up.
  Message 32: Bruno falls to the ground. You reach to take the ring from his hand, but stop when you realize that it is just an old, worn copper band. This is not the signet ring that you need to bring back to the guild.
  Message 33: You check his pockets and find an old key. Maybe he has the ring locked away somwhere. You take the key.
  Message 34: There's no room in your inventory for the key, so you place it on the rug in front of Bruno's desk.
  Message 35: You open the chest and find that it is empty. "What are you looking for?" asks Bethezel. "Could it by any chance be this?" She holds her hand up to you and on her finger is a large silver ring emblazoned with the letter 'B'.
  Message 36: "I had to do it to protect him," she says. "He was not skilled when it came to the art of thievery. He almost always allowed his victims to get a good look at his face. Sometimes he would knock them out, but that wasn't good enough."
  Message 37: "I would take care of his victim's after he left. You know the saying, 'Dead men tell no tales.' He didn't have the good sense to kill them, so I had to do it." You notice that her voice is beginning to deepen.
  Message 38: "He was the only human I ever loved," she growls. "And now you have killed him. And I must avenge his death. Say goodbye to your lives, mortals," she cries in a demonic voice.
  Message 39: 
  Message 40: 
  Message 41: The demoness disappears in a cloud of smoke. Lying on the ground is the signet ring. You pick it up and put it in your pack.
  Message 42: There's no more room in your inventory for the ring. You place it on the rug, in Bethezel's house.
  Message 43: On this door is the most complicated lock you have ever seen. There are six dials. They have both letters and numbers on them. The only way to open this door is to know the correct combination.
  Message 44: That's not the correct combination.
  Message 45: A piece of paper magically floats in the air. A note written on it says, "To the Adventurer's Club... There is a gift for you, behind the locked door. You will need the combination to open the door." 
  Message 46: "I have scattered notes like this throughout the land, that will give you the answer. They are written in the ancient script of the mages to prevent just anybody from being able to read them. This gift is meant for you and you only."
  Message 47: "Who else but the Adventurer's Club would be willing to undertake the time and have the skill to complete the task of finding the notes I have hidden."
  Message 48: "You will find the first note in Independence City. Look inside City Hall for a potted plant in the meeting room."

 signed... "a friend"
  Message 49: There is another note floating here. It reads, "Congratulations, Adventurer's Club! I knew you could do it. I hope this gift comes in handy. I acquired it from a wise old wizard who also taught me the ancient language of the mages.
  Message 50: I no longer have any use for it, as I am moving on to a different kind of life. Take care, and the best of luck to you.

                M.
  Message 51: Standing in the small clearing is Montague, the Thieves' Guild leader. You are shocked at seeing him. You didn't know if he was alive or dead. You hadn't seen him since you escaped from the Magite Mental Institutution, over two years ago.
  Message 52: "Montague," you call to him. He smiles, but says nothing. Then gives you a quick wave good-bye, and disappears into the forest. You wonder if you'll ever see him again.
  Message 53: "You fools!" cries Bethezel. "You don't know who you're dealing with!". She holds her hand up to you and on her finger is a large silver ring emblazoned with the letter 'B'.
  Message 54: "I had to do it to protect him," she says. "He was not skilled when it came to the art of thievery. He almost always allowed his victims to get a good look at his face. Sometimes he would knock them out, but that wasn't good enough."
  Message 55: "I would take care of his victim's after he left. You know the saying, 'Dead men tell no tales.' He didn't have the good sense to kill them, so I had to do it." You notice that her voice is beginning to deepen.
  Message 56: "He was the only human I ever loved," she growls. "And now you have killed him. And I must avenge his death. Say goodbye to your lives, mortals," she cries in a demonic voice.
  Message 57: 
  Message 58: 
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: The Farm
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 520 name: Bruno
  Personality 520 confused: "I fail to understand de meaning of your question."
  Personality 520 look    : You see a rough looking rogue sitting at a desk. He is busy counting some gold coins. He is having trouble counting the gold coins.
  Personality 520 ask name: "Da guys around here calls me Bruno," he says, looking up from his desk. "Das probably cause it's me name, heh, heh, heh."
  Personality 520 ask job : "I's da leader of dis here commune. Or you's could call it a guild. Ya, das right. Dis is da, eh, Farmer's Guild. And I's da leader."
  Personality 521 name: Commune Member
  Personality 521 confused: "I shouldn't really talk about that."
  Personality 521 look    : You see a young woman dressed rather provacatively. But looking into her face, she has a timid, wide-eyed look of an innocent child.
  Personality 521 ask name: "I shouldn't tell you my name," she answers, shyly. "I don't know you well enough."
  Personality 521 ask job : "I work for Bruno," she says. "Have you come to see him?"
  Personality 522 name: Commune Member
  Personality 522 confused: "I don't like answering a bunch of questions."
  Personality 522 look    : This guy looks a bit on the seedy side. Not at all the type of person you'd expect to be a member of a peaceful commune.
  Personality 522 ask name: He tells you his name and then asks you what you're doing here. You tell him that you're just visiting. "Just don't get into any trouble," he warns you.
  Personality 522 ask job : "I'm a member of this commune. We calls it 'The Farm'. We're just a bunch of peace loving, er, farmers."
  Personality 523 name: Bethezel
  Personality 523 confused: "I shouldn't really talk about that."
  Personality 523 look    : You see a young woman dressed rather provacatively. But looking into her face, she has a timid, wide-eyed look of an innocent child.
  Personality 523 ask name: "I'm Bethezel," she wimpers. "Please don't hurt me."
  Personality 523 ask job : "I'm a scout for Bruno. I'm not any good at stealing but I have good eyes. I make sure that the coast is clear when he targets a victim."
  Personality 524 name: Unused
  Personality 524 confused: You just get a blank stare.
  Personality 524 look    : The man behind the counter is dressed in multi-colored clothing and has several strings of beads around his neck. There is a strange, smokey smell in the air.
  Personality 524 ask name: "I go by the name of Moon Doggie," he says to you in a slightly slurred manner. "What's your trip?"
  Personality 524 ask job : "My job is to be at one with the universe. You dig, daddy-o?" You wonder what on earth he is talking about? "Are you hungry?" he asks. "I've got the munchies."
  Personality 525 name: Unused
  Personality 525 confused: "I have nothing to say about that."
  Personality 525 look    : You see a middle aged woman wearing a gaudy, sequined dress and an ankh around her neck.
  Personality 525 ask name: "My name is Aquarius," she says. "Peace be with you."
  Personality 525 ask job : "My job is to spread peace and happiness among my fellow man. And to spread word of Her coming. I sell potions, too."
  Personality 526 name: Unused
  Personality 526 confused: "Can't help you there."
  Personality 526 look    : You see a bald man wearing a grocer's apron. He is busy stocking the shelves with various reagents.
  Personality 526 ask name: "I'm Curly," he says in a friendly voice. "Is there something I can help you with?"
  Personality 526 ask job : "I run The Greenhouse," he says. "I make sure we have all reagents in stock at all times. The alchemists here are always needing more reagents."
  Personality 527 name: Unused
  Personality 527 confused: "Who wants to know?"
  Personality 527 look    : You see a shifty-eyed man with a scoul on his face. He glances your direction and then turns away.
  Personality 527 ask name: He looks at you with a blank look on his face and says, "Who wants to know?" Before you answer he says, "I'm just kidding with you. I'm Ivan."
  Personality 527 ask job : "Well, I'll tell you about that," he begins, "if you care to listen."
  Personality 528 name: Unused
  Personality 528 confused: 
  Personality 528 look    : 
  Personality 528 ask name: 
  Personality 528 ask job : 
  Personality 529 name: Unused
  Personality 529 confused: 
  Personality 529 look    : 
  Personality 529 ask name: 
  Personality 529 ask job : 
  Node 0 person  : 520- Bruno
  Node 0 keywords: lead xxxx
  Node 0 type    : 0
  Node 0 text0   : "Yes, I tell da boys around here what ta do. When to plant dere crops and stuff like dat. I'm like da head farmer of a, um, farm."
  Node 0 text1   : 
  Node 1 person  : 520- Bruno
  Node 1 keywords: farm xxxx
  Node 1 type    : 0
  Node 1 text0   : "Dis is a farm, ain't it?" he asks. "Das what it says on da sign out in front. We believe dat growing crops, planted from our own two hands, is like being one wiff nature. And we believe in peace, too. Notice da lovely peace signs decorating da premises.
  Node 1 text1   : 
  Node 2 person  : 520- Bruno
  Node 2 keywords: comm guil
  Node 2 type    : 0
  Node 2 text0   : "Das what some of da boys call it," he says. "We live together here in perfect harmonious bliss."
  Node 2 text1   : 
  Node 3 person  : 520- Bruno
  Node 3 keywords: join xxxx
  Node 3 type    : 0
  Node 3 text0   : "We are not taking new members into da guild at dis time, due to da fact dat we don't need no new members. Perhaps at a later date, you's could come back and resubmit your applicatation."
  Node 3 text1   : 
  Node 4 person  : 521- Commune Member
  Node 4 keywords: brun xxxx
  Node 4 type    : 0
  Node 4 text0   : "He's the leader of our group. He is a great man." Her eyes light up as she talks about him. "So handsome...and such a charming personality." She stops herself and blushes as she realizes that she has betrayed her feelings for him.
  Node 4 text1   : "He's in the next room, if you want to see him," she says, looking down at the floor to avoid your glance.
  Node 5 person  : 522- Commune Member
  Node 5 keywords: farm comm
  Node 5 type    : 0
  Node 5 text0   : "We grows our own crops here and keeps to ourselves. We don't much like strangers nosing around, either. They might, you know, damage the plants. I wouldn't want no one stepping on my petunias. That would make me real angry."
  Node 5 text1   : 
  Node 6 person  : 520- Bruno
  Node 6 keywords: surr ring
  Node 6 type    : 29
  Node 6 text0   : "I fail to understand de meaning of your question."
  Node 6 text1   : 
  Node 7 person  : 520- Bruno
  Node 7 keywords: sign xxxx
  Node 7 type    : 29
  Node 7 text0   : "I fail to understand de meaning of your question."
  Node 7 text1   : 
  Node 8 person  : 520- Bruno
  Node 8 keywords: kill murd
  Node 8 type    : 0
  Node 8 text0   : "I may have stolen a thing or two, but I ain't no killer."
  Node 8 text1   : 

  Town = 53:                              

  Town Messages:
  Message 0:                              
  Message 1: Damp Cave                    
  Message 2: T'Lanhg Hideout              
  Message 3: T'Lanhg Hideout              
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: The Rogue T'Lanhg falls dead to the ground. You notice a small piece of paper, clutched in his hand. You carefully remove it from his clenched fingers and read it. "To enter the hideout, push the button to open the secret door. Beware of the trap."
  Message 21: "Next, find the hidden button and press it. Lastly, the four  buttons must be pressed in the proper order..." Unfortunately, the rest of the note is covered in blood and is illegible.
  Message 22: Inside this chest is a single piece of parchment. There are alchemy recipes written on it. You take the page and put it in your pack.
  Message 23: Something looks odd about the pile of rocks at the end of this tunnel.
  Message 24: The wall at the far end of the cave comes crashing down as a large, lumbering beast digs its way through.
  Message 25: *
  Message 26: *
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  TownDialogue:
  Personality 530 name: Unused
  Personality 530 confused: 
  Personality 530 look    : 
  Personality 530 ask name: 
  Personality 530 ask job : 
  Personality 531 name: Unused
  Personality 531 confused: 
  Personality 531 look    : 
  Personality 531 ask name: 
  Personality 531 ask job : 
  Personality 532 name: Unused
  Personality 532 confused: 
  Personality 532 look    : 
  Personality 532 ask name: 
  Personality 532 ask job : 
  Personality 533 name: Unused
  Personality 533 confused: 
  Personality 533 look    : 
  Personality 533 ask name: 
  Personality 533 ask job : 
  Personality 534 name: Unused
  Personality 534 confused: 
  Personality 534 look    : 
  Personality 534 ask name: 
  Personality 534 ask job : 
  Personality 535 name: Unused
  Personality 535 confused: 
  Personality 535 look    : 
  Personality 535 ask name: 
  Personality 535 ask job : 
  Personality 536 name: Unused
  Personality 536 confused: 
  Personality 536 look    : 
  Personality 536 ask name: 
  Personality 536 ask job : 
  Personality 537 name: Unused
  Personality 537 confused: 
  Personality 537 look    : 
  Personality 537 ask name: 
  Personality 537 ask job : 
  Personality 538 name: Unused
  Personality 538 confused: 
  Personality 538 look    : 
  Personality 538 ask name: 
  Personality 538 ask job : 
  Personality 539 name: Unused
  Personality 539 confused: 
  Personality 539 look    : 
  Personality 539 ask name: 
  Personality 539 ask job : 

  Town = 54:                              

  Town Messages:
  Message 0:                              
  Message 1: Sea Cave                     
  Message 2: Hydra Cave                   
  Message 3: Hydra Cave                   
  Message 4: Sea Cave                     
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Scratched onto the base of the statue are the words, "Look at the waterfall."
  Message 21: It appears the inhabitants of this cave didn't appreciate you disturbing their eggs. A group of Pyrohydras are lumbering towards you and they don't look very happy.
  Message 22: There is a large patch of mushrooms growing here. There's enough to fill your pack with food for days. But maybe you should taste one first to be sure they're not poisonous. Do you want to?
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: 
  Message 27: 
  Message 28: You decide to leave the mushrooms alone.
  Message 29: You pick a mushroom and take a small taste. 
  Message 30: Yuckk!!!!! It's poisonous! Very poisonous. You won't be picking any more of these mushrooms.
  Message 31: There is a large patch of mushrooms growing here. There's enough to fill your pack with food for days. But due to your knowledge of cave lore, you recognize them as the poisonous variety. You better leave them alone.
  Message 32: There are mushrooms growing all around the shore of this small pool. But due to your lack of care lore, you don't know if they're edible or not, so you leave them alone.
  Message 33: There are mushrooms growing all around the shore of this small pool. Because of your knowledge of cave lore, you know that they're edible, so you pick a bunch and put them in your pack.
  Message 34: *
  Message 35: *
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  Message 139: 

  TownDialogue:
  Personality 540 name: Talking Book
  Personality 540 confused: "That subject is not covered in my pages."
  Personality 540 look    : A large tome is sitting atop a fancy pedestal. There is a magical glow surrounding the magic artifact. You try to open the book, but it will not budge. 
  Personality 540 ask name: "My title is 'Religion and Spiritual Beliefs in Zinlasia'. If you wish to learn about this subject, ask me to list my contents."
  Personality 540 ask job : "My function is to inform and enlighten those who peruse my knowledge with up to date information concerning the topics contained within my pages."
  Personality 541 name: Prof. Marvelus
  Personality 541 confused: "Don't waste my time with such simple-minded questions."
  Personality 541 look    : The old man at the front of the class has a long, flowing beard and wears fancy robes and a pointy hat. He looks like a wizard of great knowledge.
  Personality 541 ask name: "I am Professor Marvelus," he says. "Can I help you. You look lost."
  Personality 541 ask job : "I teach beginning students how to raise the level of their spellcasting abilities. Perhaps you could benefit from my great knowledge."
  Personality 542 name: Talking Book
  Personality 542 confused: "That subject is not covered in my pages."
  Personality 542 look    : A large tome is sitting atop a fancy pedestal. There is a magical glow surrounding the magic artifact. You try to open the book, but it will not budge. 
  Personality 542 ask name: "My title is 'The World of Zinlasia'. If you wish to learn about this subject, ask me to list my contents."
  Personality 542 ask job : "My function is to inform and enlighten those who peruse my knowledge with up to date information concerning the topics contained within my pages."
  Personality 543 name: Talking Book
  Personality 543 confused: "That subject is not covered in my pages."
  Personality 543 look    : A large tome is sitting atop a fancy pedestal. There is a magical glow surrounding the magic artifact. You try to open the book, but it will not budge. 
  Personality 543 ask name: "My title is 'The Cities of Zinlasia'. If you wish to learn about this subject, ask me to list my contents."
  Personality 543 ask job : "My function is to inform and enlighten those who peruse my knowledge with up to date information concerning the topics contained within my pages."
  Personality 544 name: Unused
  Personality 544 confused: 
  Personality 544 look    : 
  Personality 544 ask name: 
  Personality 544 ask job : 
  Personality 545 name: Unused
  Personality 545 confused: 
  Personality 545 look    : 
  Personality 545 ask name: 
  Personality 545 ask job : 
  Personality 546 name: Unused
  Personality 546 confused: 
  Personality 546 look    : 
  Personality 546 ask name: 
  Personality 546 ask job : 
  Personality 547 name: Unused
  Personality 547 confused: 
  Personality 547 look    : 
  Personality 547 ask name: 
  Personality 547 ask job : 
  Personality 548 name: Unused
  Personality 548 confused: 
  Personality 548 look    : 
  Personality 548 ask name: 
  Personality 548 ask job : 
  Personality 549 name: Unused
  Personality 549 confused: 
  Personality 549 look    : 
  Personality 549 ask name: 
  Personality 549 ask job : 
  Node 0 person  : 540- Talking Book
  Node 0 keywords: cont xxxx
  Node 0 type    : 0
  Node 0 text0   : "My contents contain information on the following subjects"... 1: Holy Order of Empowerment    2: Fellowship of the Hand of Faith
  Node 0 text1   : 3: Odashai    4: Frosgaard    5: Ashubidaal    6: Sinyaramon
  Node 1 person  : 540- Talking Book
  Node 1 keywords: holy empo
  Node 1 type    : 0
  Node 1 text0   : "The Holy Order of Empowerment was once the most popular religion in the realm. Predominately a human religion, some Magites and even Hobblings were also followers of the belief that empowerment comes from the benevolent god, Odashai."
  Node 1 text1   : (EmpB)
  Node 2 person  : 540- Talking Book
  Node 2 keywords: empb xxxx
  Node 2 type    : 0
  Node 2 text0   : "The followers call themselves Ascensionites because of the belief that the great General Harhkoman Odashai's ascended into godhood. The religion has lost some of its momentum over the last several years.
  Node 2 text1   : "Part of the reason for this change could be the introduction of a new religion from the west, called the Fellowship of the Hand of Faith."
  Node 3 person  : 540- Talking Book
  Node 3 keywords: fell hand
  Node 3 type    : 0
  Node 3 text0   : "The Fellowship of the Hand of Faith was introduced to East Zinlasians just a couple years ago when East and West Zinlasia were finally connected by the use of teleportals.
  Node 3 text1   : "This group believes that spirituality and strength come from within and not from any divine being." (HanB)
  Node 4 person  : 540- Talking Book
  Node 4 keywords: fait xxxx
  Node 4 type    : 0
  Node 4 text0   : "The Fellowship of the Hand of Faith was introduced to East Zinlasians just a couple years ago when East and West Zinlasia were finally connected by the use of teleportals.
  Node 4 text1   : "This group believes that spirituality and strength come from within and not from any devine being." (HanB)
  Node 5 person  : 540- Talking Book
  Node 5 keywords: hanb xxxx
  Node 5 type    : 0
  Node 5 text0   : "A single temple exists in the capital city of Zenith, but its popularity is growing. The main branch of the fellowship is situated in the western city of Independence, where its popularity has had its ups and downs.
  Node 5 text1   : Plans for expanding the fellowship to new locations is in the works as it gains more members."
  Node 6 person  : 540- Talking Book
  Node 6 keywords: odas xxxx
  Node 6 type    : 0
  Node 6 text0   : "Odashai, the god of power, is said to have orginally begun life as a human and due to his great feats and generosity, ascended from this plane to the realm of the gods.
  Node 6 text1   : It is said that he watches from high above and fills those who believe in him with strength." (OdaB)
  Node 7 person  : 540- Talking Book
  Node 7 keywords: odab xxxx
  Node 7 type    : 0
  Node 7 text0   : "His human remains are buried in a shrine atop Mount Urlek. The shrine is tended to night and day, and followers of the faith, mostly human, make the trek up there to pay their respects and get closer to their god." (OdaC)
  Node 7 text1   : 
  Node 8 person  : 540- Talking Book
  Node 8 keywords: odac xxxx
  Node 8 type    : 0
  Node 8 text0   : "A recent flood has been blamed on the god, calling it divine retribution for the abundance of non-believers living in the area. But true believers insist that Odashai is a benevolent god and could not be responsible for such an act."
  Node 8 text1   : 
  Node 9 person  : 540- Talking Book
  Node 9 keywords: fros xxxx
  Node 9 type    : 0
  Node 9 text0   : "Frosgaard, the god of frost, is said to live near the center of the underground province of Tel'moria. Beneath a large pit in the ground, called Frosgaard's Blowhole by some, is where he sleeps.
  Node 9 text1   : Cold winds blow out from the pit, supposedly signifying his anger." (FroB)
  Node 10 person  : 540- Talking Book
  Node 10 keywords: frob xxxx
  Node 10 type    : 0
  Node 10 text0   : The Orcs of the region have been known to throw sacrifices into the pit to appease him, usually Orcan women or children. The T'Lanhg scoff at this practice, believing an underground glacier is responsible for the cold.
  Node 10 text1   : Neither belief has been proven so far."
  Node 11 person  : 540- Talking Book
  Node 11 keywords: ashu xxxx
  Node 11 type    : 0
  Node 11 text0   : "Ashubidaal, the god of fire, lives inside the volcano on the island of Maldurius, overshadowing the Haurathi village of Kunjirra. 
  Node 11 text1   : The Haurathi people have built a shrine to the god, and offer daily gifts to pacify him and keep the volcano from erupting. So far, the volcano has remained dormant." 
  Node 12 person  : 540- Talking Book
  Node 12 keywords: siny xxxx
  Node 12 type    : 0
  Node 12 text0   : "Sinyaramon, the god of earth, is a Slithzerikai god. According to legend, he resides at the center of the earth and is responsible for life and growth. 
  Node 12 text1   : Not all tribes believe in him, but he is quite popular among the Shishita Tribe in the Zenarbial province."
  Node 13 person  : 542- Talking Book
  Node 13 keywords: cont xxxx
  Node 13 type    : 0
  Node 13 text0   : "My contents contain information on the following subjects"... 1: Zinlasia    2: East Zinlasia    3: West Zinlasia    4: Tel'moria    5: Zenarbial    6: Untamed Region
  Node 13 text1   : 
  Node 14 person  : 542- Talking Book
  Node 14 keywords: zinl xxxx
  Node 14 type    : 0
  Node 14 text0   : "The continent of Zinlasia is filled with a variety of environments and races. The central government is situated in the capital city of Zenith in East Zinlasia, the largest of four provinces.
  Node 14 text1   : The second largest, and newest of the provinces, is West Zinlasia." (ZinB)
  Node 15 person  : 542- Talking Book
  Node 15 keywords: zinb xxxx
  Node 15 type    : 0
  Node 15 text0   : "The Catclaw Mountains, which span the continent from north to south, literally cut Zinlasia in half, separating the East and West provinces. 
  Node 15 text1   : It is now possible to travel between the two provinces in the blink of an eye. The fact that the west had a large, civilized population was only just realized a few short years ago." (ZinC)
  Node 16 person  : 542- Talking Book
  Node 16 keywords: zinc xxxx
  Node 16 type    : 0
  Node 16 text0   : "Negotiations began immediately and West Zinlasia soon joined the League of Zinlasian Nations, an organization created to give all the races from each province an equal say in the decision making of the government. 
  Node 16 text1   : The eastern most province is not East Zinlasia, but in fact, Zenarbial, a large, mountainous island off the east coast of the continent." (ZinD)
  Node 17 person  : 542- Talking Book
  Node 17 keywords: zind xxxx
  Node 17 type    : 0
  Node 17 text0   : "It is the most isolated of the provinces as most races can not tolerate its inhospitable climate and terrain. The fourth of the provinces is Tel'moria, which is entirely underground.
  Node 17 text1   : It is situated roughly north of the Helmeni Mountains, but under the surface, of course." (ZinE)
  Node 18 person  : 542- Talking Book
  Node 18 keywords: zine xxxx
  Node 18 type    : 0
  Node 18 text0   : "The remaining area of Zinlasia is named the Untamed Region, due to the fact that there are no known civilized outposts in this realm, and it is overrun by wild and dangerous beasts.
  Node 18 text1   : It is located in the middle north area of the continent and spans all the way across to the northeast coast."
  Node 19 person  : 542- Talking Book
  Node 19 keywords: east xxxx
  Node 19 type    : 0
  Node 19 text0   : "East Zinlasia is the largest and most heavily populated province in Zinlasia. Its landscape is quite varied, featuring mountains, forests, lakes, rivers and islands.
  Node 19 text1   : It is bordered on the west by the Catclaw Mountains and reaches all the way to the east coast." (EasB)
  Node 20 person  : 542- Talking Book
  Node 20 keywords: easb xxxx
  Node 20 type    : 0
  Node 20 text0   : "The Halmeni Mountains border the north. Atop a large plateau in the center of these mountains, is Lake Pentaglas, a large, star-shaped lake.
  Node 20 text1   : Two rivers feed out of the bottom 'legs' of the lake, called the Geminak Rivers. As they reach the sea, they fan out, forming the swampy Delta Region." (EasC)
  Node 21 person  : 542- Talking Book
  Node 21 keywords: easc xxxx
  Node 21 type    : 0
  Node 21 text0   : "Off the south coast are several inhabited islands, including Montawba Island, the Talmini Isles, Dorfin Island, and the volcanic Maldurius Island.
  Node 21 text1   : Just southwest of the Helmeni Mountains, are the peaks of Mount Urlek and Mt. Beshara. West of these are the enormous Catclaw Mountains." (EasD)
  Node 22 person  : 542- Talking Book
  Node 22 keywords: easd xxxx
  Node 22 type    : 0
  Node 22 text0   : The capital city of Zenith is situated off the south coast, built over Wantanaku Bay. North of Zenith is the dense and dangerous Velkala Forest. 
  Node 22 text1   : North of the forest marks the beginning of the Untamed Region, which is off limits to the general population."
  Node 23 person  : 542- Talking Book
  Node 23 keywords: west xxxx
  Node 23 type    : 0
  Node 23 text0   : "West Zinlasia is bordered on the west by the ocean and the east by the Catclaw Mountains. Travel between this province and any of the others is by teleportal only as the mountains are uncrossable by foot.
  Node 23 text1   : West Zinlasia is still a pretty wild and untamed area. The only civilized areas being Hollis Island and the smaller, Lohkit Island." (WesB)
  Node 24 person  : 542- Talking Book
  Node 24 keywords: wesb xxxx
  Node 24 type    : 0
  Node 24 text0   : "Uncivilized Nephilim and Slithzerikai inhabit most of the mainland. Wild animals roam the forests... Meikaprr Forest in the center of the province, and Trokolak Forest to the north.
  Node 24 text1   : The Kudazan Peninsula juts out far into the sea. It is filled with dangerous beasts and Slithzerikai." (WesC)
  Node 25 person  : 542- Talking Book
  Node 25 keywords: wesc xxxx
  Node 25 type    : 0
  Node 25 text0   : "The small uninhabited Katarack Island is situated north of the peninsula. The only major pocket of civilization is Independence City on Hollis Island.
  Node 25 text1   : Smaller outposts on the mainland, such as Lancaster, have not faired well due to the dangerous surroundings."
  Node 26 person  : 542- Talking Book
  Node 26 keywords: telm xxxx
  Node 26 type    : 0
  Node 26 text0   : "Tel'moria is Zinlasia's underground province. It is a vast area of caves, tunnels, and subterranean chambers. It is the home of the friendly T'Lanhg and the unfriendly Orcs.
  Node 26 text1   : Many other underground dwelling creatures also call this area their home, most of them dangerous." (TelB)
  Node 27 person  : 542- Talking Book
  Node 27 keywords: telb xxxx
  Node 27 type    : 0
  Node 27 text0   : "Living conditions are mostly inhospitable for most races, though the area does get its share of visitors. The T'Lanhg hive of Saraminsum draws its share of curious guests.
  Node 27 text1   : And Frosgaard's Blowhole is also a bit of a tourist attraction, though its best to stay away during Orcan sacrificial ceremonies."
  Node 28 person  : 542- Talking Book
  Node 28 keywords: zena xxxx
  Node 28 type    : 0
  Node 28 text0   : "Zenarbial is a large, moutainous island off the east coast of Zinlasia. Due to its dry climate and rocky terrain, few races can tolerate living here. The Slithzerikai, on the other hand, are quite happy here.
  Node 28 text1   : And below the surface, live the Vahnatai, who relish the solitude this desolate island gives them." (ZenB)
  Node 29 person  : 542- Talking Book
  Node 29 keywords: zenb xxxx
  Node 29 type    : 0
  Node 29 text0   : "Travel to the island is by ferry or teleport, both which can be accessed by a small transit center located on the eastern edge of the continent.  Suffice it to say, the route is not heavily traveled."
  Node 29 text1   : 
  Node 30 person  : 542- Talking Book
  Node 30 keywords: unta xxxx
  Node 30 type    : 0
  Node 30 text0   : "The Untamed Region is the large, north to northeast section of Zinlasia that has not been civilized for many years. Once full of thriving cities, the area is now abandoned, the cities in ruins, and dangerous beasts roam the countryside."
  Node 30 text1   : (UntB)
  Node 31 person  : 542- Talking Book
  Node 31 keywords: untc xxxx
  Node 31 type    : 0
  Node 31 text0   : "His plan was a partial success in that the modern province of East Zinlasia is still, to this day, almost entirely free from the dangers of roaming monsters. Unfortunately, the creatures all fled to the north, making the area completely unliveable."
  Node 31 text1   : (UntD)
  Node 32 person  : 542- Talking Book
  Node 32 keywords: untd xxxx
  Node 32 type    : 0
  Node 32 text0   : "There were plans to clean out the Untamed Region as well, but sadly, Odashai succumbed to bloodgrave disease and the plans were never followed through. 
  Node 32 text1   : Today, the area is totally blocked off, with stockades and guard posts making sure that no person or thing crosses the borders."
  Node 33 person  : 543- Talking Book
  Node 33 keywords: cont xxxx
  Node 33 type    : 0
  Node 33 text0   : "My contents contain information on the following subjects"... 1: Overview    2: Zenith    3: Independence City    4: Magestica    5: Sariminsum    6: Kunisulitz    7: Lancaster    8: Minobi    
  Node 33 text1   : 9: Grah'Mok    10: Kunjirra    11: Riddenport    12: Liberty    13: Harper     14: Basshuk    15: Ularjk-Ngilujka
  Node 34 person  : 543- Talking Book
  Node 34 keywords: over xxxx
  Node 34 type    : 0
  Node 34 text0   : "The cities of Zinlasia are as varied and unique as the many races that inhabit the land. In these pages, I shall list most of the major cities and discuss some of the characteristics that set each one apart."
  Node 34 text1   : "You will have to visit each city yourself in order to experience all they have to offer as there is not enough room in this book to go into such detail."
  Node 35 person  : 543- Talking Book
  Node 35 keywords: inde xxxx
  Node 35 type    : 0
  Node 35 text0   : "The largest city in West Zinlasia is Independence City on Hollis Island. The population is nearly one hundred percent human and it has a reputation of being a bit on the conservative side. 
  Node 35 text1   : But several changes in recent years, including the reinstation of the guilds and the removal of some key figures formally in charge, have helped in its revitalization." (IndB)
  Node 36 person  : 543- Talking Book
  Node 36 keywords: indb xxxx
  Node 36 type    : 0
  Node 36 text0   : "Among the cities many attractions are an extensive commercial district, a modern medical center, a colosseum, a theatre for the performing arts, and guilds for mages, priests alchemists and the new Fighter's Guild."
  Node 36 text1   : "On the outskirts of the city can be found the Independence City Zoo and the luxurious Bayside Resort."
  Node 37 person  : 543- Talking Book
  Node 37 keywords: harp xxxx
  Node 37 type    : 0
  Node 37 text0   : "The small farming community of Harper can be found on the small Lohkit Island, south of Hollis Island. This is another human only outpost and it is known for its quiet and peaceful atmosphere.
  Node 37 text1   : The only establishment of note here is the Adventurer's Club, a boarding house and guild for up and coming adventurers to meet and find quests."
  Node 38 person  : 543- Talking Book
  Node 38 keywords: lanc xxxx
  Node 38 type    : 0
  Node 38 text0   : "The mining town of Lancaster is situated on the mainland of West Zinlasia in a small, quiet valley. This human only town is situated right in the center of a war zone, right in the path of the marauding Nephilim.
  Node 38 text1   : Most residents have fled the town and there are rumors that it has already been occupied by the Nephilim."
  Node 39 person  : 543- Talking Book
  Node 39 keywords: bass xxxx
  Node 39 type    : 0
  Node 39 text0   : "Located on the tip of the Kudazan Peninsula, this Slithzerikai stronghold is the newest city in West Zinlasia. Little is known of Basshuk, as it has been deemed a holy city and thus no one outside of the Slithzerikai race is allowed entrance."
  Node 39 text1   : 
  Node 40 person  : 543- Talking Book
  Node 40 keywords: zeni xxxx
  Node 40 type    : 0
  Node 40 text0   : "Zenith, the capital city of Zinlasia, is located right off the southern coast of East Zinlasia, built upon elevated platforms on the Wantanaku Bay. It is the largest and most beautiful city on the continent.
  Node 40 text1   : The pristine, white brick buildings with their marble floors and stained glass windows are a sight to behold." (ZenB)
  Node 41 person  : 543- Talking Book
  Node 41 keywords: zenb xxxx
  Node 41 type    : 0
  Node 41 text0   : "The city is predominately human, but representatives of many races also call Zenith their home. The centerpiece of the city is the Citadel, which houses the main operations of the government.
  Node 41 text1   : The League of Zinlasian Nations is also housed in Zenith where ambassadors from cities near and far meet to discuss the future of the land." (ZenC)
  Node 42 person  : 543- Talking Book
  Node 42 keywords: zenc xxxx
  Node 42 type    : 0
  Node 42 text0   : "The governor's palace is here, along with huge shopping and entertainment districts, and International Street, a place where races of all kinds meet and shop and offer their goods to anyone interested in other cultures.
  Node 42 text1   : A museum, the Institute of Meteorology and the home to the Owaji Championships round out the other major attractions of the city."
  Node 43 person  : 543- Talking Book
  Node 43 keywords: mage xxxx
  Node 43 type    : 0
  Node 43 text0   : "Magestica, capital city of the Magites, is located on a small island in Lake Pentaglas in the center of the Helmeni Mountains. A masterpiece of magic and technology, the city rises many stories into the air.
  Node 43 text1   : Access to the city is restricted, requiring a travel visa, but one is not difficult to get." (MagB)
  Node 44 person  : 543- Talking Book
  Node 44 keywords: magb xxxx
  Node 44 type    : 0
  Node 44 text0   : "Some of the main attractions of the city include the Mage's Bazaar, located on the ground floor where mages peddle their goods to the magically challenged.
  Node 44 text1   : The Magestica Library is one of the finest in the land, and on the top floor of the city is the Magestica Prison, the largest and possibly the most secure in the world."
  Node 45 person  : 543- Talking Book
  Node 45 keywords: grah xxxx
  Node 45 type    : 0
  Node 45 text0   : "Grah'Mok is the swampy home of the Ormanipu, located on Talmini Island off the south coast of East Zinlasia. 
  Node 45 text1   : The small, wooden homes of these quiet and reserved people are quaint and charming, but bring your swamp boots. The local flora is quite poisonous."
  Node 46 person  : 543- Talking Book
  Node 46 keywords: mino xxxx
  Node 46 type    : 0
  Node 46 text0   : "The human town of Minobi is situated at the spot where the Geminak Rivers meet and then spread out to form the Delta Region. It is a small, homey town of farmers and chicken ranchers.
  Node 46 text1   : The Chicken Dinner Restaurant is a popular eating place, which draws visitors from across the land to sample the delicious home cooked meals."
  Node 47 person  : 543- Talking Book
  Node 47 keywords: ridd xxxx
  Node 47 type    : 0
  Node 47 text0   : "Riddenport's claim to fame is it's ferry landing which brings in the majority of the revenue for the town. If it weren't for that, this town would hardly be a speck on the map.
  Node 47 text1   : It does have a small fishing industry and a walk along the dock is always a pleasant diversion on a sunny afternoon."
  Node 48 person  : 543- Talking Book
  Node 48 keywords: kunj xxxx
  Node 48 type    : 0
  Node 48 text0   : "Kunjirra, located on the volcanic island of Maldurius, is the home of the Haurathi. This village offers little to the average tourist, but those interested in volcanoes may want to climb to the top of the crater and have a look."
  Node 48 text1   : (KunB)
  Node 49 person  : 543- Talking Book
  Node 49 keywords: libe xxxx
  Node 49 type    : 0
  Node 49 text0   : "Don't take the kids to this rowdy hotspot. Located in Wantanaku Bay on Dorfin Island, this once quiet port town has become a playground for sailors and other adventurous types looking for some spicy fun.
  Node 49 text1   : "The Liberty Casino and Madame Butterfly's House of Pleasure are the main draws here. Need I say more?"
  Node 50 person  : 543- Talking Book
  Node 50 keywords: sari xxxx
  Node 50 type    : 0
  Node 50 text0   : "Located deep under the ground in the province of Tel'moria, Saraminsum is home to the T'Lanhg. Illuminated and heated by the powers of their minds, it is a place to behold.
  Node 50 text1   : Many curious come to visit and the Traveler's Bazaar is here, waiting to take their gold. The subterranean farms are also a sight to be seen."
  Node 51 person  : 543- Talking Book
  Node 51 keywords: kuni xxxx
  Node 51 type    : 0
  Node 51 text0   : "Kunisulitz is the crown jewel of the Zenarbial province. This spectacular Slithzerikai city was built by hand out of the clay and mud of the region.
  Node 51 text1   : It is hard to believe that the many ornate towers and temples were crafted by such primitive methods. But bring your hiking boots. The terrain is rocky and the city multi-leveled."
  Node 52 person  : 541- Prof. Marvelus
  Node 52 keywords: know clas
  Node 52 type    : 29
  Node 52 text0   : "If you would like to sit in on my class, I will charge you the very reasonable fee of 1500 gold coins. For that price, I will teach every one of you to raise your spell casting ability to the next level."
  Node 52 text1   : You tell him that's a little high. "Well, I tend to differ," he begins. "But wait a moment. I have an idea."
  Node 53 person  : 541- Prof. Marvelus
  Node 53 keywords: idea xxxx
  Node 53 type    : 1
  Node 53 text0   : "You look to be the adventuring type. I may have a proposition for you. Perhaps you could do me a favor."
  Node 53 text1   : "Don't waste my time with such simple-minded questions."
  Node 54 person  : 541- Prof. Marvelus
  Node 54 keywords: favo robe
  Node 54 type    : 29
  Node 54 text0   : "You have already taken my class," he says. "We must leave room for new students who have yet to experience the privilege of listening to the wisdom of my great intellect."
  Node 54 text1   : 
  Node 55 person  : 541- Prof. Marvelus
  Node 55 keywords: less xxxx
  Node 55 type    : 29
  Node 55 text0   : "You have already taken my class," he says. "We must leave room for new students who have yet to experience the privilege of listening to the wisdom of my great intellect."
  Node 55 text1   : 
  Node 56 person  : 543- Talking Book
  Node 56 keywords: ular xxxx
  Node 56 type    : 0
  Node 56 text0   : "Ularjk-Ngilujka is as hard to pronounce as it is to get to. This Orcan stronghold is located deep within Tel'moria. It is a dangerous journey to get there and visitors will most likely be greeted by an even more threatening welcoming party.
  Node 56 text1   : The Orcs are a dangerous race and at present are allied with no one." (UlaB)
  Node 57 person  : 543- Talking Book
  Node 57 keywords: ulab xxxx
  Node 57 type    : 0
  Node 57 text0   : "Recent reports of underground tremors and quakes may have ravaged the city and it is unknown at this time whether it is even still standing. My advice to adventurous travelers... stay away."
  Node 57 text1   : 
  Node 58 person  : 542- Talking Book
  Node 58 keywords: untb xxxx
  Node 58 type    : 0
  Node 58 text0   : "The people that once lived there, fled the area to seek haven in East Zinlasia, where Harhkoman Odashai was leading a crusade to rid the land of the monsters." (UntC)
  Node 58 text1   : 
  Node 59 person  : 543- Talking Book
  Node 59 keywords: kunb xxxx
  Node 59 type    : 0
  Node 59 text0   : "Also, don't go without a translator, as the Haurthi speak their native language only, and be careful what you order in a Haurathi eatery. It may be dangerous to your health."
  Node 59 text1   : 

  Town = 55:                              

  Town Messages:
  Message 0:                              
  Message 1: Bat Cave                     
  Message 2: Bat Cave                     
  Message 3: Bat Cave                     
  Message 4: Bat Cave                     
  Message 5: Clay Mines                   
  Message 6: Clay Mines                   
  Message 7: Clay Mines                   
  Message 8: Clay Mines                   
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There is a deep crevasse here. It it just a bit too wide to jump across.
  Message 21: There is a deep crevasse here. Do you want to use the Gravitron to hover across?
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: 
  Message 27: Do you want to use the Gravitron to hover across the crevasse?
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: "They refuse to go deeper into the mines, which is where there's an abundance of clay. I have been hearing some strange growling sounds coming from deep inside the mine and a few of the Gumbies have disappeared."
  Message 34: "Maybe some large creatures have taken up residence back there. But these tunnels are pretty narrow. I don't know how anything as large as it sounded could get back there, unless it burrowed in or something."
  Message 35: "So, in case you're planning on exploring these mines, you might want to stay near the front, you know, just until we figure out what's back there." You ask him why HE doesn't go back and check it out.
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: "That's not my job," he says stubbornly. "If you're so brave, you go check it out."
  Message 40: You tell him that you took care of the beasts that were burrowing up from the ground in the back of the mine. "That's great," he says. "Now things can get back to normal. Here's a 100 gold for your trouble."
  Message 41: All at once, you hear a rumbling from the ground behind you. You turn around to see a large beast burst up through the floor of the cave.
  Message 42: You tell him that you found some large beasts that burrow up from the ground. "That explains things," he says. "You look like the type who could take care of a problem like this," he says.
  Message 43: "I'll pay you 100 gold if you clear the mine of those beasts." You tell him you're not too impressed with his offer. (more)
  Message 44: "Those Burrower Beasts killed more of my Gumbies. I would have given you a reward had you taken care of them when I asked you to, but now it's too late. Thanks for your help," he say sarcastically.
  Message 45: "Some Burrower Beasts have crawled up into the mines. They're making things very difficult for my Gumbies to collect the clay. We've killed some of them, but there still may be a few around." 
  Message 46: "Be careful if you go into the deeper sections of the mine."
  Message 47: There are some mushrooms growing on the ground. Due to your lack of cave lore, you don't know whether they're edible or not, so you leave them alone.
  Message 48: There are some mushrooms growing on the ground. Because of your knowledge of cave lore, you know that they're of the edible variety. So you pick a bunch and put them in your pack.
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
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  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 550 name: Gumby Miner
  Personality 550 confused: "I don't know."
  Personality 550 look    : This Gumby carries a pickaxe and is covered with dirt smudges. He has a sack on his back that is half filled with green clay.
  Personality 550 ask name: "I'm Gumby," he says, cheerfully.
  Personality 550 ask job : "I am looking for green clay. I'm supposed to collect it in this bag and take it to Crulius. I wonder what he does with all this clay?"
  Personality 551 name: Crulius
  Personality 551 confused: 
  Personality 551 look    : This man is dressed in the uniform of a Magite guard. He is standing alone with his arms folded, looking a bit bored.
  Personality 551 ask name: "I'm Crulius," he says. "What are you doing here?"
  Personality 551 ask job : "I watch over the Gumbies and make sure they collect enough clay. I teleport them here in the morning and then back to the city in the evening with their sacks full of clay."
  Personality 552 name: Gumby Babysitter
  Personality 552 confused: "I can't talk to you. You should go now."
  Personality 552 look    : This is one of the Magite's servant golems. It is tall and green and made out of clay.
  Personality 552 ask name: "I'm Gumby," he says, cheerfully.
  Personality 552 ask job : "I am a babysitter," he says. "I take care of Magite children while their parents are away at work or out for the evening. What is the reason for your visit?"
  Personality 553 name: Billius
  Personality 553 confused: "I'm not supposed to talk to strangers."
  Personality 553 look    : You see a little Magite child, running through the house, chasing after a flying toy. When he sees you, he grabs the toy and hides it behind his back.
  Personality 553 ask name: "My name's Billius," he says, shyly. "Who are you?"
  Personality 553 ask job : "I'm playing with one of my toys," he says. You ask to see the toy. He shakes his head and runs to the opposite side of the room. 
  Personality 554 name: Talking Book
  Personality 554 confused: "That subject is not covered in my pages."
  Personality 554 look    : A large tome is sitting atop a fancy pedestal. There is a magical glow surrounding the magic artifact. You try to open the book, but it will not budge. 
  Personality 554 ask name: "My title is 'The Many Races of Zinlasia'. If you wish to learn about this subject, ask me to list my contents."
  Personality 554 ask job : "My function is to inform and enlighten those who peruse my knowledge with up to date information concerning the topics contained within my pages."
  Personality 555 name: Drelis
  Personality 555 confused: "I'm sorry, I can't help you with that."
  Personality 555 look    : This Magite looks like the scholarly type. He quietly stands by the bookshelves and gives help and assistance to visitors to the library.
  Personality 555 ask name: "My name is Drelis," he says in a soft voice. "Let me know if I may be of any assistance."
  Personality 555 ask job : "I am the head librarian of the Magestica Library. I mainly keep the library organized and help the visitor find what they are looking for. Do you know about the Talking Books?"
  Personality 556 name: Gumby
  Personality 556 confused: "I don't know."
  Personality 556 look    : This is one of the Magite's servant golems. It is tall and green and made out of clay.
  Personality 556 ask name: "I'm Gumby," he says, cheerfully.
  Personality 556 ask job : "I was once a little green slab of clay," he says. "You should see what I can do today."
  Personality 557 name: Unused
  Personality 557 confused: 
  Personality 557 look    : 
  Personality 557 ask name: 
  Personality 557 ask job : 
  Personality 558 name: Unused
  Personality 558 confused: 
  Personality 558 look    : 
  Personality 558 ask name: 
  Personality 558 ask job : 
  Personality 559 name: Unused
  Personality 559 confused: 
  Personality 559 look    : 
  Personality 559 ask name: 
  Personality 559 ask job : 
  Node 0 person  : 550- Gumby Miner
  Node 0 keywords: crul xxxx
  Node 0 type    : 0
  Node 0 text0   : "He's my master. He takes me and the other gumbies to these mines every day and we collect all the clay we can find. Then we take it back to the city each evening."
  Node 0 text1   : 
  Node 1 person  : 550- Gumby Miner
  Node 1 keywords: gree clay
  Node 1 type    : 0
  Node 1 text0   : "These caves are filled with it, especially around the damp parts. We dig it out of the ground and give it to Crulius."
  Node 1 text1   : 
  Node 2 person  : 551- Crulius
  Node 2 keywords: clay xxxx
  Node 2 type    : 0
  Node 2 text0   : "We use the clay to make more Gumbies. But don't tell them that. They don't know that they're made from the same stuff. I don't want to deal with a bunch of Gumbies suffering from an identity crisis. I've got enough problems."
  Node 2 text1   : 
  Node 3 person  : 551- Crulius
  Node 3 keywords: gumb xxxx
  Node 3 type    : 0
  Node 3 text0   : "The Gumbies are perfectly suited for mining. They don't mind performing repetitive tasks, and on top of that, they can see in the dark. But they HAVE been giving me problems lately."
  Node 3 text1   : 
  Node 4 person  : 551- Crulius
  Node 4 keywords: prob burr
  Node 4 type    : 29
  Node 4 text0   : "Thanks to you, we don't have a problem any more," he says.
  Node 4 text1   : 
  Node 5 person  : 551- Crulius
  Node 5 keywords: mons beas
  Node 5 type    : 29
  Node 5 text0   : "Thanks to you, we don't have a problem anymore," he says.
  Node 5 text1   : 
  Node 6 person  : 551- Crulius
  Node 6 keywords: more xxxx
  Node 6 type    : 0
  Node 6 text0   : "Well, I'm not too impressed with you either, if you want my honest opinion. Take my offer or leave it. And it's only good for right now. If you leave the mines before you finish, then the offer's off, even if you come back later."
  Node 6 text1   : 
  Node 7 person  : 550- Gumby Miner
  Node 7 keywords: grow xxxx
  Node 7 type    : 0
  Node 7 text0   : "Yes, I've heard the growls," he says, sounding a little bit scared. "I don't want to go deeper into the mine. I'm afraid of that noise."
  Node 7 text1   : 
  Node 8 person  : 551- Crulius
  Node 8 keywords: grow xxxx
  Node 8 type    : 0
  Node 8 text0   : "I can hear the growls, echoing from deep within the mine."
  Node 8 text1   : 
  Node 9 person  : 552- Gumby Babysitter
  Node 9 keywords: visi xxxx
  Node 9 type    : 0
  Node 9 text0   : You tell him that you're just doing typical adventurer snooping. "Well, you should probably leave then," he says. "I'm not supposed to let strangers in the house."
  Node 9 text1   : 
  Node 10 person  : 554- Talking Book
  Node 10 keywords: cont xxxx
  Node 10 type    : 0
  Node 10 text0   : "My contents contain information on the following subjects"... 1: Magites    2: Humans    3: T'Lanhg    4: Slithzerikai    5: Nephilim  6: Ormanipu    7: Vahnatai    8: Haurathi    9: Hobblings    10:Orcs  11:Empaths  
  Node 10 text1   : 12: Receptors    13: Gumbies
  Node 11 person  : 554- Talking Book
  Node 11 keywords: orma xxxx
  Node 11 type    : 0
  Node 11 text0   : "The Ormanipu are an ancient race of alchemists. They are distantly related to the orcs, but share none of the same traits, except for some physical similarities. They are a gentle and intelligent race.
  Node 11 text1   : They prefer to live in small communities, away from the other races, usually in swampy regions. (OrmB)
  Node 12 person  : 554- Talking Book
  Node 12 keywords: ormb xxxx
  Node 12 type    : 0
  Node 12 text0   : "They are known to have long life spans, sometimes surpassing 200 years. They are a secretive species, seldom sharing their knowledge with outsiders. This is possibly due to their general distrust of other races." (OrmC)
  Node 12 text1   : 
  Node 13 person  : 554- Talking Book
  Node 13 keywords: slit xxxx
  Node 13 type    : 0
  Node 13 text0   : "The Slithzerikai are an ancient race of reptilian humanoids. They are a race that has been fractured into several different 'tribes', as the call them, ranging from the civilized Shishita Tribe to the warlike and barbaric Weshaka Tribe.
  Node 13 text1   : These tribes, which we should more apropriately call sub-races, have maintained mixed relations with other races and each other." (SliB)
  Node 14 person  : 554- Talking Book
  Node 14 keywords: slib xxxx
  Node 14 type    : 0
  Node 14 text0   : "At this time, the Weshaka Tribe from the province of Zenarbial, has maintained a peaceful alliance with its neighbors for many years. The glorious city of Kunisulitz is just one of the many modern cities built by the Slithzerikai. (SliC)
  Node 14 text1   : 
  Node 15 person  : 554- Talking Book
  Node 15 keywords: slic xxxx
  Node 15 type    : 0
  Node 15 text0   : The majority of the Slithzerikai population can be found living in the Zenarbial province in East Zinlasia, but they can be found all over Zinlasia including the Kudazan Peninsula in West Zinlasia, where the Weshaka Tribe resides.
  Node 15 text1   : Presently, the Shishita tribe is represented in the League of Zinlasian Nations."
  Node 16 person  : 554- Talking Book
  Node 16 keywords: vahn xxxx
  Node 16 type    : 0
  Node 16 text0   : "The Vahnatai are still a fairly mysterious race that has prefered to keep to itself since it made itself known to the other races. They are a magical race that use the power of crystals for many mysterious purposes.
  Node 16 text1   : They are respected by the other races, and also feared by some, due to their strange appearance and mysterious ways." (VahB)
  Node 17 person  : 554- Talking Book
  Node 17 keywords: ormc xxxx
  Node 17 type    : 0
  Node 17 text0   : "The nearest Ormanipu village is Grah'Mak, situated on the largest island in the Talmini Island chain, off the southwest coast of East Zinlasia. They are presently a member of the League of Zinlasian Nations."
  Node 17 text1   : 
  Node 18 person  : 554- Talking Book
  Node 18 keywords: vahb xxxx
  Node 18 type    : 0
  Node 18 text0   : "They can be found exclusively in the Zenarbial province where they live underground in vast subterranean cities. They are the newest members of the League of Zinlasian Nations, though their participation in national affairs has been limited."
  Node 18 text1   : 
  Node 19 person  : 554- Talking Book
  Node 19 keywords: neph xxxx
  Node 19 type    : 0
  Node 19 text0   : "The Nephilim are a race of nimble, feline humanoids. Due to their nocturnal instincts and sensitivity to bright light, they prefer to build their villages inside caves. 
  Node 19 text1   : They live in small community groups, or tribes, comprising of no more than 20 to 30 members. Each tribe may have a leader, but groups of tribes are usually lead by one powerful chief." (NepB)
  Node 20 person  : 554- Talking Book
  Node 20 keywords: nepb xxxx
  Node 20 type    : 0
  Node 20 text0   : "There are no Nephilim living in East Zinlasia. They make their home in the caves below the Catclaw Mountains in West Zinlasia. In the past, they have maintained peaceful, but wary relationship with the humans of the region.
  Node 20 text1   : But recently, war has broken out between the two races, with no resolution in sight." (NepC)
  Node 21 person  : 554- Talking Book
  Node 21 keywords: nepc xxxx
  Node 21 type    : 0
  Node 21 text0   : "Currently, there is no representation of the Nephilim in the League of Zinlasian Nations, though negotiations are planned for the near future when hostilities have cooled down in the west."
  Node 21 text1   : 
  Node 22 person  : 554- Talking Book
  Node 22 keywords: magi xxxx
  Node 22 type    : 0
  Node 22 text0   : "The Magites are an ancient race that has experienced a troubled history. A powerful and ambitious race, they nearly blew themselves into extinction 200 years ago while trying to increase their powers to an alarming strength.
  Node 22 text1   : The vast underground city of Shrin Lakka was utterly destroyed during an attempt to magnify their magic powers by the use of powerful altars." (MagB)
  Node 23 person  : 554- Talking Book
  Node 23 keywords: magb xxxx
  Node 23 type    : 0
  Node 23 text0   : "The intensity become too much and the ensuing chain reaction killed almost every Magite in the land. This all occured under Hollis Island in West Zinlasia.
  Node 23 text1   : Luckily, some small groups had left the city, disgusted with the selfish persuit of power, and traveled to East Zinlasia, to create a new community." (MagC)
  Node 24 person  : 554- Talking Book
  Node 24 keywords: magc xxxx
  Node 24 type    : 0
  Node 24 text0   : "Soon, the Magite population grew and the magical race began to thrive once more. In a never ending need to improve their race, they once again began to experiment with ways to better their magic skills.
  Node 24 text1   : But using the lesson they learned from the past, they came up with a new method...technology." (MagD)
  Node 25 person  : 554- Talking Book
  Node 25 keywords: magd xxxx
  Node 25 type    : 0
  Node 25 text0   : "Using a mixture of magic and technology, the Magites built the  spectacular city of Magestica, and soon began construction on other cities across East Zinlasia.
  Node 25 text1   : They are now one of the most powerful members of the League of Zinlasian Nations."
  Node 26 person  : 554- Talking Book
  Node 26 keywords: tlan xxxx
  Node 26 type    : 0
  Node 26 text0   : "The T'Lanhg are one of the most mysterious races in Zinlasia, but also, one of the friendliest. Born with no speech organs, they are a telepathic race, that live in underground cities, or hives.
  Node 26 text1   : They share consciousness with all members of the race and work together as a whole to better their community." (TlaB)
  Node 27 person  : 554- Talking Book
  Node 27 keywords: tlab xxxx
  Node 27 type    : 0
  Node 27 text0   : "The powers of their minds are so strong that they can create scrying fields to see across long distances, they can alter reality and create illusions, and even create energy to light and warm their homes.
  Node 27 text1   : Power like this in the wrong hands could be devastating. Luckily, only a few T'Lanhg go rogue." (TlaC)
  Node 28 person  : 554- Talking Book
  Node 28 keywords: tlac xxxx
  Node 28 type    : 0
  Node 28 text0   : "A Rogue T'Lanhg is one that leaves the group consciousness for his own selfish pursuits. These pursuits are usually fairly harmless, such as fame or monetary gain. 
  Node 28 text1   : In order to better communicate with the T'Lanhg, the humans, with the help of the Magites, invented a surgical process that enabled the T'Lanhg's thoughts to be heard." (TlaD)
  Node 29 person  : 554- Talking Book
  Node 29 keywords: tlad xxxx
  Node 29 type    : 0
  Node 29 text0   : "Refer to the chapter on Receptors for more information on this subject. The T'Lanhg make their home in the underground province of Tel'moria in the city of Sariminsum, though they can be found throughout East Zinlasia.
  Node 29 text1   : They are an active member in the League of Zinlasian Nations, and many are employed in important postions in the government."
  Node 30 person  : 554- Talking Book
  Node 30 keywords: huma xxxx
  Node 30 type    : 0
  Node 30 text0   : "The Humans are the most common race found in Zinlasia. They are one of the most adaptable of the races, and can live almost anywhere. In general, they get along with most races and have the most organized government.
  Node 30 text1   : They tend to like to be in charge, so the majority of the other races humor them on this count and let them have their way." (HumB)
  Node 31 person  : 554- Talking Book
  Node 31 keywords: humb xxxx
  Node 31 type    : 0
  Node 31 text0   : "Humans have lived in East Zinlasia for hundreds of years. They only recently arrived in West Zinlasia, much to the disdain of the Nephilim, who until then, occupied most of the area.
  Node 31 text1   : The Humans of West Zinlasia had no idea that others existed in East Zinlasia, as the two regions are separated by the uncrossable CatClaw Mountains." (HumC)
  Node 32 person  : 554- Talking Book
  Node 32 keywords: humc xxxx
  Node 32 type    : 0
  Node 32 text0   : "It was only a few short years ago that, by accident, the two became aware of each other, and now teleportals connect the two regions.
  Node 32 text1   : The capital city of Zinlasia, Zenith, is the main human stronghold, followed by Independence City in the west." (HumD)
  Node 33 person  : 554- Talking Book
  Node 33 keywords: humd xxxx
  Node 33 type    : 0
  Node 33 text0   : "Governor Walwick leads the League of Zinlasian Nations. He is a fair and just man, and for the most part, the other races accept and respect his authority."
  Node 33 text1   : 
  Node 34 person  : 554- Talking Book
  Node 34 keywords: haur xxxx
  Node 34 type    : 0
  Node 34 text0   : "The Haurathi are large, hairy humanoids, covered with a thick coat of purplish colored hair and a face that looks like a cross between a lion and a wild boar. They grow in size to seven feet tall and sometimes even higher.
  Node 34 text1   : They are a hunter race and pride themselves on the number of trophies they have hanging inside their huts." (HauB)
  Node 35 person  : 554- Talking Book
  Node 35 keywords: haub xxxx
  Node 35 type    : 0
  Node 35 text0   : "The preconception that they are a dangerous race mostly comes from their threatening appearance. In fact, they are a simple, peaceful race who have a particular fondness for humans in the same way a child cares for a pet." (HauC)
  Node 35 text1   : 
  Node 36 person  : 554- Talking Book
  Node 36 keywords: hauc xxxx
  Node 36 type    : 0
  Node 36 text0   : "They are a superstitious race that can be found living in small villages, the closest being Kunjirra, on the volcanic island of Maldarius in Wantanaku Bay.
  Node 36 text1   : "The are currently a member of the League of Zinlasian Nations."
  Node 37 person  : 554- Talking Book
  Node 37 keywords: hobb xxxx
  Node 37 type    : 0
  Node 37 text0   : "The Hobblings are a race of diminutive humanoids who grow to a height of no more than three feet. They are sociable creatures who enjoy gatherings and parties, but typically live alone, away from large cities.
  Node 37 text1   : "They live in small cottages, scattered about East Zinlasia, though a number of them can be found on the plateau atop the Halmeni Mountains." (HobC)
  Node 38 person  : 554- Talking Book
  Node 38 keywords: hobc xxxx
  Node 38 type    : 0
  Node 38 text0   : "They have a reputation for being mischievious and lazy, yet they can also be hard workers, tending to beautiful gardens or working on small, intricate machinery with their small, nimble hands.
  Node 38 text1   : They are currently represented in the League of Zinlasian Nations, though their contributions are limited."
  Node 39 person  : 554- Talking Book
  Node 39 keywords: orcs xxxx
  Node 39 type    : 0
  Node 39 text0   : "The Orcs are the primitive and aggressive relatives of the Ormanipu. They dwell underground and are friendly to none, especially their above ground living relatives. 
  Node 39 text1   : They are very territorial and will attack anyone who invades their land. Peace treaties with them have been signed and broken many times in the past." (OrcB)
  Node 40 person  : 554- Talking Book
  Node 40 keywords: orcb xxxx
  Node 40 type    : 0
  Node 40 text0   : "They are not just mindless beasts, as it has been learned that they are highly religious and also superstitious, bowing to many powerful Orcan gods.
  Node 40 text1   : They live in the underground province of Tel'moria and are the only major race in the land that has not joined the League of Zinlasian Nations."
  Node 41 person  : 554- Talking Book
  Node 41 keywords: gumb xxxx
  Node 41 type    : 0
  Node 41 text0   : "It is debatable whether a magically constructed being can be called a race, but the Gumbies have been around a long time and I include them in this book. 
  Node 41 text1   : Originally created to be servants for the Magite people, there have been many modifications to them over the years." (GumC)
  Node 42 person  : 554- Talking Book
  Node 42 keywords: gumc xxxx
  Node 42 type    : 0
  Node 42 text0   : "The original Gumbies were summoned from the green clay that can be found in some deep caves and lasted only a few hours. 
  Node 42 text1   : Later, it was discovered that if the Gumbies were crafted by hand and then had a Life spell cast upon them, they could live for many years. It was soon discovered that sunlight had a direct correlation with their longevity." (GumD)
  Node 43 person  : 554- Talking Book
  Node 43 keywords: gumd xxxx
  Node 43 type    : 0
  Node 43 text0   : "A new type of Gumby was created that could live for many years as long as it had generous exposure to the sun. But Gumbies used for indoor purposes would constantly 'shut down' due to the lack of sunlight.
  Node 43 text1   : A new process was created which involved inserting a magic substance called the spark of life, into the Gumby." (GumE)
  Node 44 person  : 554- Talking Book
  Node 44 keywords: gume xxxx
  Node 44 type    : 0
  Node 44 text0   : "This resulted in a type that could live about 50 years, sunlight or not. The process for creating the Gumbies is now completely automated and they are used for many tasks.
  Node 44 text1   : There are those who say that Gumbies have become sentient creatures and actually have feelings." (GumF)
  Node 45 person  : 554- Talking Book
  Node 45 keywords: gumf xxxx
  Node 45 type    : 0
  Node 45 text0   : "Some have even gone on to say that any Gumbies that have gone missing, have actually run away to form a community for themselves, free from the rule of the Magites.
  Node 45 text1   : Gumbies are not represented in the League of Zinlasian Nations, because they are not recognized as an actual race."
  Node 46 person  : 554- Talking Book
  Node 46 keywords: empa xxxx
  Node 46 type    : 0
  Node 46 text0   : "Freak of nature, genetic mutation, gift from god...all these terms have been applied to the little known group called Empaths. Not exactly a race in itself, Empaths are usually born from human parents.
  Node 46 text1   : They possess the ability to heal by touch. Ostracized by some and worshipped by others, they formed a sect that kept to itself." (EmpB)
  Node 47 person  : 554- Talking Book
  Node 47 keywords: empb xxxx
  Node 47 type    : 0
  Node 47 text0   : "The downside of their gift was the fact that the ailment that the Empath healed would be transferred to themself. When an Empath cured a fatal disease, they usually succumbed to it, resulting in their own death.
  Node 47 text1   : The sick and diseased flocked to the Empaths, and they were never turned away." (empC)
  Node 48 person  : 554- Talking Book
  Node 48 keywords: empc xxxx
  Node 48 type    : 0
  Node 48 text0   : "The result was the near extinction of these kind and giving people. Some say they ARE, in fact, all gone. Others say that some live in secret communities, hidden away from the world.
  Node 48 text1   : Empaths are not represented in the League of Zinlasian Nations as none have made their presence known to the organization."
  Node 49 person  : 554- Talking Book
  Node 49 keywords: rece xxxx
  Node 49 type    : 0
  Node 49 text0   : "The Receptors are not born as such. They are a surgically altered race, usually human, in order to communicate with the telepathic T'Lanhg. A small device is implanted in their brain that is capable of receiving telepathic signals.
  Node 49 text1   : The Magites helped develop the process, and then condemned it, making it illegal for any Magite to undergo the surgery." (RecB) 
  Node 50 person  : 554- Talking Book
  Node 50 keywords: recb xxxx
  Node 50 type    : 0
  Node 50 text0   : "And those who have undergone the process have met with criticism and social alienation. Many are the victims of hate crimes. 
  Node 50 text1   : But without these individuals, communication with the T'Lanhg would be nearly impossible and many cooperative projects with the T'Lanhg and Humans would not be possible." (RecC)
  Node 51 person  : 554- Talking Book
  Node 51 keywords: recc xxxx
  Node 51 type    : 0
  Node 51 text0   : "But social stigma and grotesque side effects of the surgery (large, bulbous forehead) have taken their toll on many Receptors, resulting in a fierce debate concerning the future of the procedure. 
  Node 51 text1   : Receptors are not represented in the League of Zinlasian Nations as they are not recognized as a separate race."
  Node 52 person  : 555- Drelis
  Node 52 keywords: talk book
  Node 52 type    : 0
  Node 52 text0   : "The Talking Books are set up in the room behind me. They are the pride and joy of the Magestica Library. They are magical books that do not need to be read. They will speak the information in their pages to you.
  Node 52 text1   : Just approach the books and talk to them. They contain volumes of information about the world of Zinlasia."
  Node 53 person  : 555- Drelis
  Node 53 keywords: libr mage
  Node 53 type    : 0
  Node 53 text0   : "The Magestica Library is one of the finest in the land. People come from miles around just to visit and to see the Talking Books."
  Node 53 text1   : 
  Node 54 person  : 555- Drelis
  Node 54 keywords: assi xxxx
  Node 54 type    : 0
  Node 54 text0   : "What in particular did you want to know?" he asks.
  Node 54 text1   : 
  Node 55 person  : 555- Drelis
  Node 55 keywords: litt girl
  Node 55 type    : 0
  Node 55 text0   : "Oh, we got rid of that horrible book," he shudders. "You might check the city dump, outside on the ground level."
  Node 55 text1   : 

  Town = 56:              

  Town Messages:
  Message 0:              
  Message 1: Icy Cave                     
  Message 2: Vampire Den                  
  Message 3: Vampire Den                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: As you approach the sarcaphogus, you can feel a sense of evil emanating from within. Do you pull open the lid?
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: You slowly lift the lid of the sarcophagus. It is filled with a strange mist-like substance. The mist begins to rise up into the air and then travels over your head and behind you. 
  Message 27: As you turn around, you see it forming into a powerful looking vampire. And he doesn't look too happy to be disturbed. "Prepare to die," he says, his fangs glistening in the dim light.
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
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  Message 50: *
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  Message 119: *
  Message 120: Kitchen
  Message 121: 
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  Message 139: 

  TownDialogue:
  Personality 560 name: Mayor Brundig
  Personality 560 confused: "Don't change the subject!" he cries
  Personality 560 look    : You know this man. It's Mayor Brundig. He was removed from office and imprisoned after his actions led to the Nephilim war. You didn't know he was still in jail.
  Personality 560 ask name: "Don't pretend you don't know me," he cries. "I'm Brundig, former mayor of Independence City."
  Personality 560 ask job : "You've got to get me out of here. I'm innocent," he cries. "Innocent! I didn't do anything. I was framed!"
  Personality 561 name: Unused
  Personality 561 confused: 
  Personality 561 look    : 
  Personality 561 ask name: 
  Personality 561 ask job : 
  Personality 562 name: Unused
  Personality 562 confused: 
  Personality 562 look    : 
  Personality 562 ask name: 
  Personality 562 ask job : 
  Personality 563 name: Unused
  Personality 563 confused: 
  Personality 563 look    : 
  Personality 563 ask name: 
  Personality 563 ask job : 
  Personality 564 name: Unused
  Personality 564 confused: 
  Personality 564 look    : 
  Personality 564 ask name: 
  Personality 564 ask job : 
  Personality 565 name: Unused
  Personality 565 confused: 
  Personality 565 look    : 
  Personality 565 ask name: 
  Personality 565 ask job : 
  Personality 566 name: Unused
  Personality 566 confused: 
  Personality 566 look    : 
  Personality 566 ask name: 
  Personality 566 ask job : 
  Personality 567 name: Unused
  Personality 567 confused: 
  Personality 567 look    : 
  Personality 567 ask name: 
  Personality 567 ask job : 
  Personality 568 name: Unused
  Personality 568 confused: 
  Personality 568 look    : 
  Personality 568 ask name: 
  Personality 568 ask job : 
  Personality 569 name: Unused
  Personality 569 confused: 
  Personality 569 look    : 
  Personality 569 ask name: 
  Personality 569 ask job : 
  Node 0 person  : 560- Mayor Brundig
  Node 0 keywords: fram xxxx
  Node 0 type    : 0
  Node 0 text0   : "It was Commander Wellington. He's the one that lit the fuse. I told him to wait to start the excavation until after we got the okay from the Nephilim, but he was too impatient. Then the whole side of the mountain blew up and the Nephs went crazy!
  Node 0 text1   : So naturally they all blamed me." (more)
  Node 1 person  : 560- Mayor Brundig
  Node 1 keywords: more xxxx
  Node 1 type    : 0
  Node 1 text0   : "I'm always being blamed for everything. Just like when that Thieves' Guild leader, Montague, came after me for stringing him up in the town square. That was Commander Dinaarch's idea. Montague should have gone after Dinaarch.
  Node 1 text1   : Well, I guess he couldn't since Dinaarch is dead." (continue)
  Node 2 person  : 560- Mayor Brundig
  Node 2 keywords: cont xxxx
  Node 2 type    : 0
  Node 2 text0   : "But anyway, I've still got 6 months left on my sentence and I just can't stand it in here any longer. You must have some clout in this province. You can talk to the governor and explain to him that this is just a simple mix up.
  Node 2 text1   : You know, you owe it to me. I saved your life once upon a time. Or have you forgotten that?" (next)
  Node 3 person  : 560- Mayor Brundig
  Node 3 keywords: next xxxx
  Node 3 type    : 0
  Node 3 text0   : You decide that you've heard quite enough. "I don't owe you a damn thing," you tell him. "You got yourself in this mess and now you can take your punishment like a man. There's no way you're going to slither out of this like the snake that you are!
  Node 3 text1   : And now if you'll excuse us, we have more important things to deal with right now." Brundig's mouth drops open as if he can't believe what he's heard. (even more)
  Node 4 person  : 560- Mayor Brundig
  Node 4 keywords: even xxxx
  Node 4 type    : 25
  Node 4 text0   : "You couldn't say that to me if I wasn't inside this cell!" he cries. "You just wait til I get out. I'll fix you! You haven't heard the last of me!" You turn your back on him and walk away as he continues his tirade.
  Node 4 text1   : 

  Town = 57:                              

  Town Messages:
  Message 0:                              
  Message 1: Forgotten Caverns            
  Message 2: Forgotten Caverns            
  Message 3: Smuggler's Cave              
  Message 4: Smuggler's Cave              
  Message 5: Smuggler's Cave              
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There is a deep crevasse in front of you. Do you want to use the Gravitron to hover across?
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: There is a deep crevasse in front of you. Do you want to use the Gravitron to hover across?
  Message 27: 
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: There is a deep crevasse here. It would be too dangerous to attempt to cross it.
  Message 33: There is a deep crevasse in front of you. Do you want to use the Gravitron to hover across?
  Message 34: 
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: There is a deep crevasse in front of you. Do you want to use the Gravitron to hover across?
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
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  Message 80: *
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  Message 82: *
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  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 570 name: Unused
  Personality 570 confused: 
  Personality 570 look    : 
  Personality 570 ask name: 
  Personality 570 ask job : 
  Personality 571 name: Unused
  Personality 571 confused: 
  Personality 571 look    : 
  Personality 571 ask name: 
  Personality 571 ask job : 
  Personality 572 name: Unused
  Personality 572 confused: 
  Personality 572 look    : 
  Personality 572 ask name: 
  Personality 572 ask job : 
  Personality 573 name: Unused
  Personality 573 confused: 
  Personality 573 look    : 
  Personality 573 ask name: 
  Personality 573 ask job : 
  Personality 574 name: Unused
  Personality 574 confused: 
  Personality 574 look    : 
  Personality 574 ask name: 
  Personality 574 ask job : 
  Personality 575 name: Unused
  Personality 575 confused: 
  Personality 575 look    : 
  Personality 575 ask name: 
  Personality 575 ask job : 
  Personality 576 name: Unused
  Personality 576 confused: 
  Personality 576 look    : 
  Personality 576 ask name: 
  Personality 576 ask job : 
  Personality 577 name: Unused
  Personality 577 confused: 
  Personality 577 look    : 
  Personality 577 ask name: 
  Personality 577 ask job : 
  Personality 578 name: Unused
  Personality 578 confused: 
  Personality 578 look    : 
  Personality 578 ask name: 
  Personality 578 ask job : 
  Personality 579 name: Unused
  Personality 579 confused: 
  Personality 579 look    : 
  Personality 579 ask name: 
  Personality 579 ask job : 

  Town = 58:                              

  Town Messages:
  Message 0:                              
  Message 1: International Street         
  Message 2: Palace Park                  
  Message 3: Entertainment Sector         
  Message 4: Shopping District            
  Message 5: Gumby Factory                
  Message 6: Liberty                      
  Message 7: Liberty                      
  Message 8: Business District             
  Message 9: Residential Area             
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This is a Jump Pad. It's basically a teleporter that can take you to different points of the city for a small fee. This one can take you to the Entertainment Sector, or Palace Park.
  Message 21: It costs 5 gold.
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: You don't have enough gold.
  Message 27: Where do you want to go?
  Message 28: 1) Entertainment Sector
  Message 29: 2) Palace Park
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: This is a Jump Pad. It's basically a teleporter that can take you to different points of the city for a small fee. This one can take you to Palace Park or the Entertainment Sector.
  Message 34: It costs 5 gold.
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: Where do you want to go?
  Message 40: 1) Palace Park
  Message 41: 2) Entertainment Sector
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: This is a Jump Pad. It's basically a teleporter that can take you to different points of the city for a small fee. This one can take you to International Street or the Shopping District.
  Message 46: It costs 5 gold.
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: 
  Message 51: You decide it wouldn't be wise to go in here. Who knows where you'll end up.
  Message 52: You decide it wouldn't be a good idea to go into this machinery. You wouldn't want to come out looking like a gumby.
  Message 53: This lever is locked and can't be tampered with.
  Message 54: "We make Gumbies out of the green clay that they mine in the mountains. They bring big loads of it back every evening. If you want to make some extra money, you could go and mine some clay for yourself.
  Message 55: If you like, I'll tell you where to find the mine."
  Message 56: 
  Message 57: Where do you want to go?
  Message 58: 1) International Street
  Message 59: 2) Shopping District
  Message 60: 
  Message 61: 
  Message 62: 
  Message 63: This is a Jump Pad. It's basically a teleporter that can take you to different points of the city for a small fee. This one can take you to the Shopping District or International Street.
  Message 64: It costs 5 gold.
  Message 65: 
  Message 66: 
  Message 67: 
  Message 68: 
  Message 69: Where do you want to go?
  Message 70: 1) Shopping District
  Message 71: 2) International Street
  Message 72: 
  Message 73: 
  Message 74: 
  Message 75: "I will pay you 10 gold for each 10 pound piece of green clay that you bring me. There's practically a never ending supply of it in the mine up north.
  Message 76: You could make some pretty good money if you took up mining as a side job. So, do you have any that you want to sell?"
  Message 77: You hand him all the green clay that you have collected. "Very good," he says. "Here's 10 gold for each one."
  Message 78: "You don't have any clay," he says. 
  Message 79: "Okay, first of all, I don't buy eye charts," he cries. "I can't believe you stole someone's eye chart. How greedy can you be. 
  Message 80: My customer's may be dumb, drunken sailors, but they're not that stupid to mistake an eye chart for a work of art!"
  Message 81: "Bring me all the paintings you want and I'll pay you 35 golds a piece."
  Message 82: "Oh, I see you've got some merchandise for me," he says, looking over your inventory. He pays you 35 gold for each painting you have.
  Message 83: As you walk past the sailors playing pool, you accidentally bump one of them just as he is making a shot. Not only does he miss the shot, but the ball flies off the table and lands on the floor.
  Message 84: "Hey dungface," he cries. "You made me miss my shot!" You tell him that you're very sorry. "Oh, that's alright," he answers. "If you'll be so kind as to get the ball, all will be forgiven."
  Message 85: You kneel down on the floor to pick up the ball. He lifts his foot and stomps down on your back with his heavy boot. You fall down, flat on your stomach. He holds you down with his foot so you can't move.
  Message 86: "Now, say pretty please let me up and I'll never do it again." The other sailors laugh as they watch with amusement. What do you do?
  Message 87: 1) Do what he says.
  Message 88: 2) Signal your party to draw their weapons.
  Message 89: You say, "Pretty please let me up and I'll never do it again." He says, "Say pretty please with sugar on top." You say that too and he removes his boot from your back. 
  Message 90: You stand up and feel completely humiliated as the all the sailors laugh at you.
  Message 91: The party draws its weapons and he immediately pulls his foot away. As you leap to your feet, he cries, "If it's a fight you want, then it's a fight you'll get. Right boys?" The other sailors draw their weapons.
  Message 92: This door is locked. There is a number pad on the wall by the side of the door. You must need to enter a code for the door to open. 
  Message 93: That must not be the correct code.
  Message 94: This is a Jump Pad. It's basically a teleporter that can take you to different points of the city for a small fee. This one can take you to the Business District.
  Message 95: It costs 5 gold.
  Message 96: 
  Message 97: 
  Message 98: 
  Message 99: 
  Message 100: This is a Jump Pad. It's basically a teleporter that can take you to different points of the city for a small fee. This one can take you to the Residential Area.
  Message 101: It costs 5 gold.
  Message 102: 
  Message 103: 
  Message 104: 
  Message 105: 
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Purifying Machine
  Message 121: Sizing machine
  Message 122: Shaping Machine
  Message 123: Life Essence Machine
  Message 124: Storage
  Message 125: Sizing Machine
  Message 126: Purifying Machine
  Message 127: Shaping Machine
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 580 name: Sid
  Personality 580 confused: "You should ask someone else about that."
  Personality 580 look    : This man is busily packing green clay into large round lumps. He then weighs the lumps and when they're the right weight, heaves them onto the conveyor belt.
  Personality 580 ask name: "I'm Sid," he says. "Do you have some clay for me?"
  Personality 580 ask job : "I'm the foreman of the Gumby Factory," he says. "I make sure the other workers are all doing there job correctly. The Gumbies must be perfect."
  Personality 581 name: Factory Worker
  Personality 581 confused: "Look, I've got work to do. I can't talk right now."
  Personality 581 look    : This man is busily monitoring the machinery and making sure the conveyor belts are working properly. It is warm and humid in here, and he is constantly wiping the sweat from his brow.
  Personality 581 ask name: You exchange names and he continues doing his duties.
  Personality 581 ask job : "My job is to keep an eye on the machinery and make sure everything is working properly. The Magites will get upset if their precious Gumbies come out wrong."
  Personality 582 name: "Employee"
  Personality 582 confused: 
  Personality 582 look    : This beautiful young woman is dressed in a provocative dressing gown. It is made of sheer white silk and doesn't cover much of her.
  Personality 582 ask name: She is busy "entertaining" one of the patrons and does not have time to talk to you.
  Personality 582 ask job : "I can't help you right now," she says, politely. "Look for one of the other girls who isn't busy and she will be more than willing to satisfy your needs."
  Personality 583 name: "Employee"
  Personality 583 confused: 
  Personality 583 look    : This handsome young man is wearing nothing but a small silk loincloth. His body is oiled and his muscles glisten in the dim light.
  Personality 583 ask name: He is busy "entertaining" one of the patrons and does not have time to talk to you.
  Personality 583 ask job : "I can't help you right now," he says, politely. "Look for one of the other boys who isn't busy and he will be more than willing to satisfy your needs."
  Personality 584 name: Patron
  Personality 584 confused: 
  Personality 584 look    : This person is enjoying the company of one of the "employees" of this establishment.
  Personality 584 ask name: "Go away!" He cries. "Can't you see I'm busy here?"
  Personality 584 ask job : You get no response.
  Personality 585 name: Patron
  Personality 585 confused: 
  Personality 585 look    : This person is enjoying the company of one of the "employees" of this establishment.
  Personality 585 ask name: "Leave us alone!" she cries. "He's mine and you can't have him!"
  Personality 585 ask job : You get no response.
  Personality 586 name: Nguk-Mulaht
  Personality 586 confused: "Me don't know about that."
  Personality 586 look    : This short, green, orc-like creature stands behind the counter. He is pouring some nasty looking liquid into a small jar.
  Personality 586 ask name: "Me Nguk-Mulaht," he says in a scratchy voice. "You come in my shop. Buy my stuff."
  Personality 586 ask job : "Me sell potions. Me make them myself. They not come out right and others of my kind say me a failure. But humans here like my potions, so I open shop. You buy, yes?"
  Personality 587 name: Morgan
  Personality 587 confused: 
  Personality 587 look    : The man behind the counter has a scar on his face and shifty eyes. He greets you politely as you enter the shop.
  Personality 587 ask name: "I'm Morgan," he answers. "What can I do for you?"
  Personality 587 ask job : "I sell general supplies, here at my shop. I also have some other items for my special customers."
  Personality 588 name: Haurathi Bouncer
  Personality 588 confused: "Gryztkatwak?"
  Personality 588 look    : The creature before you stands close to seven feet tall. It is covered with a thick coat of purplish colored hair and has a face that looks like a cross between a lion and a wild boar.
  Personality 588 ask name: You say hello and introduce yourself. It growls an unintelligible sound and points to itself. That's a name you won't be remembering.
  Personality 588 ask job : "Me bouncer," he growls. "Me throw you out of casino and into water if you cause trouble!"
  Personality 589 name: Curtis
  Personality 589 confused: "I'm sure I wouldn't know about that."
  Personality 589 look    : The man behind the counter is busily sorting through a pile of small paintings. The shelves behind him are stacked with dozens of paintings of varying styles.
  Personality 589 ask name: "I'm Curtis," he says. "Let me know if you see anything you like."
  Personality 589 ask job : "I have the biggest selection of framed art in the land. And the highest quality, too. Don't be shy, and let me know when you're ready to buy."
  Node 0 person  : 580- Sid
  Node 0 keywords: gumb perf
  Node 0 type    : 0
  Node 0 text0   : "In the old days, the Gumbies were created exclusively by magic. But now, the whole process has become automated. It just requires a small staff to run the machinery.
  Node 0 text1   : Normally, Gumbies would do this type of manual labor for the Magites. I guess they originally tried using them to run the machinery, but the Gumbies were freaked out by it." (more)
  Node 1 person  : 580- Sid
  Node 1 keywords: next xxxx
  Node 1 type    : 0
  Node 1 text0   : "Next, it moves under a fine mist of water, which cools the slabs. Then it's into the shaping machine where it's transformed into the shape of a Gumby. Then, through another cooling mist and into the final machine.
  Node 1 text1   : Inside this machine, the Gumby gets its life essence. This is mostly a magical process and I don't know how it works." (last)
  Node 2 person  : 580- Sid
  Node 2 keywords: last xxxx
  Node 2 type    : 0
  Node 2 text0   : "Lastly, the Gumbies are shipped out to other Magite cities, or upstairs to the Gumby Shop to be sold. I don't quite understand how it all works, but my job is just to make sure all runs smoothly.
  Node 2 text1   : If anything breaks down, I just call upstairs and they send in a Magite repairman. So, all in all, I really can't complain."
  Node 3 person  : 580- Sid
  Node 3 keywords: clay xxxx
  Node 3 type    : 29
  Node 3 text0   : 
  Node 3 text1   : 
  Node 4 person  : 580- Sid
  Node 4 keywords: mine xxxx
  Node 4 type    : 0
  Node 4 text0   : "The clay mine is north of here. Just take a boat across Lake Pentaglas to the northeast shore. The mine is just a short walk north to the mountain. You can't miss it."
  Node 4 text1   : 
  Node 5 person  : 580- Sid
  Node 5 keywords: lake pent
  Node 5 type    : 0
  Node 5 text0   : "This island that Magestica is on is in Lake Pentaglas. The lake is kind of shaped like a star. The two lower 'legs' become the Geminak, or Twin Rivers, which lead to the coast and fan out to become the Delta Region."
  Node 5 text1   : 
  Node 6 person  : 580- Sid
  Node 6 keywords: sell xxxx
  Node 6 type    : 29
  Node 6 text0   : "You don't have any clay," he says. 
  Node 6 text1   : 
  Node 7 person  : 581- Factory Worker
  Node 7 keywords: prec gumb
  Node 7 type    : 0
  Node 7 text0   : "These green golems we're making. They're Gumbies. They act as servants for the Magites. Don't you know anything?"
  Node 7 text1   : 
  Node 8 person  : 581- Factory Worker
  Node 8 keywords: magi xxxx
  Node 8 type    : 0
  Node 8 text0   : "Those high and mighty Magites think they're better than everyone. I'd like to give them a piece of my mind. I would too, if it weren't for the fact that they have incredibly strong magic powers and bad tempers."
  Node 8 text1   : 
  Node 9 person  : 580- Sid
  Node 9 keywords: more xxxx
  Node 9 type    : 0
  Node 9 text0   : "So the Magites picked beings one step up from the simple Gumbies to do this work...us humans. Actually, the Magites view only one race below humans. And that's the Hobblings. 
  Node 9 text1   : But the Magites hate the Hobblings and won't even allow them to step foot in the city. So that's why you see us working in this factory." (continue)
  Node 10 person  : 580- Sid
  Node 10 keywords: cont xxxx
  Node 10 type    : 0
  Node 10 text0   : "Anyway, it's not very difficult work. The lumps of clay go on this conveyor belt and into the purifying machine, which removes any impurities in the clay.
  Node 10 text1   : "Next, the clay goes into the sizing machine which molds it into slabs and cuts it to the exact size it needs to be." (next)
  Node 11 person  : 586- Nguk-Mulaht
  Node 11 keywords: othe kind
  Node 11 type    : 0
  Node 11 text0   : "Me Ormanipu. Others of my race live in Grah'Mok on Talmini Islands. Ormanipu are great alchemists. Me, not so good. But my potions sell good here."
  Node 11 text1   : 
  Node 12 person  : 586- Nguk-Mulaht
  Node 12 keywords: fail xxxx
  Node 12 type    : 0
  Node 12 text0   : "Me Ormanipu. Others of my race live in Grah'Mok on Talmini Islands. Ormanipu are great alchemists. Me, not so good. but my potions sell good here."
  Node 12 text1   : 
  Node 13 person  : 586- Nguk-Mulaht
  Node 13 keywords: purc pois
  Node 13 type    : 7
  Node 13 text0   : Posions 'R' Us
  Node 13 text1   : 
  Node 14 person  : 587- Morgan
  Node 14 keywords: spec cust
  Node 14 type    : 0
  Node 14 text0   : "I sell lockpicks to my customers who make their living in, shall we say, unorthodox methods. Do you want to buy general supplies or lockpicks?"
  Node 14 text1   : 
  Node 15 person  : 587- Morgan
  Node 15 keywords: gene supp
  Node 15 type    : 7
  Node 15 text0   : Supplies and Stuff
  Node 15 text1   : 
  Node 16 person  : 587- Morgan
  Node 16 keywords: lock pick
  Node 16 type    : 7
  Node 16 text0   : Supplies and Stuff
  Node 16 text1   : 
  Node 17 person  : 587- Morgan
  Node 17 keywords: purc xxxx
  Node 17 type    : 0
  Node 17 text0   : "What do you want to buy? General supplies or lockpicks?"
  Node 17 text1   : 
  Node 18 person  : 589- Curtis
  Node 18 keywords: purc xxxx
  Node 18 type    : 0
  Node 18 text0   : As you examine his inventory of paintings, you notice the outrageous high prices. You have no interest to buy anything here and you ask him why his prices are so high.
  Node 18 text1   : 
  Node 19 person  : 589- Curtis
  Node 19 keywords: pric high
  Node 19 type    : 0
  Node 19 text0   : He beckons you to come closer to the counter. "You look like a crafty lot," he says in a low voice. "There's two reasons I charge these prices. First...I can get away with it.
  Node 19 text1   : Most of my customers are drunken sailors and they don't notice the fact that they're getting screwed." (more)
  Node 20 person  : 589- Curtis
  Node 20 keywords: more xxxx
  Node 20 type    : 0
  Node 20 text0   : "Second...My suppliers charge a bit more than normal. Maybe you'd be interested in making some money. I can always use more suppliers. Just bring me as many paintings as you can and I'll pay you 35 gold each.
  Node 20 text1   : That's more than you'll get from any pawn shop." You ask him if he's suggesting that you steal the paintings. (continue)
  Node 21 person  : 589- Curtis
  Node 21 keywords: cont xxxx
  Node 21 type    : 0
  Node 21 text0   : "Are you trying to insinuate that I deal in stolen goods?" he asks. "Listen, I don't care HOW you get the merchandise, and I don't ask questions. That's how I deal with all my suppliers.
  Node 21 text1   : So, next time you're in town, stop by if you have some paintings you want to sell."
  Node 22 person  : 589- Curtis
  Node 22 keywords: pain sell
  Node 22 type    : 29
  Node 22 text0   : 
  Node 22 text1   : 
  Node 23 person  : 586- Nguk-Mulaht
  Node 23 keywords: poti xxxx
  Node 23 type    : 0
  Node 23 text0   : "Me potions not work good. Sometimes make people sick or even die. Me no know why humans want to buy."
  Node 23 text1   : 

  Town = 59: Ularjk-Ngilujka              

  Town Messages:
  Message 0: Ularjk-Ngilujka              
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: The door won't open. It is latched on the other side.
  Message 21: You unlatch the door.
  Message 22: As you pull the lever, you hear the sound of chains moving below you. Looking towards the pit, you see some of the large platforms rotate.
  Message 23: There is a simple latch on this door that can easily be opened from this side.
  Message 24: "Three children and myself were abducted by these terrible Orcs while on a field trip to see Frosgaard's Blowhole. I fear they plan to sacrifice us to their god. The children must be here somewhere, probably in a cell like this one."
  Message 25: "I have a pocket-porter that can take us all back to the school. That's a mini teleport that we teachers take with us on field trips in case of emergency. My hands were bound when we were abducted so I couldn't use it."
  Message 26: "Now, I refuse to leave without the children. Please, find the three children and bring them to me and then I can teleport us back to safety."
  Message 27: 
  Message 28: 
  Message 29: 
  Message 30: "Please hurry," she pleads. "The children must be terrified."
  Message 31: "Oh, thank goodness," she cries. "You've found one of the children. "Now hurry, there are still two more to find."
  Message 32: "Thank goodness," she cries. "You've found two of the children. Now hurry, there's still one more child to find."
  Message 33: "How wonderful!" she cries. You've found all three children. Now I can use my pocket-porter and take us all back to the school. (next)
  Message 34: Inside this dark enclosure is a small, scared child. You tell him that everything's going to be okay and you pick him up and take him out of the cell.
  Message 35: This chest is covered with arcane symbols and probably once belonged to a mage or wizard. No matter what you do, it won't open.
  Message 36: This chest is covered with arcane symbols. It must be the one that the Orcs stole from Prof. Marvelus. You say the magic word, "Palooza," and the chest springs open.
  Message 37: Inside is an elegant robe that gives off a slight magical blue glow. You take the robe and put it in your pack.
  Message 38: There's no more room in your inventory for that item so you place it down on the chest.
  Message 39: As you pull the lever, you hear the sound of chains moving below you. Looking towards the pit, you see the large platform rotate.
  Message 40: As you cross these wooden bridges, you hope that the Orcs knew what they were doing when they built them. It's a long way down to the bottom of this pit.
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
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  Message 48: *
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  Message 70: *
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  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
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  Message 128: 
  Message 129: 
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  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 590 name: Miss Pearson
  Personality 590 confused: "I don't know. I'm too upset."
  Personality 590 look    : This young woman looks pale and frightened. Her dress and face are a little dirty, but she appears to be unharmed.
  Personality 590 ask name: "I'm Miss Pearson," she says. "Thank goodness you've come."
  Personality 590 ask job : "I'm a school teacher at the Zenith Elementary School. Please, you must rescue the children and bring them to me."
  Personality 591 name: Miss Pearson
  Personality 591 confused: "I can't talk right now. Busy, busy busy."
  Personality 591 look    : The young school teacher is busily sorting through her desk and preparing her lesson plans.
  Personality 591 ask name: "It's me, Miss Pearson," she says. "You're the ones who rescued me. I'm so glad you're okay."
  Personality 591 ask job : "I'm just getting things ready so I can start classes again. I'm so behind in my lesson plans. It'll take a couple days to get organized."
  Personality 592 name: School Teacher
  Personality 592 confused: She is too busy to talk to you.
  Personality 592 look    : "This middle-aged woman is busily teaching the class about some subject or another. The young children listen with disinterest.
  Personality 592 ask name: She tells you to "hush" as you are obviously disrupting her lesson.
  Personality 592 ask job : You decide it's best not to disturb her while she's teaching class. Besides, you wouldn't want to be reprimanded in front of all her students.
  Personality 593 name: Paulette
  Personality 593 confused: "I don't really know."
  Personality 593 look    : The woman behind the desk has a forehead that looks oversized and deformed. She smiles as you enter, though she has a troubled look in her eyes.
  Personality 593 ask name: "I'm Paulette," she says. "Do you have an appointment to see the doctor?"
  Personality 593 ask job : "I'm the receptionist for Dr. Rotcod. He specializes in receptoplant surgery. It's a nice job, but lately, those protestors outside have me worried."
  Personality 594 name: Dr. Rotcod
  Personality 594 confused: "I don't have time for talk right now."
  Personality 594 look    : This physician looks as if he is preparing for surgery. He is wearing a mask that covers his mouth and nose, and is vigorously scrubbing his hands with soap and water.
  Personality 594 ask name: "I'm Dr. Rotcod," he answers. "You really shouldn't be back here. This area is for doctors and patients only."
  Personality 594 ask job : "I perform receptoplant surgery on those who wish to become Receptors."
  Personality 595 name: Melvin
  Personality 595 confused: "I don't know about stuff like that."
  Personality 595 look    : This man is sitting on the side of the bed, looking a little bit nervous. Your entrance into the room seems to agitate him even more.
  Personality 595 ask name: "I am Melvin," he says. "Who are you? Where's Dr. Rotcod?"
  Personality 595 ask job : "I'm going to become a Receptor," he answers in a shaky voice. "They say this will open up some higher paying jobs for me. I sure hope that's true."
  Personality 596 name: Protester
  Personality 596 confused: "Close down the Receptoplant Butcher Shop!"
  Personality 596 look    : This person is walking back and forth in front to the Receptoplant Clinic, shouting such things as, "Don't turn our race into freaks!"
  Personality 596 ask name: "I've got nothing to say to you. Talk to our leader, Perry. He speaks for us all."
  Personality 596 ask job : "Receptoplant surgery is mutilation of the human brain! Keep our thoughts our own!"
  Personality 597 name: Perry
  Personality 597 confused: "No more questions. I don't want to talk to you, anyway."
  Personality 597 look    : This man has an intense look on his face. He wears beads and a brightly colored vest with no shirt underneath.
  Personality 597 ask name: "I'm Perry, man," he answers. "What do you want?" He seems to resent talking to you.
  Personality 597 ask job : "I'm the leader of this protest against the Receptoplant Clinic. This barbaric procedure has to be stopped, man, or they're going to ruin the human race!"
  Personality 598 name: Miss Schubert
  Personality 598 confused: 
  Personality 598 look    : This middle-aged woman looks very prim and proper. She looks up and smiles as you enter the library.
  Personality 598 ask name: "I am Miss Schubert," she says. 
  Personality 598 ask job : "I am Chief Librarian of the Zenith Library," she answers. "Let me know if you have any inquiries."
  Personality 599 name: Unused
  Personality 599 confused: 
  Personality 599 look    : 
  Personality 599 ask name: 
  Personality 599 ask job : 
  Node 0 person  : 590- Miss Pearson
  Node 0 keywords: resc chil
  Node 0 type    : 29
  Node 0 text0   : 
  Node 0 text1   : 
  Node 1 person  : 590- Miss Pearson
  Node 1 keywords: next xxxx
  Node 1 type    : 25
  Node 1 text0   : "You must come by the school and say hello, if you get out of here alive," she says, pressing the button on her pocket-porter. "Bye-bye."
  Node 1 text1   : 
  Node 2 person  : 593- Paulette
  Node 2 keywords: doct rotc
  Node 2 type    : 0
  Node 2 text0   : "He's a very brilliant surgeon. He did my receptoplant and it's hardly noticeable. The initial coma only lasted seven days which is almost half the normal recovery time."
  Node 2 text1   : 
  Node 3 person  : 593- Paulette
  Node 3 keywords: appo xxxx
  Node 3 type    : 0
  Node 3 text0   : "I don't see you down here," she says, looking at her appointment book. You tell her that you don't have one. "Are you interested in setting up one with the doctor?" she asks. You tell her that won't be necessary.
  Node 3 text1   : 
  Node 4 person  : 593- Paulette
  Node 4 keywords: rece surg
  Node 4 type    : 0
  Node 4 text0   : "Receptoplant surgery is the procedure in which a reception device is implanted into the brain of an individual so he, or she, can receive the telepathic waves of the T'Lanhg and thus be able to communicate with them."
  Node 4 text1   : 
  Node 5 person  : 593- Paulette
  Node 5 keywords: tlan xxxx
  Node 5 type    : 0
  Node 5 text0   : "The T'Lanhg can only communicate through telepathic means. I don't believe they even have mouths. People who have undergone the receptoplant surgery can understand them and translate their thoughts to others.
  Node 5 text1   : This enables humans and T'Lanhg to work together, where before, this was almost impossible."
  Node 6 person  : 593- Paulette
  Node 6 keywords: prot worr
  Node 6 type    : 0
  Node 6 text0   : "They're out there almost all the time, now. They haven't threatened anyone here yet, but they've certainly caused a decrease in business."
  Node 6 text1   : 
  Node 7 person  : 594- Dr. Rotcod
  Node 7 keywords: rece surg
  Node 7 type    : 0
  Node 7 text0   : "Receptoplant surgery is the procedure in which a reception device is implanted into the brain of an individual so he, or she, can receive the telepathic waves of the T'Lanhg and thus be able to communicate with them."
  Node 7 text1   : 
  Node 8 person  : 594- Dr. Rotcod
  Node 8 keywords: tlan xxxx
  Node 8 type    : 0
  Node 8 text0   : "The T'Lanhg can only communicate through telepathic means. People who have undergone the receptoplant surgery can understand them and translate their thoughts to others. 
  Node 8 text1   : This enables humans and T'Lanhg to work together, where before, this was almost impossible."
  Node 9 person  : 594- Dr. Rotcod
  Node 9 keywords: prot xxxx
  Node 9 type    : 0
  Node 9 text0   : "People get upset about things that they don't understand. The procedure I perform is a necessary thing if we are to continue to understand and work with the T'Lanhg. And think of all that we can learn from them."
  Node 9 text1   : 
  Node 10 person  : 594- Dr. Rotcod
  Node 10 keywords: lear xxxx
  Node 10 type    : 0
  Node 10 text0   : "The T'Lanhg possess many powers that we have only just begun to understand. Their knowledge is far superior to humans and they could teach us a great deal. Therefore, it is vital that we keep communication open between the two races."
  Node 10 text1   : 
  Node 11 person  : 595- Melvin
  Node 11 keywords: doct rotc
  Node 11 type    : 0
  Node 11 text0   : "He's my doctor. He's going to do the operation on me to make me into a Receptor."
  Node 11 text1   : 
  Node 12 person  : 595- Melvin
  Node 12 keywords: rece oper
  Node 12 type    : 0
  Node 12 text0   : "He's going to put this thing into my head which will enable me to hear what the T'Lanhg are thinking, or saying. Then I can become a translator and maybe work with the T'Lanhg in some important type job.
  Node 12 text1   : But I'm a little nervous about it."
  Node 13 person  : 595- Melvin
  Node 13 keywords: nerv xxxx
  Node 13 type    : 0
  Node 13 text0   : "Well, there are side effects. Your head looks kinda funny. And some people are against the operation so I'll have to deal with that. But I think it'll be worth it, once I get a job as a translator. Maybe I can get a job at the Citadel."
  Node 13 text1   : 
  Node 14 person  : 595- Melvin
  Node 14 keywords: cita xxxx
  Node 14 type    : 0
  Node 14 text0   : "That's where the Odashai Guardians are based. I hear they work a lot with the T'Lanhg. If I could get a job there, that would be, like, so cool."
  Node 14 text1   : 
  Node 15 person  : 595- Melvin
  Node 15 keywords: odas guar
  Node 15 type    : 0
  Node 15 text0   : "Everyone knows about the Odashai Guardians. They're the top soldiers in the land. They keep Zinlasia safe from outside threats. And I hear they do a lot of secret stuff, too."
  Node 15 text1   : 
  Node 16 person  : 595- Melvin
  Node 16 keywords: true xxxx
  Node 16 type    : 0
  Node 16 text0   : "That's the only reason I'm doing this... So I can make a decent living for myself. When I become a Receptor, a whole new world will open up for me."
  Node 16 text1   : 
  Node 17 person  : 597- Perry
  Node 17 keywords: ruin race
  Node 17 type    : 0
  Node 17 text0   : "The monsters they make in there are mutilated and deformed. Check out that receptionist. Man, she could be one real sweet chick. But look at her now. Eecccchhh! We need to shut down this freak factory once and for all."
  Node 17 text1   : 
  Node 18 person  : 597- Perry
  Node 18 keywords: frea fact
  Node 18 type    : 0
  Node 18 text0   : "The Receptors are nothing but freaks, man. They are shunned by society and live miserable lives. I feel sorry for them, I really do."
  Node 18 text1   : 
  Node 19 person  : 598- Miss Schubert
  Node 19 keywords: inqu xxxx
  Node 19 type    : 0
  Node 19 text0   : "If there is any particular book that you are looking for, ask me about it. I have read almost every book we keep here in the library."
  Node 19 text1   : 
  Node 20 person  : 598- Miss Schubert
  Node 20 keywords: libr xxxx
  Node 20 type    : 0
  Node 20 text0   : "This is one of the oldest libraries in the land. Other libraries of note are the one in Magestica and in Independence City. Both are fine libraries. If we don't have what you're looking for, be sure to visit one of them."
  Node 20 text1   : 
  Node 21 person  : 598- Miss Schubert
  Node 21 keywords: mage xxxx
  Node 21 type    : 0
  Node 21 text0   : "Magestica is the city of the Magites. They have a very unique and modern library. It's definately worth a visit."
  Node 21 text1   : 
  Node 22 person  : 598- Miss Schubert
  Node 22 keywords: inde xxxx
  Node 22 type    : 0
  Node 22 text0   : "I think the Independence City Library is one of the nicest looking libraries around. It is spacious and very well decorated."
  Node 22 text1   : 
  Node 23 person  : 598- Miss Schubert
  Node 23 keywords: litt girl
  Node 23 type    : 0
  Node 23 text0   : "I personally had that book banned from the library. It was obviously written by some illiterate simpleton without an ounce of talent. I keep only quality books in my library."
  Node 23 text1   : 
  Node 24 person  : 590- Miss Pearson
  Node 24 keywords: orcs abdu
  Node 24 type    : 0
  Node 24 text0   : "The Orcs are horrible creatures," she shudders. "They've been holding us here for some time now. They must be waiting for just the right time to sacrifice us to their god."
  Node 24 text1   : 
  Node 25 person  : 590- Miss Pearson
  Node 25 keywords: sacr xxxx
  Node 25 type    : 0
  Node 25 text0   : "Their god is called Frosgaard. It supposedly lives below the large pit in the center of Tel'moria. The Orcs have been known to sacrifice their own women and children by tossing them into the pit. I've never known them to use human sactifices.
  Node 25 text1   : Please, you must hurry and rescue the children."

  Town = 60: Press Your Luck

  Town Messages:
  Message 0: Press Your Luck
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "And here comes our next contestant," you hear the host cry as you ascend the stairs. "I am your host, Regis Fishburne, and welcome to 'Press Your Luck'. Now, you know how this works, don't you?"
  Message 21: Before you have time to answer, he continues, "Through the brilliant technology of the Magites, our images are being broadcast to the screen upstairs, in a similar way that Talking Crystals work."
  Message 22: "Our studio audience can see everything that happens down here, and I'm sure that they're all rooting for you. So, are you ready to play 'Press Your Luck'?" Before you answer, he continues, "Let's quickly go over the rules."
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: "Before you, are a series of rooms. Access to these rooms is blocked off and can only be opened by pressing a button. In each room, you will have a choice of two buttons. One will open the left room. The other opens the right."
  Message 27: "You can peek into each room before you press the button to see what's inside. It may be empty, or there may be a chest. If you see a chest, it typically means that that is the end of the road, but there is always a prize inside."
  Message 28: "You must decide whether to open the room with the chest, or choose the other room, which will probably lead to another decision. Keep in mind, that the sooner you choose a chest, the smaller the prize will probably be."
  Message 29: "But not always. Once you've opened the chest and received your prize, the game ends. You can walk over to the teleport rune on the floor and it will take you back here and the show will end."
  Message 30: "If you make your way to the very end, the prize will be quite good. But, you can trade it in for a chance at the grand prize. But be warned, there's a chance you could trade it away for the booby prize."
  Message 31: "One more thing. If you should take the stairs back up to the top floor before the game is over, you forfeit your chance to win a prize and the show will end. Also, we're under an anti-magic field so there's no cheating with Magic Map spells."
  Message 32: You flip the latch on the chest and inside is a sparkling set of Steel Plate Armor. "Congratulations," cries Regis. "You have won the top prize of the show, worth 2000 gold coins!" 
  Message 33: You hear the sound of applause, but you can't tell where it's coming from. "But wait a minute," says Regis. "There are two buttons in this room. They open the path to two more rooms, each containing a chest."
  Message 34: "One holds the grand prize, worth well over 2000 gold. The other, I'm sorry to say, holds the booby prize, not worth much at all. The decision is yours. You can stop now, and go home with this beautiful plate armor."
  Message 35: "Or, you can trade in the armor for a chance at the grand prize. It's all up to you. So what do you say. Do you want to "PRESS YOUR LUCK?"
  Message 36: 
  Message 37: 
  Message 38: "Is that your FINAL answer?" he asks. You nod your head. "Well then, you go home with the top prize of today, worth 2000 gold coins. Congratulations, and thanks for playing 'Press Your Luck'." Music begins to play, signaling the end of the show.
  Message 39: There's no more room in your inventory for that item, so you place it down on the chest.
  Message 40: "Don't press that button now!" cries Regis.
  Message 41: "Alright, you're giving up the plate armor for a chance at the grand prize," says Regis. "Now you must decide which button to press, the right or left. So what do we want you to do?" he asks the invisible audience.
  Message 42: "PRESS YOUR LUCK!" you hear the audience cry.
  Message 43: "Congratulations!" cries Regis. "You've won the grand prize! It's a magnificent suit of Orcan Leather...strong as steel but without the weight or encumbrance." 
  Message 44: "You've won a lovely prize," Regis says. "Thanks for being a contestant on the Press Your Luck Show." You hear some hokey music begin to play.
  Message 45: "Be sure to tell all your friends to come down to the studio so they can see me, Regis Fishburn, and the next lucky contestant to play another game of 'Press Your Luck'." You guess this means the show is over.
  Message 46: "Well," he says to the invisible audience, "we have another happy winner, here on 'Press Your Luck'. Don't miss the next show with me, Regis Fishburn, as your host." Music begins to play, signaling the end of the show.
  Message 47: "Well, that's the rules. Now let's get ready to play PRESS YOUR LUCK!"
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
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  Message 100: *
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  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 600 name: Ticket Seller
  Personality 600 confused: 
  Personality 600 look    : There is a woman standing behind the window inside a small, cramped room. She looks a bit annoyed.
  Personality 600 ask name: You exchange names and she asks, "What can I do for you?"
  Personality 600 ask job : "I sell tickets for the Press Your Luck Show. Did you want to buy a ticket?"
  Personality 601 name: Regis
  Personality 601 confused: "Is that your final question?"
  Personality 601 look    : This debonair looking man has curly black hair and is dressed in a fancy blue suit with a big bowtie at the collar.
  Personality 601 ask name: "I am Regis Fishburne," he says, shaking your hand. "Good luck on the show."
  Personality 601 ask job : "I'm the host of the Press Your Luck Show. If you have any questions, just ask me and I'll explain the rules."
  Personality 602 name: Unused
  Personality 602 confused: 
  Personality 602 look    : 
  Personality 602 ask name: 
  Personality 602 ask job : 
  Personality 603 name: Unused
  Personality 603 confused: 
  Personality 603 look    : 
  Personality 603 ask name: 
  Personality 603 ask job : 
  Personality 604 name: Unused
  Personality 604 confused: 
  Personality 604 look    : 
  Personality 604 ask name: 
  Personality 604 ask job : 
  Personality 605 name: Unused
  Personality 605 confused: 
  Personality 605 look    : 
  Personality 605 ask name: 
  Personality 605 ask job : 
  Personality 606 name: Unused
  Personality 606 confused: 
  Personality 606 look    : 
  Personality 606 ask name: 
  Personality 606 ask job : 
  Personality 607 name: Unused
  Personality 607 confused: 
  Personality 607 look    : 
  Personality 607 ask name: 
  Personality 607 ask job : 
  Personality 608 name: Unused
  Personality 608 confused: 
  Personality 608 look    : 
  Personality 608 ask name: 
  Personality 608 ask job : 
  Personality 609 name: Unused
  Personality 609 confused: 
  Personality 609 look    : 
  Personality 609 ask name: 
  Personality 609 ask job : 
  Node 0 person  : 600- Ticket Seller
  Node 0 keywords: purc tick
  Node 0 type    : 0
  Node 0 text0   : "They're 50 gold per ticket and the earliest show I can get you in is nine months from today." You ask her if she has tickets for anything sooner? "That's what everyone asks," she grumbles.
  Node 0 text1   : "I'm sorry. It's a popular show. Tickets are sold out for the next nine months." (more)
  Node 1 person  : 600- Ticket Seller
  Node 1 keywords: more xxxx
  Node 1 type    : 0
  Node 1 text0   : "So, do you want to buy a ticket or not?" You tell her to forget it. "I knew you'd say that," she says. "People today are so impatient!"
  Node 1 text1   : 
  Node 2 person  : 601- Regis
  Node 2 keywords: rule xxxx
  Node 2 type    : 29
  Node 2 text0   : 
  Node 2 text1   : 

  Town = 61:                              

  Town Messages:
  Message 0:                              
  Message 1: Liberty                      
  Message 2: Forest Passage               
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "How about a hand of Five Card Streak," says the dealer. "If you know the rules, then we'll start the game now. If you don't know, ask me and I'll explain them to you. Are you ready to play?"
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: You place 5 gold on the table. The dealer shuffles the deck and then takes the top card and sets it on the table face up. It's a red 'X'. 
  Message 27: "Sorry," he says. He takes your gold and puts the card back in the deck. "Let me know if you want to play another hand."
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: You place 5 gold on the table. The dealer shuffles the deck and then takes the top card and sets it on the table face up. It's a black 'O'. 
  Message 33: "Okay," says the dealer, "you're on your way. Now you can go for the next card, or you can chicken out and take your 5 gold. What do you want to do?"
  Message 34: 
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: "You don't have enough gold," says the dealer.
  Message 39: You take your 5 gold and the dealer clears the table for the next game.
  Message 40: The dealer takes the next card off the top of the deck and places it face up on the table. It's a black 'O'.
  Message 41: "You got a Five Card Streak!" cries the dealer. "You win 500 gold coins!" He hands you the gold and clears the table for the next game.
  Message 42: "That's three red 'X's" says the dealer. "You lose this hand." He takes your gold and clears the table for the next game.
  Message 43: "That's four black 'O's and no 'X's" says the dealer. "That's a Four Card Streak! That pays 200 gold coins if you stop right now. Or, you can go on and risk getting an 'X'. But if you get another 'O', it's the 500 gold jackpot!"
  Message 44: "What do you want to do?"
  Message 45: 
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: The dealer takes the next card off the top of the deck and places it face up on the table. It's a red 'X'.
  Message 51: "That's five black 'O's, but not a Streak," says the dealer. "You win 80 golds." He hands you the gold and clears the table for the next game.
  Message 52: "You have four black 'O's and one red 'X'," says the dealer. "That pays 40 gold coins if you stop now."
  Message 53: "You have three black 'O's and one red 'X'," says the dealer. "That pays 20 gold coins if you stop now."
  Message 54: "You have two black 'O's and one red 'X'," says the dealer. "That pays 10 gold coins if you stop now."
  Message 55: "You have one black 'O' and one red 'X'," says the dealer. "That pays 5 gold coins if you stop now."
  Message 56: "You have four black 'O's and two red 'X's," says the dealer. "That pays 40 gold coins if you stop now."
  Message 57: "You have three black 'O's and two red 'X's," says the dealer. "That pays 20 gold coins if you stop now."
  Message 58: "You have two black 'O's and two red 'X's," says the dealer. "That pays 10 gold coins if you stop now."
  Message 59: "You have one black 'O' and two red 'X's," says the dealer. "That pays 5 gold coins if you stop now."
  Message 60: "Alright," says the dealer. "That's a Four Card Streak which pays 200 gold coins." He hands you the gold and clears the table for the next game.
  Message 61: "The player stops with three 'O's on the table," says the dealer. "That pays 20 gold coins." He hands you the gold and clears the table for the next game.
  Message 62: "The player stops with two 'O's on the table," says the dealer. "That pays 10 gold coins." He hands you the gold and clears the table for the next game.
  Message 63: "The player stops with one 'O' on the table," says the dealer. "That pays 5 gold coins." He hands you the gold and clears the table for the next game.
  Message 64: "The player stops with four 'O's on the table," says the dealer. "That pays 40 gold coins." He hands you the gold and clears the table for the next game.
  Message 65: "That's three 'O's and no 'X's," says the dealer. "If the next card is an 'O', you'll have a Four Card Streak."
  Message 66: "You have two black 'O's," says the dealer. "That pays 10 gold coins if you stop now."
  Message 67: "You have one black 'O," says the dealer. "That pays 5 gold coins if you stop now."
  Message 68: You take a step back to contemplate your next move.
  Message 69: 
  Message 70: 
  Message 71: 
  Message 72: 
  Message 73: 
  Message 74: 
  Message 75: "It costs 5 gold to play Five Card Streak. It is played with a deck of 40 cards. 20 of the cards have a black 'O' on them and the other 20 have a red 'X'. The cards are shuffled once at the beginning of the game."
  Message 76: "The 'O's are the good cards and the 'X's are the bad cards. I will show you the top card of the deck. If it is an 'X', you immediately lose. If it is an 'O', then you have the choice to see the next card."
  Message 77: "You can stop right there and take your 5 gold. We call this 'playing chicken'. If you choose to continue, each 'O' you get will double your winnings. Two 'O's gets you 10 gold, three 'O's get you 20 gold and so forth."
  Message 78: "If an 'X' card shows up any time after the second turn, there is no penalty. If three 'X's show up, you lose the game. If you draw four 'O's in a row with no 'X's, it's called a Four Card Streak. This pays 200 gold if you stop."
  Message 79: "But you can keep going and try for a fifth 'O'. That's a Five Card Streak and it pays 500 gold coins! But if you draw an 'X', you forfeit all chances of getting a streak, and your hand is only worth 40 gold."
  Message 80: "The best you can do at this point is to draw another 'O' and win the game with a non-Streak hand in which the payoff is 80 gold."
  Message 81: This machine has a window on the front where you can see pictures of differently colored orbs. There is a slot on the side big enough for a gold piece. Above the slot is a large lever.
  Message 82: Do you want to...
  Message 83: 1) Put a gold piece into the slot and pull the lever.
  Message 84: 2) Read the small plaque on the top of the machine.
  Message 85: 
  Message 86: 
  Message 87: Directions on how to use the Slot Machine...
Put a gold piece in the slot and pull the lever. This will spin the wheels and change the positions of the colored orbs. Below is a list of the payoffs.
  Message 88: 1 red orb...1g     2 red orbs...2g
3 red orbs...6g     4 red orbs...10g
4 blue orbs...20g     4 green orbs...30g
4 orange orbs...50g     4 violet orbs...100g
  Message 89: You don't have any gold.
  Message 90: You pull the lever and the wheels start to spin. When they stop, there are no winning combinations.
  Message 91: You pull the lever and the wheels start to spin. When they stop, there is one red orb showing. You win one gold piece.
  Message 92: You pull the lever and the wheels start to spin. When they stop, there are 2 red orbs showing. You win 2 gold coins.
  Message 93: You pull the lever and the wheels start to spin. When they stop, there are 3 red orbs showing. You win 6 gold coins.
  Message 94: You pull the lever and the wheels start to spin. When they stop, there are 4 red orbs showing. You win 10 gold coins.
  Message 95: You pull the lever and the wheels start to spin. When they stop, there are 4 blue orbs showing. You win 20 gold coins.
  Message 96: You pull the lever and the wheels start to spin. When they stop, there are 4 green orbs showing. You win 30 gold coins.
  Message 97: You pull the lever and the wheels start to spin. When they stop, there are 4 orange orbs showing. You win 50 gold coins!
  Message 98: You pull the lever and the wheels start to spin. When they stop, there are 4 violet orbs showing. You win 100 gold coins!
  Message 99: You look ahead to see another Haurathi hunting party. It appears they have bitten off more than they can chew, as nearly a half dozen Tiger Bears come leaping out of the forest. They look like they could use some help.
  Message 100: The Haurathi let out a cheer as the Tiger Bear drops to the ground.
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Liberty Casino
  Message 121: 5 Card Streak
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 610 name: Card Dealer
  Personality 610 confused: 
  Personality 610 look    : This man is standing behind a small table, shuffling a deck of cards. He politely greets you as you approach.
  Personality 610 ask name: You exchange names and he asks, "Would you care to play a hand of Five Card Streak?"
  Personality 610 ask job : "I'm one of the dealers, here at the casino. You can play a hand of Five Card Streak at this table. If you've never played before, I will tell you the rules."
  Personality 611 name: Card Dealer
  Personality 611 confused: 
  Personality 611 look    : This man is standing behind a small table, shuffling a deck of cards. He politely greets you as you approach.
  Personality 611 ask name: He tells you his name and continues to shuffle the cards.
  Personality 611 ask job : "I'm a card dealer," he says. "This table is for premium members. Do you have a premium membership card?" 
  Personality 612 name: Betty
  Personality 612 confused: She is busy and doesn't answer you.
  Personality 612 look    : The woman standing behind the podium is probably in her forties, though she is made up nice and still looks somewhat pretty. 
  Personality 612 ask name: She is busy leading a game of BINGY and it would be rude to interrupt her to ask her name. You notice she is wearing a nametag and you can make out the name 'Betty'.
  Personality 612 ask job : She is reading off the numbers and letters that are on little white balls that she pulls out of a large round container. The players are busily making little marks on the cards they hold. It doesn't look very exciting so you decide to move on.
  Personality 613 name: Lu Ann
  Personality 613 confused: 
  Personality 613 look    : This pretty woman is standing behind the counter, mixing drinks. The glasses are funny looking with long stems and they have colorful little umbrellas sticking out of them.
  Personality 613 ask name: "Hello," she says, smiling. "My name is Lu Ann. I'll be your server for tonight."
  Personality 613 ask job : "I serve drinks to the patrons of the Liberty Casino," she answers. "Would you like  one of our cocktails?"
  Personality 614 name: Skirgryx
  Personality 614 confused: "No understand your words."
  Personality 614 look    : The creature before you stands close to seven feet tall. It is covered with a thick coat of purplish colored hair and has a face that looks like a cross between a lion and a wild boar.
  Personality 614 ask name: "Name Skirgyx", he says, pointing to himself. You are surprised that he understands you. "Me study your language back when me was small pup. In city called Zenith."
  Personality 614 ask job : "Me lead Haurathi hunting party from Mababi. We saddened by news of death of our brothers in Kunjirra."
  Personality 615 name: Unused
  Personality 615 confused: 
  Personality 615 look    : 
  Personality 615 ask name: 
  Personality 615 ask job : 
  Personality 616 name: Unused
  Personality 616 confused: 
  Personality 616 look    : 
  Personality 616 ask name: 
  Personality 616 ask job : 
  Personality 617 name: Unused
  Personality 617 confused: 
  Personality 617 look    : 
  Personality 617 ask name: 
  Personality 617 ask job : 
  Personality 618 name: Unused
  Personality 618 confused: 
  Personality 618 look    : 
  Personality 618 ask name: 
  Personality 618 ask job : 
  Personality 619 name: Unused
  Personality 619 confused: 
  Personality 619 look    : 
  Personality 619 ask name: 
  Personality 619 ask job : 
  Node 0 person  : 610- Card Dealer
  Node 0 keywords: five stre
  Node 0 type    : 0
  Node 0 text0   : "Five Card Streak is a rather simple game of chance that anyone can learn to play in minutes. Would you like to know the rules?"
  Node 0 text1   : 
  Node 1 person  : 610- Card Dealer
  Node 1 keywords: deal casi
  Node 1 type    : 0
  Node 1 text0   : "There are several games you can play here at the Liberty Casino. You'll find the dealers here are all very friendly."
  Node 1 text1   : 
  Node 2 person  : 610- Card Dealer
  Node 2 keywords: rule xxxx
  Node 2 type    : 29
  Node 2 text0   : "Remember, you can draw as many or as few cards as you like and take your winnings. The game ends whenever you get five 'O's. With no 'X's, it's a Streak and you win the jackpot of 500 gold coins.
  Node 2 text1   : If you have an 'X' or two, the highest you can win is 80 gold. If you get three 'X's, the game ends and you win nothing." (more)
  Node 3 person  : 610- Card Dealer
  Node 3 keywords: more play
  Node 3 type    : 0
  Node 3 text0   : "When you're ready to play, just stand in front of the game table. (If you're already there, step back and then forward again) If you want a run down of the payoffs, just ask."
  Node 3 text1   : 
  Node 4 person  : 610- Card Dealer
  Node 4 keywords: payo xxxx
  Node 4 type    : 0
  Node 4 text0   : "One 'O' gets you 5 gold. Two 'O's get you 10 gold. Three 'O's get you 20 gold. Four 'O's get you 40 gold. Five 'O's get you 80 gold. Four 'O's with no 'X's is a Four Card Streak and the payoff is 200 golds.
  Node 4 text1   : Five 'O's with no 'X's is a Five Card Streak and that gets you the jackpot of 500 gold coins."
  Node 5 person  : 611- Card Dealer
  Node 5 keywords: murr xxxx
  Node 5 type    : 0
  Node 5 text0   : "He's runs this place. You can find him in his office just south of the main entrance."
  Node 5 text1   : 
  Node 6 person  : 611- Card Dealer
  Node 6 keywords: prem memb
  Node 6 type    : 0
  Node 6 text0   : You tell him no. "Talk to Murray if you're interested in one," he tells you. "Otherwise, you can go upstairs where all the games are open to everyone. And there's BINGY on this level as well."
  Node 6 text1   : 
  Node 7 person  : 611- Card Dealer
  Node 7 keywords: card xxxx
  Node 7 type    : 0
  Node 7 text0   : You tell him no. "Talk to Murray if you're interested in one," he tells you. "Otherwise, you can go upstairs where all the games are open to everyone. And there's BINGY on this level as well."
  Node 7 text1   : 
  Node 8 person  : 611- Card Dealer
  Node 8 keywords: bing xxxx
  Node 8 type    : 0
  Node 8 text0   : "Just go to BINGY Hall in the north part of the casino and sit in on a game to see what it's all about."
  Node 8 text1   : 
  Node 9 person  : 613- Lu Ann
  Node 9 keywords: drin cock
  Node 9 type    : 0
  Node 9 text0   : "Our cocktails are 5 gold a piece and each one comes with a cute little umbrella. Are you still interested?"
  Node 9 text1   : 
  Node 10 person  : 613- Lu Ann
  Node 10 keywords: inte xxxx
  Node 10 type    : 18
  Node 10 text0   : She hands you one of the funny glassed with a pretty teal green umbrella sticking out of it. You take a sip and realize that the glass doesn't hold much more than that. And it's pretty watered down on top of that.
  Node 10 text1   : "You don't have enough gold," she says. "I hope you didn't lose it all here at the casino."
  Node 11 person  : 614- Skirgryx
  Node 11 keywords: kunj brot
  Node 11 type    : 0
  Node 11 text0   : "God inside mountain must be angry with brothers in Kunjirra. We mourn their deaths by planning hunting party. We hunt fierce Tiger Bear. It's hide is great prize to Haurathi. We show Ashubidaal we great hunters.
  Node 11 text1   : We not show sad feelings to Ashubidaal. We celebrate life and show Ashubidaal that Haurathi still strong and powerful race."
  Node 12 person  : 614- Skirgryx
  Node 12 keywords: ashu xxxx
  Node 12 type    : 0
  Node 12 text0   : "Ashubidaal is god who live inside mountain. He angry at brothers in Kunjirra."
  Node 12 text1   : 
  Node 13 person  : 614- Skirgryx
  Node 13 keywords: hunt part
  Node 13 type    : 0
  Node 13 text0   : "We form hunting party and come to Velkala Forest. First, guard at gate no let us pass. Then he see many Haurathi in party. He get nervous and change mind. He let us all in. That very nice of human guard."
  Node 13 text1   : 
  Node 14 person  : 614- Skirgryx
  Node 14 keywords: tige bear
  Node 14 type    : 0
  Node 14 text0   : "Tiger Bear fierce beast that part bear and part tiger. It big and powerful like bear. But fast and mean like tiger. It dangerous foe, even for Haurathi."
  Node 14 text1   : 
  Node 15 person  : 614- Skirgryx
  Node 15 keywords: maba xxxx
  Node 15 type    : 0
  Node 15 text0   : "Mababi is Haurathi village far east of here. It near ocean at end of Zinlasia. Nothing to hunt there except fish. Fish not worthy prize for Haurathi Warrior. So we come here to Velkala Forest."
  Node 15 text1   : 
  Node 16 person  : 614- Skirgryx
  Node 16 keywords: velk fore
  Node 16 type    : 0
  Node 16 text0   : "We form hunting party and come to Velkala Forest. First, guard at gate no let us pass. Then he see many Haurathi in party. He get nervous and change mind. He let us all in. That very nice of human guard."
  Node 16 text1   : 
  Node 17 person  : 614- Skirgryx
  Node 17 keywords: zeni xxxx
  Node 17 type    : 0
  Node 17 text0   : "It big city where many humans live. It too crowded for Skirgryx. Most Haurathi no like to live there."
  Node 17 text1   : 
  Node 18 person  : 614- Skirgryx
  Node 18 keywords: haur xxxx
  Node 18 type    : 0
  Node 18 text0   : "Me Haurathi."
  Node 18 text1   : 

  Town = 62: Mind Games

  Town Messages:
  Message 0: Mind Games
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Do you want to sit back down in the chair and end your session of Mind Games?
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: This door is locked and can't be opened. "You must pay the admission price before you can go in there," says the woman at the counter.
  Message 27: Do you want to return to the lobby?
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: "May I see your ticket?" says the man at the door. You show it to him and he says, "This is for Dragonslayer. That's in the north room."
  Message 34: "May I see your ticket?" says the man at the door. You show it to him and he says, "Thank you. Go right in. When you're ready for the Mind Games to begin, sit down in the chair in the center of the room."
  Message 35: "Your experience will begin almost immediately. Get up out of the chair and have fun. When you are finished, come back to the room and sit back down to end your session."
  Message 36: The dragon falls to its death. You wipe the sweat from your brow and think to yourself, "All in a day's work." The surviving townspeople cheer and cry "He's killed the dragon! The world is saved!"
  Message 37: Inside the chest are hundreds of precious gems and at least a million gold pieces. But you leave it there, for you have not done this for the gold, but for honor and virtue. You need no reward for your actions.
  Message 38: "Help us, help us," cries a man, his clothes in tatters and his face covered in soot. 
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Dragonslayer
  Message 121: Fantasy Island
  Message 122: Dragonslayer
  Message 123: School Days
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 620 name: Ticket Taker
  Personality 620 confused: 
  Personality 620 look    : The woman behind the counter has a forehead that looks oversized and deformed. She smiles as you approach.
  Personality 620 ask name: You exchange names and she asks you if you've been here before? She tells you to talk to Norman and he'll explain all about it.
  Personality 620 ask job : "I greet the guests who come to experience Mind Games. Show me your ticket if you want to enter."
  Personality 621 name: Jeremiah
  Personality 621 confused: 
  Personality 621 look    : You see a man covered in soot, his clothes ripped and bloody. He has a frantic look on his face.
  Personality 621 ask name: "I'm Jeremiah," he says. "I'm so glad to see you."
  Personality 621 ask job : "I was once the mayor of this town. Now there IS no town to be mayor of. It's on account of that terrible dragon!"
  Personality 622 name: Professor
  Personality 622 confused: "My answer would be too complex for you to understand."
  Personality 622 look    : You see a studious looking man, wandering around the island. He's fairly good looking, so you ask him for a kiss. "That would spread all sorts of germs," he says, wrinkling his nose.
  Personality 622 ask name: "Everyone here just calls me Professor," he says. "It's been so long since I've heard my name that I've forgotten it myself."
  Personality 622 ask job : "I'm trying to build a radio transmitter out of a pair of coconuts and Mr. Howell's cufflinks. If I'm successful, we'll all finally be rescued from this island."
  Personality 623 name: Mr. Howell
  Personality 623 confused: "Answering that question would be too much work."
  Personality 623 look    : This middle-aged man is dressed in a polo suit and is carrying a mint julep in his left hand. He looks totally out of place on this island.
  Personality 623 ask name: "I am Thurston Howell the third," he says proudly. "I am the richest man on this island. By the way, have you seen Lovey. She needs to refresh my drink."
  Personality 623 ask job : "I've never worked a day in my life. I'm allergic, you see. Besides, I have back troubles, you know. It all started one day when I fell off my wallet. Har har har. That's a little Howell humor."
  Personality 624 name: Zoot
  Personality 624 confused: "No more questions. You look tired. You should rest."
  Personality 624 look    : A handsome young man greets you at the door. "Welcome to the Castle Anthrax," he says. He wrinkles his nose and says, "It's not a very good name. Oh, but we are nice. And will attend to your every need."
  Personality 624 ask name: "My name is Zoot. Just Zoot," he says."Oh, but you are tired. And you should rest a while. The beds here are warm and soft. And very, very big."
  Personality 624 ask job : "Our life must seem dull compared to yours. We are but eight score blonds and brunets, all between 16 and 19 and a half. It is a lonely life...bathing, dressing, undressing, making exciting underwear."
  Personality 625 name: Dingo
  Personality 625 confused: "You must spank all of us!"
  Personality 625 look    : "This young man looks exactly like the one who greeted you at the door. 
  Personality 625 ask name: "I am Zoot's identical twin brother, Dingo," he says.
  Personality 625 ask job : "Zoot is very naughty for letting you in, and here in Castle Anthrax we have but one punishment for that. You must tie him down on a bed and spank him!"
  Personality 626 name: Prince Herbert
  Personality 626 confused: "Hurry! I am ready to be rescued!"
  Personality 626 look    : This young man is pale and gaunt looking. His hair is stringy and lifeless and he has several pimples on his face.
  Personality 626 ask name: "My name is Herbert," he says. "Have you come to rescue me? My father won't let me leave. He want's me to marry a woman with huge... tracts of land. But I'd just rather sing."
  Personality 626 ask job : "I don't have to do anything, now that you're here. Now that you've come to rescue me, we can escape out the window. I've got a rope all ready."
  Personality 627 name: King
  Personality 627 confused: "Shut your noise!"
  Personality 627 look    : This big man is wearing the robes and crown of a king. He seems to be having an argument with his son, the prince.
  Personality 627 ask name: "I am the king of Swamp Castle. I'm trying to get my son, Alice, er, Herbet, to marry Princess Lucky. She has HUGE...tracts of land."
  Personality 627 ask job : "I try to keep peace in this castle, but what do I get? People just bicker and argue about who killed who. This is supposed to be a happy occasion."
  Personality 628 name: Tour Guide
  Personality 628 confused: "You should check out one of our brochures for more information."
  Personality 628 look    : The man behind the counter is busily helping people by answering their questions, giving directions, and handing out brochures.
  Personality 628 ask name: You exchange names and he asks if there's any questions you need answering.
  Personality 628 ask job : "I'm called a tour guide even though I don't actually give tours of the city. But I can tell you all about Zenith, and if you'd like, I can give you some maps."
  Personality 629 name: Carla
  Personality 629 confused: "I'm not sure about that."
  Personality 629 look    : This young woman is dressed rather plainly and looks a bit on edge. She continually looks out the window to the terrace where a small boy is playing.
  Personality 629 ask name: "Hello, I'm Carla," she says. Turning towards the terrace, she yells, "You better be careful out there. You're going to fall off if you don't watch it."
  Personality 629 ask job : "I'm here on vacation with my son, Irving," she says, sounding a bit exasperated. "Thanks to him, it's been a complete disaster."
  Node 0 person  : 620- Ticket Taker
  Node 0 keywords: norm xxxx
  Node 0 type    : 0
  Node 0 text0   : "He's upstairs," she answers. "He works the front desk, selling tickets."
  Node 0 text1   : 
  Node 1 person  : 620- Ticket Taker
  Node 1 keywords: tick xxxx
  Node 1 type    : 1
  Node 1 text0   : "You'll need to go upstairs to purchase a ticket if you want to play Mind Games."
  Node 1 text1   : You show her your ticket and she says, "Go right in."
  Node 2 person  : 621- Jeremiah
  Node 2 keywords: terr drag
  Node 2 type    : 1
  Node 2 text0   : "An evil dragon has awakened and come out of the cave, west of town. He set the town on fire and killed half the population. Please, help us! We are at the mercy of this terrible beast."
  Node 2 text1   : "You have saved us from certain death. You are a great hero. Your name will go down in history as the Mighty Dragonslayer!"
  Node 3 person  : 628- Tour Guide
  Node 3 keywords: maps like
  Node 3 type    : 22
  Node 3 text0   : "I have a map of East Zinlasia," he says. "Here, take it," he says, handing it to you. "It's on the house."
  Node 3 text1   : 
  Node 4 person  : 628- Tour Guide
  Node 4 keywords: city zeni
  Node 4 type    : 0
  Node 4 text0   : "There are seven sectors in Zenith. There's the Residential Area, the Shopping District, International Street, the Business District, Palace Park, the Entertainment Sector, and The Citadel. Which area would you like to know more about?"
  Node 4 text1   : 
  Node 5 person  : 628- Tour Guide
  Node 5 keywords: resi xxxx
  Node 5 type    : 0
  Node 5 text0   : "The Residential Area is where most of the city's residents live, although there are homes throughout the city. Renters will find reasonable living spaces in the Southside Apartments. 
  Node 5 text1   : There's a small grocery store, and the new Hand of Faith Fellowship has just opened it's doors. For visitors, the Seaview Terrace Hotel is a nice place to stay and it has fair prices."
  Node 6 person  : 628- Tour Guide
  Node 6 keywords: shop xxxx
  Node 6 type    : 0
  Node 6 text0   : "The Shopping District offers a wide selection of shopping experiences. Whether you're looking for clothing or armor, weapons or toys, books or cooking supplies, it's all here.
  Node 6 text1   : And when you're finished shopping, you can stop and have a drink in Barny's Bar, a small, friendly drinking establishment."
  Node 7 person  : 628- Tour Guide
  Node 7 keywords: inte stre
  Node 7 type    : 0
  Node 7 text0   : "International Street is one of the more colorful areas of the city. Many tourists come to this sector to shop for exotic items or try some of the ethnic cuisine that is served up here by the many different races inhabiting this area.
  Node 7 text1   : The Reception is a bar where the local Receptors like to hang out." (more)
  Node 8 person  : 628- Tour Guide
  Node 8 keywords: more xxxx
  Node 8 type    : 0
  Node 8 text0   : "And for the real adventurous, there's the Haurathi Grill, where you can sample authentic Haurathi dishes, though most are undigestible by the human stomach.
  Node 8 text1   : Dominating this section is the League of Zinlasian Nations, where leaders and ambassadors from all the races of the land, meet to discuss the nation's affairs."
  Node 9 person  : 628- Tour Guide
  Node 9 keywords: busi xxxx
  Node 9 type    : 0
  Node 9 text0   : "Many of Zenith's local businesses can be found in this section. From the Zenith Tribune to PYRAMID, Inc. Smaller private businesses can be found here as well, along with the Zenith Library and Elementary School.
  Node 9 text1   : "The main headquarters of the Holy Order of Empowerment makes its home here, and nearby, is the Receptoplant Clinic."
  Node 10 person  : 628- Tour Guide
  Node 10 keywords: pala park
  Node 10 type    : 0
  Node 10 text0   : "Palace Park is the home to the Governor's Palace, which gives this area its name. Here, you will find beautifully landscaped lawns and a central fountain, perfect for an afternoon picnic.
  Node 10 text1   : The Museum of Arts and Sciences is here, along with the Institute of Meteorology. And if you're looking for a nice workout, you can visit the Zenith Gymnasium."
  Node 11 person  : 628- Tour Guide
  Node 11 keywords: ente xxxx
  Node 11 type    : 0
  Node 11 text0   : "You'll find much to do in the Entertainment Sector. Num Nums offers the finest dining in the city. And afterwards, you can go to Club "Z" for a drink and some live entertainment.
  Node 11 text1   : For a more lively crowd, head over to the Owaji Club, and check out the Owaji Championship Games." (continue)
  Node 12 person  : 628- Tour Guide
  Node 12 keywords: cont xxxx
  Node 12 type    : 0
  Node 12 text0   : "Also, you can test your skill at the All Weather Archery Range or try for a chance to win the grand prize at the popular Press Your Luck Show.
  Node 12 text1   : Another popular attraction is Mind Games, where you can live out your wildest fantasies. And of course, there's the Tourist Center, which is where you are now."
  Node 13 person  : 628- Tour Guide
  Node 13 keywords: cita xxxx
  Node 13 type    : 0
  Node 13 text0   : "The Citadel is situated in the center of the city. This is where the mititary forces of the city meet, train, and make their plans.
  Node 13 text1   : The headquarters of the Odashai Guardians is here, along with the Captain of the Guard, who presides over local affairs. (keep going)
  Node 14 person  : 629- Carla
  Node 14 keywords: comp disa
  Node 14 type    : 0
  Node 14 text0   : "We came here from Independence City to be on the Press Your Luck Show. I had to buy tickets five months ago because it's so popular. So what does little Irving do? Well, I'll tell you."
  Node 14 text1   : (more)
  Node 15 person  : 629- Carla
  Node 15 keywords: more xxxx
  Node 15 type    : 0
  Node 15 text0   : "We were taking a walk over in the Delta Region and he finds this bottle lying on the ground. He says he wants to put a message in the bottle and throw it into the river. I say to him, 'That's nice'.
  Node 15 text1   : He asks to look in my purse for a piece of paper. So I let him." (continue)
  Node 16 person  : 629- Carla
  Node 16 keywords: cont xxxx
  Node 16 type    : 0
  Node 16 text0   : "Before I realize what he's done, he's stuffing something into the bottle and he throws it into the water. I ask him what he put in there. He says, 'Just a piece of paper'.
  Node 16 text1   : I look through my purse and guess what it was. The ticket for the Press Your Luck Show!" (next)
  Node 17 person  : 629- Carla
  Node 17 keywords: next xxxx
  Node 17 type    : 2
  Node 17 text0   : "That's just great, I cry. There goes our vacation! That was the main reason we came here! So, now it's time for us to leave and my ticket is floating somewhere out in the middle of the delta.
  Node 17 text1   : You could probably find it if you had a boat."
  Node 18 person  : 629- Carla
  Node 18 keywords: boat xxxx
  Node 18 type    : 0
  Node 18 text0   : "In the western area of the delta, there are two round shaped islands that form the shape of a figure eight. He threw it right in between the islands. The water's fairly stagnant there, so it probably hasn't floated too far away.
  Node 18 text1   : If you find it, it's yours. We're going home. Don't ask me where you can find a boat, though."
  Node 19 person  : 629- Carla
  Node 19 keywords: delt regi
  Node 19 type    : 0
  Node 19 text0   : "The Delta Region is just west of Zenith. Just take the main road that leads out of the Shopping District. You'll soon hit a fork in the road. Just go north and then west at the next fork. 
  Node 19 text1   : We crossed several bridges until we came to the place where little Irving tossed my ticket in the drink."
  Node 20 person  : 629- Carla
  Node 20 keywords: pres luck
  Node 20 type    : 0
  Node 20 text0   : "It's in the Entertainment Sector. I've been dreaming of being on that show for five months, and now I can just kiss my dreams good-bye."
  Node 20 text1   : 
  Node 21 person  : 629- Carla
  Node 21 keywords: irvi xxxx
  Node 21 type    : 0
  Node 21 text0   : "I'm at my wits end dealing with him. I thought this little vacation together would be good for the two of us. Boy was I wrong. He's never going to change... Just like his father."
  Node 21 text1   : 
  Node 22 person  : 629- Carla
  Node 22 keywords: fath xxxx
  Node 22 type    : 0
  Node 22 text0   : "Oh, don't get me started!"
  Node 22 text1   : 
  Node 23 person  : 629- Carla
  Node 23 keywords: tick xxxx
  Node 23 type    : 0
  Node 23 text0   : "It's a ticket for the Press Your Luck Show, I told you. It cost me a pretty penny, too, and now it's gone."
  Node 23 text1   : 
  Node 24 person  : 628- Tour Guide
  Node 24 keywords: keep goin
  Node 24 type    : 0
  Node 24 text0   : The Zenith Calvary stables their horses here and you can actually buy some of these horses for yourself if you have need of one."
  Node 24 text1   : 

  Town = 63: Mind Games

  Town Messages:
  Message 0: Mind Games
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Do you want to sit back down in the chair and end your session of Mind Games?
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: This door is locked and can't be opened. "You must pay the admission price before you can go in there," says the woman at the counter.
  Message 27: Do you want to return to the lobby?
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: "May I see your ticket?" says the man at the door. You show it to him and he says, "This is for Fantasy Island. That's in the south room."
  Message 34: "May I see your ticket?" says the man at the door. You show it to him and he says, "Thank you. Do you want to be marooned on an island inhabited only by women or men?"
  Message 35: 1) Women
  Message 36: 2) Men
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: "Go right in. When you're ready for the Mind Games to begin, sit down in the chair in the center of the room."
  Message 41: "Your experience will begin almost immediately. Get up out of the chair and have fun. When you are finished, come back to the room and sit back down to end your session."
  Message 42: A badly damaged boat is beached here at the shore. Written on the side are the words, "S.S. Minnow."
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
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  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Dragonslayer
  Message 121: Fantasy Island
  Message 122: School Days
  Message 123: Fantasy Island
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 630 name: Ticket Taker
  Personality 630 confused: 
  Personality 630 look    : The woman behind the counter has a forehead that looks oversized and deformed. She smiles as you approach.
  Personality 630 ask name: You exchange names and she asks you if you've been here before? She tells you to talk to Norman and he'll explain all about it.
  Personality 630 ask job : "I greet the guests who come to experience Mind Games. Show me your ticket if you want to enter."
  Personality 631 name: Ginger
  Personality 631 confused: "Oh, you're no fun."
  Personality 631 look    : This glamorous woman is dressed in a tight, sparkling dress and wears a feather boa around her shoulders. She seductively sings a song, "I wanna be loved by you, by you, and nobody else but you."
  Personality 631 ask name: "I'm Ginger Grant, the movie star," she says. You're not sure what a 'movie star' is.
  Personality 631 ask job : "I'm trying to get rescued from this island so I can get back to Hollywood. My fans are waiting for me."
  Personality 632 name: Mary Ann
  Personality 632 confused: "Ask Ginger. She's smarter and prettier."
  Personality 632 look    : This young woman is dressed like a farm girl, with cut off jeans and pigtails in her hair. 
  Personality 632 ask name: "I'm Mary Ann," she says in a bubbly voice.
  Personality 632 ask job : "I'm collecting coconuts to make a delicious meal for us all. There's not much you can do with coconuts. I wish I was back at the farm. There's nothing like a farm fresh breakfast." 
  Personality 633 name: Mrs. Howell
  Personality 633 confused: "I haven't a clue what you're talking about, dear."
  Personality 633 look    : This elderly woman is dressed to the hilt in fancy, expensive clothes. She wears diamond earrings and a pearl necklace and a small tiara in her hair.
  Personality 633 ask name: "I'm Mrs. Howell, darling," she says in a snobbish voice. This is not exactly your idea of a woman you want to spend time with on a deserted island. This fantasy has a few bugs in it.
  Personality 633 ask job : "Job? What's that?" she asks, bewildered. "Oh, you mean work. Heavens no.... The very idea... I mean, really!"
  Personality 634 name: Zoot
  Personality 634 confused: "No more questions. You look tired. You should rest."
  Personality 634 look    : A beautiful woman dressed in white, greets you at the door. "Welcome to the Castle Anthrax," she says. She wrinkles her nose and says, "It's not a very good name. Oh, but we are nice. And will attend to your every need."
  Personality 634 ask name: "My name is Zoot. Just Zoot," she says."Oh, but you are tired. And you should rest a while. The beds here are warm and soft. And very, very big."
  Personality 634 ask job : "Our life must seem dull compared to yours. We are but eight score blondes and brunettes, all between 16 and 19 and a half. It is a lonely life...bathing, dressing, undressing, making exciting underwear."
  Personality 635 name: Dr. Piglet
  Personality 635 confused: "Do not talk. You must lie so we may examine you."
  Personality 635 look    : This beautiful young woman looks much to young to be a doctor. She is dressed in the same white robes as all the others. 
  Personality 635 ask name: "I am Dr. Piglet and this is my colleague, Dr. Winston," she says, pointing to the beautiful woman by her side. "We are doctors."
  Personality 635 ask job : "Lie down on the bed and try to relax," she says, coaxing you onto the bed. "We must examine you."
  Personality 636 name: Dr. Winston
  Personality 636 confused: "Do not talk. You must lie so we may examine you."
  Personality 636 look    : This beautiful young woman looks much too young to be a doctor. She is dressed in the same white robes as all the others. 
  Personality 636 ask name: "I am Dr. Winston and this is my colleague, Dr. Piglet," she says, pointing to the beautiful woman by her side. "We are doctors."
  Personality 636 ask job : "Lie down on the bed and try to relax," she says, coaxing you onto the bed. "We must examine you."
  Personality 637 name: Dingo
  Personality 637 confused: "You must spank all of us!"
  Personality 637 look    : "This woman looks exactly like the one who greeted you at the door. 
  Personality 637 ask name: "I am Zoot's identical twin sister, Dingo," she says.
  Personality 637 ask job : "Zoot is very naughty for letting you in, and here in Castle Anthrax we have but one punishment for that. You must tie her down on a bed and spank her!"
  Personality 638 name: Gilligan
  Personality 638 confused: "Ask the Professor. He knows everything."
  Personality 638 look    : You see a skinny guy wearing a white sailor's cap. He has a confused look on his face.
  Personality 638 ask name: "I'm Gilligan," he says. "Welcome to my island."
  Personality 638 ask job : "I'm the first mate on the ship, the S.S. Minnow. These days, I mostly get into trouble and the Skipper hits me on the head with his captain's hat."
  Personality 639 name: Skipper
  Personality 639 confused: "I could really go for a coconut cream pie," he says, ignoring your question.
  Personality 639 look    : Standing in front of you is an overweight sea captain. When he notices you looking at his big stomach, he says, "I'm not fat, I've just got big bones."
  Personality 639 ask name: "I'm the Skipper of the S.S. Minnow," he says. "We were shipwrecked here after we set sail for a three hour tour."
  Personality 639 ask job : "I try to run things, here on the island. But Gilligan is always making trouble. He's my little buddy, you know. We've grown VERY close since we've been here."
  Node 0 person  : 630- Ticket Taker
  Node 0 keywords: norm xxxx
  Node 0 type    : 0
  Node 0 text0   : "He's upstairs," she answers. "He works the front desk, selling tickets."
  Node 0 text1   : 
  Node 1 person  : 630- Ticket Taker
  Node 1 keywords: tick xxxx
  Node 1 type    : 1
  Node 1 text0   : "You'll need to go upstairs to purchase a ticket if you want to play Mind Games."
  Node 1 text1   : You show her your ticket and she says, "Go right in."

  Town = 64: Mind Games

  Town Messages:
  Message 0: Mind Games
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Do you want to sit back down in the chair and end your session of Mind Games?
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: This door is locked and can't be opened. "You must pay the admission price before you can go in there," says the woman at the counter.
  Message 27: Do you want to return to the lobby?
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: You knock at the door. "School's not out yet," the teacher calls from inside. "Have a seat on the bench while you wait."
  Message 34: You hear the children singing a song from within the schoolhouse. "Knickity knackity now now now..."
  Message 35: "May I see your ticket?" says the man at the door. You show it to him and he says, "This is for School Days. That's in the east room."
  Message 36: You knock on the door again and the teacher cries, "I told you, school's not out yet. Now please, we're almost done. Just have a seat on the bench and be patient."
  Message 37: The deep lyrics of the children's song continues to waft through the air. "Knickity knackity now now now..."
  Message 38: "What is your problem?" cries the teacher. "Now sit your ass back down on that bench and when we're finished singing our song, class will be over!"
  Message 39: You are starting to feel a little nervous. You're not sure why. Maybe it's that annoying song that never ends. "Knickity knackity now now now. Knickity knackity now now now."
  Message 40: The air grows silent. Thank goodness, they're finally finished with that friggin' song.
  Message 41: "We have to get the children out of here," you tell the school teacher. You point to the birds outside. "Alright children," cries the teacher. "I want you all to quietly leave the classroom in an orderly fashion."
  Message 42: This door is locked. You can't open it.
  Message 43: "May I see your ticket?" says the man at the door. You show it to him and he says, "Thank you. Go right in. When you're ready for the Mind Games to begin, sit down in the chair in the center of the room."
  Message 44: "Your experience will begin almost immediately. Get up out of the chair and have fun. When you are finished, come back to the room and sit back down to end your session."
  Message 45: "Do not make a sound until I tell you to run. Is that understood?" The children all say, "Yes, Miss Hayworth." They begin to line up single file at the door.
  Message 46: "Well, THAT was different," you think to yourself as you go back into the room.
  Message 47: *
  Message 48: *
  Message 49: *
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  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Dragonslayer
  Message 121: Fantasy Island
  Message 122: Bodega Bay School
  Message 123: School Days
  Message 124: School Days
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 640 name: Ticket Taker
  Personality 640 confused: 
  Personality 640 look    : The woman behind the counter has a forehead that looks oversized and deformed. She smiles as you approach.
  Personality 640 ask name: You exchange names and she asks you if you've been here before? She tells you to talk to Norman and he'll explain all about it.
  Personality 640 ask job : "I greet the guests who come to experience Mind Games. Show me your ticket if you want to enter."
  Personality 641 name: Miss Hayworth
  Personality 641 confused: 
  Personality 641 look    : This small town teacher stands at the front of the class, directing the children as what to do.
  Personality 641 ask name: "I'm Miss Hayworth," she says. "But call me Annie."
  Personality 641 ask job : "I'm the school teacher here at the Bodega Bay School. I'm teaching the children a new song. Wanna hear it?" You tell her "NOOO!!!!! Never again!!!!!!!"
  Personality 642 name: Miss Hayworth
  Personality 642 confused: 
  Personality 642 look    : This small town school teacher looks to be in a state of shock. Her eyes appear to be bugging out and she just stares into space, shaking uncontrollably.
  Personality 642 ask name: You get no response.
  Personality 642 ask job : "Knockity knackity new new new."
  Personality 643 name: Irving
  Personality 643 confused: 
  Personality 643 look    : You see a young boy playing on the terrace. He's climbing up on the railing and swinging out above the bay. "Irving!" you hear a shrill voice cry from inside. "You better be careful!"
  Personality 643 ask name: "My name is Irving," he says with a frown.
  Personality 643 ask job : "I like to do things to make my mommy's life miserable," he says with a smirk. "I have to do something to get back at her for giving the name, Irving."
  Personality 644 name: Michael
  Personality 644 confused: 
  Personality 644 look    : The bartender is busily wiping down the counter with a small cloth. He smiles as you approach the bar.
  Personality 644 ask name: "I'm Michael," he says. "Welcome to the Owaji Bar. What'll you have?"
  Personality 644 ask job : "I serve drinks. You know, the typical job of a bartender. All drinks are just 3 gold a piece. Just name your poison."
  Personality 645 name: Unused
  Personality 645 confused: 
  Personality 645 look    : 
  Personality 645 ask name: 
  Personality 645 ask job : 
  Personality 646 name: Unused
  Personality 646 confused: 
  Personality 646 look    : 
  Personality 646 ask name: 
  Personality 646 ask job : 
  Personality 647 name: Unused
  Personality 647 confused: 
  Personality 647 look    : 
  Personality 647 ask name: 
  Personality 647 ask job : 
  Personality 648 name: Unused
  Personality 648 confused: 
  Personality 648 look    : 
  Personality 648 ask name: 
  Personality 648 ask job : 
  Personality 649 name: Unused
  Personality 649 confused: 
  Personality 649 look    : 
  Personality 649 ask name: 
  Personality 649 ask job : 
  Node 0 person  : 640- Ticket Taker
  Node 0 keywords: norm xxxx
  Node 0 type    : 0
  Node 0 text0   : "He's upstairs," she answers. "He works the front desk, selling tickets."
  Node 0 text1   : 
  Node 1 person  : 640- Ticket Taker
  Node 1 keywords: tick xxxx
  Node 1 type    : 1
  Node 1 text0   : "You'll need to go upstairs to purchase a ticket if you want to play Mind Games."
  Node 1 text1   : You show her your ticket and she says, "Go right in."
  Node 2 person  : 644- Michael
  Node 2 keywords: drin pois
  Node 2 type    : 18
  Node 2 text0   : You order a drink and the bartender hands it to you. It's not bad, though it's a little watered down.
  Node 2 text1   : "You don't have enough gold," he says.
  Node 3 person  : 644- Michael
  Node 3 keywords: owaj cham
  Node 3 type    : 0
  Node 3 text0   : "This bar is owned by PYRAMID, Inc. They manufacture the Owaji games. This is where the Owaji Championship matches are held. I hear that the grand prize is pretty valuable."
  Node 3 text1   : 
  Node 4 person  : 644- Michael
  Node 4 keywords: gran priz
  Node 4 type    : 0
  Node 4 text0   : "I don't know what it is. It changes after each match."
  Node 4 text1   : 
  Node 5 person  : 644- Michael
  Node 5 keywords: pyra xxxx
  Node 5 type    : 0
  Node 5 text0   : "PYRAMID, Inc. is in the Business District, here in Zenith. It's the huge, triangular shaped building right in the center."
  Node 5 text1   : 
  Node 6 person  : 644- Michael
  Node 6 keywords: goss rumo
  Node 6 type    : 0
  Node 6 text0   : "I don't spread gossip in my bar."
  Node 6 text1   : 

  Town = 65: Halmeni Labyrinth            

  Town Messages:
  Message 0: Halmeni Labyrinth            
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You enter a small crack in the wall that takes you under the main tunnel and leads out the other side.
  Message 21: There is a deep crevasse here. It would be too dangerous to attempt to cross it.
  Message 22: There is a deep crevasse in front of you. Do you want to use the Gravitron to hover across?
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: 
  Message 27: 
  Message 28: There is a deep crevasse in front of you. Do you want to use the Gravitron to hover across?
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: 
  Message 34: Inside the drawer is a small, tattered piece of paper. It has the words, "Ipso Facto" written on it. They sound like magic words to you. Perhaps they are needed to open a locked door or chest
  Message 35: "Did you find the treasure," Skaggs asks. You tell him all that was in the chest was this blue orb. "Let's 'ave a look, shall we," he says. You hold it up to him. "That's not what I mean," he says.
  Message 36: He gives a signal to his partners and they rise to their feet and ready their weapons. "It was very kind of you to get the orb for us," he begins. "But wif the orb, we can get the treasure by ourselfs. And no need to share, either."
  Message 37: This stairway leads down to a dark, musty passage. 
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: *
  Message 44: *
  Message 45: *
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  Message 139: 

  TownDialogue:
  Personality 650 name: Skaggs
  Personality 650 confused: "I lack that bit of knowledge, I'm afraid,"
  Personality 650 look    : This man looks to be a bit of a shady character. His clothes are old and soiled and he's missing a couple of teeth. He seems friendly though, as he smiles upon seeing you.
  Personality 650 ask name: "Me name's Skaggs," he answers. "It's a pleasure to make your acquaintance."
  Personality 650 ask job : "Me mates and meself have come to this location, looking for the lost treasure of Magus Bagarnis."
  Personality 651 name: Unused
  Personality 651 confused: 
  Personality 651 look    : 
  Personality 651 ask name: 
  Personality 651 ask job : 
  Personality 652 name: Unused
  Personality 652 confused: 
  Personality 652 look    : 
  Personality 652 ask name: 
  Personality 652 ask job : 
  Personality 653 name: Unused
  Personality 653 confused: 
  Personality 653 look    : 
  Personality 653 ask name: 
  Personality 653 ask job : 
  Personality 654 name: Unused
  Personality 654 confused: 
  Personality 654 look    : 
  Personality 654 ask name: 
  Personality 654 ask job : 
  Personality 655 name: Unused
  Personality 655 confused: 
  Personality 655 look    : 
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  Node 0 person  : 650- Skaggs
  Node 0 keywords: magu baga
  Node 0 type    : 0
  Node 0 text0   : "Magus Bagarnis used to live 'ere in this house, deep inside this dark labyrinf. He was a strange bloke, 'e was. Kept to 'imself like. Died many years ago, 'e did. We come 'ere, lookin' for 'is lost treasure."
  Node 0 text1   : 
  Node 1 person  : 650- Skaggs
  Node 1 keywords: lost trea
  Node 1 type    : 0
  Node 1 text0   : "It's said to be a powerful magic artifact. Don't know exactly what it is, though. But me mates and meself 'ave gotten ourselves in a little dilemma.
  Node 1 text1   : Them nasty Mongbats chased us inside 'ere and we seem to be in between a rock and a hard place, if you get me meaning." (more)
  Node 2 person  : 650- Skaggs
  Node 2 keywords: more xxxx
  Node 2 type    : 0
  Node 2 text0   : "There's this magic barrier what's blocking our way. Neither me nor me mates 'ave any magic skill. And what's more, there's that large 'ole in the floor that we can't get across. 
  Node 2 text1   : Perhaps you and your fine group of adventuring types can 'elp us wif our little problem."
  Node 3 person  : 650- Skaggs
  Node 3 keywords: litt prob
  Node 3 type    : 0
  Node 3 text0   : "If you 'appen to 'ave any magical skill to dispel those barriers, you could go and get the treasure. It must be behind there. Then we'd gladly share it wif you, fifty fifty. What you say, mate?"
  Node 3 text1   : 

  Town = 66: Forest Ruins                 

  Town Messages:
  Message 0: Forest Ruins                 
  Message 1: Forest Ruins                 
  Message 2: Secluded Hut                 
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
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  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This is the temple's coffer. Unfortunately, it is quite empty. As you close the lid, you notice a soft glow illuminating the room from behind you.
  Message 21: Just then, you see some of the surviving members of the Haurathi Hunting Party rush in to help you.
  Message 22: There are some large rocks piled up here on the ground. As you remove the rocks, you uncover some large planks of wood. Sliding them aside reveals an opening that leads underground.
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  TownDialogue:
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  Town = 67:                              

  Town Messages:
  Message 0:                              
  Message 1: Gremlin Cave                 
  Message 2: Mushroom Cave                
  Message 3: Mushroom Cave                
  Message 4: Rectangle 4
  Message 5: Rectangle 5
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  Message 8: Rectangle 8
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  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This passage leads back to the surface.
  Message 21: 
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  Message 26: The mushroom-shaped creature explodes into a cloud of yellow powder. Tiny bite sized pieces of the creature fly all over the cave. You wonder if the pieces are edible.
  Message 27: This cave is filled with hundreds, no, thousands of mushrooms, covering the floor in a sea of fungus. You could probably gather enough food for a year if they were edible. But your cave lore knowledge tells you that, unfortunately, these are poisonous.
  Message 28: This cave is filled with hundreds, no, thousands of mushrooms, covering the floor in a sea of fungus. You could probably gather enough food for a year if they were edible. But somebody should try one first, to see.
  Message 29: You decide not to taste one. If you had some knowledge of cave lore, you'd know whether they were poisonous or not. You decide just to leave them be.
  Message 30: You take a taste of one of the mushrooms. Yuck!!! It's poisonous! Too bad... but now that you think about it, did you really want to take the time to pick thousands of mushrooms?
  Message 31: As you enter this chamber, the smell of fungus is almost overpowering. There is a cloud of yellow dust covering the floor ahead. In the center of the cloud is a massive mushroom-shaped creature. 
  Message 32: You're not sure, but the smaller creatures in this cave might  be children, and this could be their mother.
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  TownDialogue:
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  Town = 68:                              

  Town Messages:
  Message 0:                              
  Message 1: Gumby Grove                  
  Message 2: Boulder Field                
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This door is locked tight. There's no way you can get it open without a key.
  Message 21: This door is locked tight. You take out the key you found in Gumby Sanctuary to see if it works. You insert it in the keyhole and the door opens right up.
  Message 22: There are some large rocks piled up here on the ground. As you remove the rocks, you uncover some large planks of wood. Sliding them aside reveals an opening that leads underground.
  Message 23: 
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  Message 28: Inside this chest is a journal. You open it and read the last entry. "We must all leave town at once. The Magite's from East Zinlasia have discovered this location and will soon be here to take us back... or worse."
  Message 29: "If only those adventurer's had not told the people of East Zinlasia that West Zinlasia was populated, the portals between the two provinces would not have been created, and our secret town would still be safe."
  Message 30: "Luckily, human sympathizers have come to our aid and have found another place to hide us. It is in the Untamed Region of East Zinlasia, which I hear is a dangerous place, but I guess we have little choice."
  Message 31: "There is another place they spoke of, but the trip there would be more difficult. It is high atop a mountain on the island province of Zenarbial. But the climb would be nearly impossible for us."
  Message 32: "And the only way to the island is by ferry. We would surely be caught. Perhaps one day a portal can be created to take us there instead, but for now, our only choice is to go to the Untamed Region."
  Message 33: 
  Message 34: There used to be a small, thriving town of Gumbies living here. Now, the town is abandoned and is slowly being overrun by trees and dense vegetation. You wonder what happened to them.
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  Message 120: Attention all Gumbies! Prepare to evacuate the town. See Mayor Gumby for details.
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  TownDialogue:
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  Town = 69: Grimly's Fortress L2         

  Town Messages:
  Message 0: Grimly's Fortress L2         
  Message 1: Northwest Tower L2           
  Message 2: Northeast Tower L2           
  Message 3: Southwest Tower L2           
  Message 4: Southeast Tower L2           
  Message 5: East Auxiliary Tower L2      
  Message 6: West Auxiliary Tower L2      
  Message 7: Throne Room                  
  Message 8: Rectangle 8
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  Message 13: Rectangle 13
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  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Sitting at the end of the room in a large throne is Chief Menieklaws. He practically jumps out of the throne as he sees you approach. "You again!" he cries. "You're that tricky group of scoundrels, aren't you?"
  Message 21: "You're becoming the bane of my existance, you know that." You tell him that you mean him no harm and that you just want to talk to Grimly. 
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  Message 26: "Me hear somebody mention name," says Grimly as he pops into the room. "Thank goodness you're here," says Menieklaws. "Get rid of these annoying troublemakers once and for all."
  Message 27: "Wait!" you cry. "Listen to me, Grimly. We've come to help you. We can grant you that which you most desire." He cocks his head and says, "Whatchu talkin' 'bout?" You tell him about Sister Elysia and her healing powers.
  Message 28: "Don't listen to them!" cries Menieklaws. "They're just trying to trick us again." You tell him that you know he was once known by the name, Tiberius Grimstone, and that his spell of immortality turned him into this ugly creature he is now."
  Message 29: "Me not THAT ugly," he says. "All you need to do is help us," you say, telling him about the current situation in East Zinlasia. "Then Sister Elysia will give you back your mortality and you can finally have the peace you so strongly desire."
  Message 30: "This no trick?" he asks. You tell him that you've always been honest with him. "That right," he says. "You not tricky. You good people. Me think your idea will work. Ooooh, me getting excited." He starts to jump up and down.
  Message 31: "Don't listen to them!" cries Menieklaws. "You've got to help me conquer the humans. I can't do it without you!" Grimly looks at him and says, "Me tired of your war games. Me go with them now."
  Message 32: "I knew I couldn't trust you!" cries the Nephilim chief. "Nobody betrays Chief Menieklaws and lives! I may be old, but I still have power. You've helped me create an army I never could have by myself."
  Message 33: "And for that, I thank you. But now, with just a single word, I can turn that army against you. If you wish to die, I can accomodate you this very moment... You and your new found friends."
  Message 34: "And then I will take this army and devastate the city of Independence and win back Hollis Island. All humans will bow down to me or die. Then the Nephilims will reclaim all the land that was stolen from them."
  Message 35: "And do you think I'll stop there? No, no, no. I will then send my armies to East Zinlasia and take over the great city of Zenith. I will rule all of Zinlasia! Do you hear? I will be known as King Menieklaws, ruler of Zinlasia!"
  Message 36: 
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  Message 38: "Nephilim chief talk too much," says Grimly.
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  Message 44: "Now me come with you," says Grimly.
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  Message 50: Grimly joins your party.
  Message 51: This brazier contains a bubbling, molten brew that gives off a magic aura.
  Message 52: The molten brew in this brazier seems to be bubbling more furiously than before.
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  Message 120: Barracks
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  Personality 698 ask job : 
  Personality 699 name: Unused
  Personality 699 confused: 
  Personality 699 look    : 
  Personality 699 ask name: 
  Personality 699 ask job : 

  Town = 70: Northern Blockade            

  Town Messages:
  Message 0: Northern Blockade            
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "You made it," says General Vargas, as you enter the office. "And this is Grimly," he says, looking him over. "I wish to offer you my heartfelt thanks for agreeing to help us out like this."
  Message 21: "Now please, all of you, come in and let's discuss the matter at hand."
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: "The barrier is right outside the back gate of this compound. It has proven extremely lethal to get anywhere near it. It seems to have two main defenses. The first are small, star-shaped objects floating inside the barrier itself."
  Message 27: "These shoot out powerful bolts of electricity. It only takes one or two hits from them to kill a person. The second line of defense are the glowing, mobile orbs that appear in front of the barrier. They shoot electric bolts too, but not as strong."
  Message 28: "As you can see, many of our troops have arrived here at the blockade, as well as some of the T'Lanhg. We're still waiting for Chief Sslatik to arrive with the Slithzerikai soldiers and the Ormanipu will be here with potions to supply the men."
  Message 29: "But now that Grimly's here, I guess we can dispense with all that." Grimly interrupts with, "You not going to attack barrier?" Vargas answers, "Well, we won't need to. You're going to dispel the thing, aren't you?"
  Message 30: "You get rid of defenses, then me go out and remove barrier," says Grimly. "Can't you just take care of the whole thing?" asks Vargas. "Maybe yes, maybe no. But don't want to be hit with electric bolts. Me immortal, yes, but can still feel pain."
  Message 31: 
  Message 32: "Besides, this could be last moments on earth for me. Want to see big, spectacle of army fighting against barrier. It be exciting. Maybe me bring popcorn." Grimly rubs his hands together in anticipation.
  Message 33: "What??!!!" cries Vargas. "What kind of nonsense is this?" Turning to you, he says, "I thought you said he was going to help us?" You try to calm the general down. You explain to him that Grimly can be a bit stubborn about things.
  Message 34: "Stubborn!" cries Vargas. "He's a nutcase!" Grimly shouts, "Me no help you at all if you says those things. Me do it my way, or no way. Me not even know if your cure will even work, but, out of kindness of heart, me help anyway."
  Message 35: "And what about Lucivius?" asks Vargas. "Are you going to help us defeat him?" Grimly scratches his head and says, "Me still need to think about that." Vargas throws his hands up and says, "That's just great."
  Message 36: You interrupt the two and tell Vargas that it might be better to let you discuss matters with Grimly. You can deal with him better. "Fine," cries Vargas. "I don't have the patience. Well, I guess the assault on the barrier is back on, then." 
  Message 37: 
  Message 38: General Vargas composes himself, and continues. "As I said, we're still waiting for the Slithzerikai soldiers to get here. I THINK we can destroy the barrier's defenses. But to get close enough, you need to be equipped with items of magic protection."
  Message 39: "Rings of Protection and Shielding Crystals work pretty well. Once everyone's here, we will launch the attack. In the meantime, Governor Walwick has informed me that he wishes to speak with you. So you should head over to his palace right now."
  Message 40: "And don't forget to stop by the Citadel and pick up your latest wages, if you haven't already."
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: "When you're done, get back here so we can get this show on the road. But don't expect any popcorn, Grimly."
  Message 45: 
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: 
  Message 51: "I wouldn't go out there if I were you," says the guard. "I've also been informed by General Vargas that you are to report to him immediately."
  Message 52: "This gate is to remain closed until Vargas gives the word," says the guard.
  Message 53: "The time is right," says Vargas. "The troops are waiting on the field. If you're ready, join them outside. There's just one thing. Once you leave to begin the battle, the gates will be closed behind you.
  Message 54: Just in case you aren't successful, we can't take the chance of letting those orbs get inside the garrison... Governor Walwick's orders. Well, good luck."
  Message 55: The last of the barrier's defenses is destroyed! You turn to Grimly and say, "Now it's your turn."
  Message 56: "Okay," he says. "First we need to gather in front of barrier, near center."
  Message 57: 
  Message 58: 
  Message 59: 
  Message 60: 
  Message 61: 
  Message 62: "Okay, this good spot," says Grimly. He raises his hands and holds them out towards the barrier. He closes his eyes tightly and begins to concentrate. As he does this, you can see the veins in his forehead begin to throb.
  Message 63: You wait with anticipation, but nothing seems to be happening. Grimly is practically shaking, as he continues to exert all the power that he can muster up. Then, a ray of white light sprays out from his fingertips.
  Message 64: It completely engulfs the barrier. You can feel an intense heat as the barrier begins to glow as white as the light. Then, with an enormous crackle of magic energy, the barrier disappears.
  Message 65: 
  Message 66: 
  Message 67: 
  Message 68: "Congratulations on destroying the barrier," says Vargas. "But that's only the first step in Project Wipeout. Next, you'll need to travel though the Untamed Region and search for Lucivius. 
  Message 69: I'm afraid you'll be on your own for the next part of the mission." (continue)
  Message 70: You hear a cheers coming from within the blockade. You did it! The barrier is no more!
  Message 71: "Is this the way to the Untamed Region," Gumby asks. You tell him yes. "Oooh, goody!" he cries.
  Message 72: 
  Message 73: 
  Message 74: 
  Message 75: 
  Message 76: 
  Message 77: As you enter the room, Vargas looks shocked to see you. "What are you doing here?" he cries. I thought you were out in the middle of the Untamed Region somewhere."
  Message 78: You tell him that there are portals in the old cities that link to Odashai's Shrine up on Mount Urlek. "Well, that sure make things convenient, doesn't it," he says. "Well, keep up the good work. I have nothing new to tell you."
  Message 79: "If anything important comes up, I'll be sure to contact you. And of course, you do the same."
  Message 80: 
  Message 81: 
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  Message 120: Commander in Chief
  Message 121: Break Room
  Message 122: Sleeping Quarters
  Message 123: Sleeping Quarters
  Message 124: 
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  Message 139: 

  TownDialogue:
  Personality 700 name: General Vargas
  Personality 700 confused: "That's a subject I care not to discuss."
  Personality 700 look    : You see a large, impressive looking man, sitting behind the desk. He is dressed in heavy armor and he looks a bit intimidating.
  Personality 700 ask name: "I am General Vargas, Commander of the Odashai Guardians," he says in a commanding voice. 
  Personality 700 ask job : "I have moved my office over here as this will be the base of operations for Project Wipeout."
  Personality 701 name: Chief Sslatik
  Personality 701 confused: "I do not know much about that ssubject."
  Personality 701 look    : This Slithzerikai is dressed almost elegantly, in the colorful attire of a chief. He smiles as he sees you approach.
  Personality 701 ask name: "Welcome, my friendss," he says. "It iss good to ssee you again."
  Personality 701 ask job : "I have brought a ssmall group of my best ssoldierss to help in the battle againsst the barrier. I wissh I could have found more, but the otherss are needed back in Kunissulitz." (more)
  Personality 702 name: Ormanipu
  Personality 702 confused: 
  Personality 702 look    : This green skinned creature is standing behind the counter, cleaning out the large cauldron beside him.
  Personality 702 ask name: You exchange names, and as usual, you can hardly pronounce his.
  Personality 702 ask job : "Me give out potions to soldiers going to battle," he answers. "All gone except some strong healing potions left on counter."
  Personality 703 name: Ed
  Personality 703 confused: 
  Personality 703 look    : This balding man is standing behind the counter, preparing some sandwiches. 
  Personality 703 ask name: "I'm Ed," he says.
  Personality 703 ask job : "I'm the chef here. I make light meals for the guys on duty. I'll make something for you if you like, but I'll have to charge you. So, are you hungry?"
  Personality 704 name: Unused
  Personality 704 confused: 
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  Personality 705 name: Unused
  Personality 705 confused: 
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  Personality 706 name: Unused
  Personality 706 confused: 
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  Personality 707 name: Unused
  Personality 707 confused: 
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  Personality 708 name: Unused
  Personality 708 confused: 
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  Personality 709 name: Unused
  Personality 709 confused: 
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  Node 0 person  : 700- General Vargas
  Node 0 keywords: proj wipe
  Node 0 type    : 0
  Node 0 text0   : "Governor Walwick came up with the name. It basically consists of destroying the barrier, entering the Untamed Region, finding and infiltrating Lucivius' base, and wiping him off the map. Let us discuss the mission."
  Node 0 text1   : 
  Node 1 person  : 700- General Vargas
  Node 1 keywords: miss xxxx
  Node 1 type    : 29
  Node 1 text0   : "For now, we just need to wait til all the troops are assembled here at the blockade. You need to go speak to Governor Walwick."
  Node 1 text1   : 
  Node 2 person  : 700- General Vargas
  Node 2 keywords: gove walw
  Node 2 type    : 1
  Node 2 text0   : "He's waiting at his palace in Zenith for you. He has something to discuss with you. Of course, I'm not priveleged enough to know what it is that he has to say."
  Node 2 text1   : "Governor Walwick has the utmost faith that you will be successful in your mission."
  Node 3 person  : 700- General Vargas
  Node 3 keywords: barr xxxx
  Node 3 type    : 1
  Node 3 text0   : "The barrier is right outside the back gate of the blockade. It's extremely lethal, so don't get too close."
  Node 3 text1   : "You did it!" he cries, shaking your hand and patting you all on the backs. "But let's not forget that this is only the first step in your mission."
  Node 4 person  : 701- Chief Sslatik
  Node 4 keywords: more barr
  Node 4 type    : 1
  Node 4 text0   : "We sshall fight bravely until we are either victoriouss, or dead. Let uss hope it iss the former. The T'lanhg and the Ormanipu will be of great help ass well. Make ssure you pick up ssome potionss in the break room before you sset out for battle."
  Node 4 text1   : "Well done, my friendss," he says. "Be proud of your accomplisshment. You are fine warriorss. To bad you're not Sslithzerikai. Oh well. I sshall now return to Kunissulitz to help my people recover from the devasstation there. Farewell to you all."
  Node 5 person  : 701- Chief Sslatik
  Node 5 keywords: poti xxxx
  Node 5 type    : 0
  Node 5 text0   : "The Ormanipu are handing them out in there."
  Node 5 text1   : 
  Node 6 person  : 700- General Vargas
  Node 6 keywords: cont xxxx
  Node 6 type    : 0
  Node 6 text0   : "We've lost too many men in the Untamed Region already. I figure, if I send a small group like yours in, you may not be noticed. Of course, Lucivius will not be the only thing you'll have to worry about."
  Node 6 text1   : 
  Node 7 person  : 700- General Vargas
  Node 7 keywords: worr abou
  Node 7 type    : 0
  Node 7 text0   : "The dangers inside the Untamed Region are undoubtedly countless. I can do nothing to prepare you for them because I myself have no idea what you may encounter."
  Node 7 text1   : (next)
  Node 8 person  : 700- General Vargas
  Node 8 keywords: rewa wage
  Node 8 type    : 1
  Node 8 text0   : "Pick up your wages at the citadel if you haven't already."
  Node 8 text1   : "Don't worry. If you pull this one off, you'll be able to retire on the payment you'll recieve."
  Node 9 person  : 703- Ed
  Node 9 keywords: purc hung
  Node 9 type    : 7
  Node 9 text0   : Ed's Coldcuts
  Node 9 text1   : 
  Node 10 person  : 703- Ed
  Node 10 keywords: food sand
  Node 10 type    : 7
  Node 10 text0   : Ed's Coldcuts
  Node 10 text1   : 
  Node 11 person  : 700- General Vargas
  Node 11 keywords: fros sari
  Node 11 type    : 1
  Node 11 text0   : "That's a subject I care not to discuss."
  Node 11 text1   : You tell him about what happened to Sariminsum. He is shocked at the news. "When the barrier came down, I thought everything was going to be fine. This just proves that we've got to stay on our toes. Lucivius could strike anywhere at a moment's notice."
  Node 12 person  : 700- General Vargas
  Node 12 keywords: sist elys
  Node 12 type    : 1
  Node 12 text0   : "I hope she is safe in Sariminsum," he says.
  Node 12 text1   : You tell him about what happened to Sister Elysia. He is shocked. "When the barrier came down, I thought everything was going to be fine. This just proves that we've got to stay on our toes. Lucivius could strike anywhere at a moment's notice."
  Node 13 person  : 700- General Vargas
  Node 13 keywords: luci xxxx
  Node 13 type    : 0
  Node 13 text0   : "Lucivius has got to be stopped once and for all. If not, we could all be at his mercy."
  Node 13 text1   : 
  Node 14 person  : 702- Ormanipu
  Node 14 keywords: poti xxxx
  Node 14 type    : 0
  Node 14 text0   : "Sorry, me have no more potions."
  Node 14 text1   : 
  Node 15 person  : 700- General Vargas
  Node 15 keywords: next xxxx
  Node 15 type    : 0
  Node 15 text0   : "But keep in mind that the T'Lanhg scriers will be watching your progress and I'll be in touch via the talking crystals. Good luck to you. And don't worry. I have this gut feeling that your mission will be a success."
  Node 15 text1   : 

  Town = 71: Underground Passage          

  Town Messages:
  Message 0: Underground Passage          
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There is a sharp drop off here. Looking down, you can see a ledge about ten feet below. You could probably jump down without any serious injury. But it's doubtful that you'd be able to climb back up.
  Message 21: Once you begin your descent into the depths of this passage, you may not have access to any food or supplies for quite some time. You had better be well prepared for a long journey.
  Message 22: Do you want to jump down to the ledge below?
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: The floor of the cave slopes down here at an extremely steep angle. It looks like the only way to navigate this is to slide down. It looks quite rocky and you will probably get banged up some. But you don't seem to have much choice.
  Message 27: Too bad you don't have some rope, but unfortunately, none exists in this scenario! Do you want to slide down the this steep slope?
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: This path is too steep to climb back up.
  Message 33: The first thing you notice as you enter this passage is the steep descent. With each step you take, you are taken deeper and deeper below the surface.
  Message 34: As you continue along the passage, the descent becomes steeper and steeper. You are still able to walk, but you need to watch your footing as the floor becomes increasingly slimey.
  Message 35: The level of the descent is not so severe in this area, but you are still traveling deeper and deeper below the earth's surface. You also notice, as you continue through the passage, that it is getting a bit chilly.
  Message 36: *
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  TownDialogue:
  Personality 710 name: Unused
  Personality 710 confused: 
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  Personality 711 name: Unused
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  Personality 712 name: Unused
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  Personality 713 name: Unused
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  Personality 714 name: Unused
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  Personality 715 name: Unused
  Personality 715 confused: 
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  Personality 716 name: Unused
  Personality 716 confused: 
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  Personality 717 name: Unused
  Personality 717 confused: 
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  Personality 718 name: Unused
  Personality 718 confused: 
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  Personality 719 name: Unused
  Personality 719 confused: 
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  Town = 72: Underground Passage          

  Town Messages:
  Message 0: Underground Passage          
  Message 1: Frozen Forest                
  Message 2: Frozen Forest                
  Message 3: Frozen Forest                
  Message 4: Frozen Forest                
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: The bedding on the floor looks fairly soft. Do you want to try to get some rest?
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: You lie down on the bedding and try to get comfortable. It's not as nice as the beds you're used to, but you manage to get a few hours of rest.
  Message 27: There is an old alchemist's book sitting on this pedestal. You wonder how it got here. Upon opening the book, you see that most of it is unreadable as the words are smudged and faded.
  Message 28: But you do find one page that is intact. You read it carefully and learn the recipe for "Bliss".
  Message 29: There are many mushrooms growing here on the ground. You pick as many as you can and place them in your pack.
  Message 30: There are no more mushrooms left to pick. Maybe if you come back later, some more will have grown.
  Message 31: "Orcs sacrifice females and young ones to Frosgaard to make happy. One day, Orcs pick Lugkja for sacrifice. It make Lugkja sad. But Lugkja agree to do it because it great honor to be chosen."
  Message 32: "So, Orcs toss Lugkja into hole in ground. Lugkja fall and land in cold water. Lugkja almost die. But Lugkja strong and not die. Lugkja swim to shore. See many dead bodies of Orcs. No see Frosgaard."
  Message 33: "This make Lugkja very mad. Stupid Orcs kill their own kind for no reason. Lugkja stay here and live by self, away from stupid Orcs." You ask her how she learned to speak english so well.
  Message 34: "Magic visitors teach Lugkja. They come by to visit Lugkja. Teach to speak their language. Magic visitors have much magic. Can appear and disappear. Lugkja have some magic, but not like that."
  Message 35: "Magic visitors looking for place to build something secret. Not tell Lugkja. Not see magic visitors much any more. But Lugkja have problems. Big ice dragons live in west, near cold water. Lugkja make barrier to keep them away."
  Message 36: "And now Lugkja have new problem. Big mean giants come to area north of Lugkja home. Lugkja make another barrier to keep away giants. Now Lugkja is safe."
  Message 37: "Lugkja just want to live in peace. Is too much to ask?"
  Message 38: You ask her if she could remove the western barrier so you can continue along the passage. "Maybe you do a favor and then Lugkja remove barrier," she says. "Lugkja first make barrier in west to keep ice dragons away."
  Message 39: "Then big giants come to area, only short time ago. When Lugkja go to gather food, big giants throw rocks. Lugkja run away back to home. Lugkja make second barrier to keep giants away."
  Message 40: "Now Lugkja can't get food. There is place where mushrooms grow near giants. Mushrooms good food for Lugkja. Mushrooms ONLY food for Lugkja. If big, mean giants all be dead, then Lugkja can get mushrooms."
  Message 41: "You can take care of problem for Lugkja. Big giants be tough so you can rest in Lugkja room and gain strength. Then you go and make giants all be dead. Then Lugkja make west barrier go away. Then you be happy and Lugkja be happy."
  Message 42: 
  Message 43: 
  Message 44: She waves her hand in the air and you hear a crackling sound coming from outside. "There," she says. "Lugkja make barrier to north go away. You go make big giants all be dead now."
  Message 45: It is beginning to get very cold now. You can see ice on the ground in some spots. As you continue forward, the passage opens up into a huge, cavernous area. Looking up, the ceiling is so high that you can't even see it in some places.
  Message 46: Ahead of you is a massive expanse of ice and stalagmites, some towering twenty feet tall or even higher. It looks like an enormous, forest of stalamites...a frozen forest."
  Message 47: That sounded like it came from Lugkja's house.
  Message 48: You are shocked at the sight before you. There is nothing left of Lugkja but bones and a pile of ash. You see footprints in the ice, leading towards the southwest. "What is going on here?" you ask yourself.
  Message 49: Could it be Lucivius? Or is there someone or something else down here? You don't have a very good feeling about this.
  Message 50: *
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  Message 139: 

  TownDialogue:
  Personality 720 name: Lugkja
  Personality 720 confused: Not understand your words."
  Personality 720 look    : This appears to be a female Orcan shaman. Young or old, you cannot tell, but she seems to be kind of nice looking...for an Orc, that is.
  Personality 720 ask name: "Lugkja name of I," she answers in broken english.
  Personality 720 ask job : "Lugkja live alone here. Lugkja not like be around other Orcs. They try sacrifice Lugkja to Frosgaard."
  Personality 721 name: Unused
  Personality 721 confused: 
  Personality 721 look    : 
  Personality 721 ask name: 
  Personality 721 ask job : 
  Personality 722 name: Unused
  Personality 722 confused: 
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  Personality 722 ask job : 
  Personality 723 name: Unused
  Personality 723 confused: 
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  Personality 723 ask job : 
  Personality 724 name: Unused
  Personality 724 confused: 
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  Personality 724 ask job : 
  Personality 725 name: Unused
  Personality 725 confused: 
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  Personality 725 ask name: 
  Personality 725 ask job : 
  Personality 726 name: Unused
  Personality 726 confused: 
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  Personality 726 ask name: 
  Personality 726 ask job : 
  Personality 727 name: Unused
  Personality 727 confused: 
  Personality 727 look    : 
  Personality 727 ask name: 
  Personality 727 ask job : 
  Personality 728 name: Unused
  Personality 728 confused: 
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  Personality 728 ask name: 
  Personality 728 ask job : 
  Personality 729 name: Unused
  Personality 729 confused: 
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  Personality 729 ask job : 
  Node 0 person  : 720- Lugkja
  Node 0 keywords: sacr fros
  Node 0 type    : 29
  Node 0 text0   : "Orcs toss Lugkja into hole in ground to make Frosgaard happy. Lugkja fall in cold water. Sometimes cold water turn hard and Lugkja can walk on top. If cold water hard when Lugkja fall through hole, Lugkja be dead."
  Node 0 text1   : 
  Node 1 person  : 720- Lugkja
  Node 1 keywords: cold wate
  Node 1 type    : 0
  Node 1 text0   : "Orcs toss Lugkja into hole in ground to make Frosgaard happy. Lugkja fall in cold water. Sometimes cold water turn hard and Lugkja can walk on top. If cold water hard when Lugkja fall through hole, Lugkja be dead."
  Node 1 text1   : 
  Node 2 person  : 720- Lugkja
  Node 2 keywords: barr xxxx
  Node 2 type    : 29
  Node 2 text0   : "All big giants not be dead. Go back and make all giants be dead and Lugkja make west barrier go away."
  Node 2 text1   : 
  Node 3 person  : 720- Lugkja
  Node 3 keywords: book reci
  Node 3 type    : 0
  Node 3 text0   : You ask her where the alchemist's book came from. "One of magic visitors drop it. Lugkja no understand any of it, but book look nice, so Lugkja keep it."
  Node 3 text1   : 
  Node 4 person  : 720- Lugkja
  Node 4 keywords: alch xxxx
  Node 4 type    : 0
  Node 4 text0   : You ask her where the alchemist's book came from. "One of magic visitors drop it. Lugkja no understand any of it, but book look nice, so Lugkja keep it."
  Node 4 text1   : 
  Node 5 person  : 720- Lugkja
  Node 5 keywords: magi visi
  Node 5 type    : 0
  Node 5 text0   : "Magic visitors come to area about two years ago, maybe. They be very mysterious. They look for place to build big secret building. No tell Lugkja nothing. No see them anymore."
  Node 5 text1   : 
  Node 6 person  : 720- Lugkja
  Node 6 keywords: luci xxxx
  Node 6 type    : 0
  Node 6 text0   : "You ask her if she's heard of, or seen anyone named Lucivius. "Lugkja no heard of Lucivius," she answers.
  Node 6 text1   : 
  Node 7 person  : 720- Lugkja
  Node 7 keywords: gian xxxx
  Node 7 type    : 0
  Node 7 text0   : "Big mean giants come to this area short time ago. Lugkja make barrier to keep giants away."
  Node 7 text1   : 
  Node 8 person  : 720- Lugkja
  Node 8 keywords: drag xxxx
  Node 8 type    : 0
  Node 8 text0   : "Ice dragons live in west area, near cold water. Sometimes dragons come to this area. Lugkja afraid, so make barrier in west to keep them away."
  Node 8 text1   : 

  Town = 73: Dhurnhold                    

  Town Messages:
  Message 0: Dhurnhold                    
  Message 1: Central Tower L3             
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You try to pull the lever but it just won't budge. The mechanism appears to be covered in rust which is causing it to jam. If you could just find something to lubricate the mechanism, it might loosen up.
  Message 21: You try to pull the lever but it just won't budge. The mechanism appears to be covered in rust which is causing it to jam.
  Message 22: There is an old, magic tome displayed on this pedestal. Most of the print has faded away, but you find one page that is still intact. Reading it, you learn the spell "Mass Summoning".
  Message 23: The words on this sign faded away years ago. 
  Message 24: Inside is a tightly rolled scroll. It is in remarkably good condition. Opening it up, you read it and learn the spell "Resurrect."
  Message 25: This door is jammed. No matter what you do, you can't get it to open.
  Message 26: There is an old, magic tome displayed on this pedestal. Most of the print has faded away, but you find one page that is still intact. Reading it, you learn the spell "Major Cleansing."
  Message 27: This lever is broken. There's nothing you can do to fix it.
  Message 28: "Well, I'll tell you a little about my city, if you promise to leave," he begins. "Dhurnhold has been empty for hundreds of years. The people fled or were killed by the terrible creatures that roamed the countryside and lived in these caves."
  Message 29: "It really is a marvelous work of architecture. The city actually has two levels. One was built in the lower caverns and a tall central tower was built to connect it with the upper caverns."
  Message 30: "Large, reinforced walls where built around the lower level to keep out the inhabitants of the area. At that time, it was mostly the Mountain Trolls. Or were they Cave Trolls. Well, whatever they were, they have since left."
  Message 31: "As great a city as it once was, you can see that it hasn't quite held up over time. A huge cave-in caused half of the top level to collapse and bury half of the bottom level. I don't know when that happened, but it seems quite stable these days."
  Message 32: "Things are generally peaceful here now. Occasionally I am disturbed by an Orc or two. It appears that they are tossed down into the icy depths near the bottom of this chain of caves. I was forced to put up a barrier down below to keep them out."
  Message 33: "But one day, I was disturbed by one of those ugly beasts as it was throwing rocks at the wall. I got so mad that I grabbed the first thing I could find and threw it at him. Unfortunately, it was the dispelling orb, and he picked it up and ran off."
  Message 34: "Well, it was no great loss, as the stupid beast did not know what it was and I never saw him again. Probably got eaten by one of the Ice Drakes that live down there. By the way, how did YOU get in here?"
  Message 35: You tell him that you found the orb among the Ice Drakes. "You see, I was right. I'm so smart, I surprise even myself! Well, I've talked much too much. It's time you turned back and headed home."
  Message 36: "And, so you don't think of me as such a terrible host, have a bite to eat, if you like. The dinner table over there is a magical one. It creates a neverending supply of meals for me. So it will not hurt me to share some with you."
  Message 37: "And if you need some rest, there's a room full of beds near the front gates of the city. It must have been a barracks at one time. They may not be the most comfortable, but beggars can't be choosey, now can they?"
  Message 38: 
  Message 39: 
  Message 40: "Now, please leave me be, as I prefer the company of nobody. Don't be offended. It's a hermit thing. Most people just don't understand."
  Message 41: You tell him that you can't open the front gates of the city. "Oh, yes. They've been broken for years," he answers. You ask him if there's a way to fix them. "Well, I'm no mechanic," he answers.
  Message 42: "With the front gate closed, we can't leave," you say. "Don't you want to be rid of us?" you ask him. "Can't you go back the way you came?" he asks. You tell him that you can't go back. The climb is too steep.
  Message 43: You ask him if he can just teleport you out of the city. "I don't have teleportation powers," he says. "But that reminds me. I believe there's a portal in the shrine. Only it must be activated first."
  Message 44: "As I recall, all the old cities have their own shrine to Odashai. And each one has a portal that is connected to the main shrine, up on Mt. Urlek. Only they need to be activated. There's usually some special trick to it."
  Message 45: "I myself don't know anything about that though. I just can't be bothered." All at once, a look of horror crosses his face. "Why did I tell you that?" he cries. "Now you'll go activate it and then others will come into my city and there goes my peace." 
  Message 46: You tell him that you won't activate the portal. (Although, being able to return to civilization for supplies would be very convenient, if not vital, for the success in your mission) "No, no, no. I can see it in your eyes. You'll activate the portal."
  Message 47: "To ensure my privacy, the front gates must remain closed and the protal, unactivated." He thinks for a minute and then you see a smile form on his face.
  Message 48: "I just thought of something," he says. "Perhaps I CAN open the gates for you. If you do me a favor."
  Message 49: "Things DO get a bit dull around here, from time to time. And I have to admit, I do look elsewhere for my entertainment. I have scrying powers, you see. So I occasionally look in on other areas, just to keep informed of the local trends
  Message 50: or to see how clothing styles change over the years. Sometimes I like to see what new books are being published. I used to love to read. But there are no books left here, and there is one that I caught a glimpse of as I perused a certain bookstore."
  Message 51: "I believe the title is Deadly Goblins. It sounds quite fascinating. Maybe you could pick me up a copy. A simple favor, I think." He pauses for a moment and then says, "And while you're out and about, there's just one more little thing."
  Message 52: "My magic dining table is great and all, but it only serves the same thing, day after day. I was just thinking. I'd love a tender, juicy steak. Doesn't that sound delectable? But I want to cook it with my own two hands."
  Message 53: "I'm sure you can buy some prime grade beef somewhere. There's a quaint farming town over in West Zinlasia that I've checked out that should have just the thing. So, just bring me these two items and I'll see about opening the gates for you."
  Message 54: "Oh, what am I thinking?!" he cries. "I completely forgot about the lock. I put a magic lock on the shrine to keep out any varments. I like to keep it tidy and neat for my occasional visits there. So you couldn't get in there, even if you tried."
  Message 55: "So I guess you won't be going anywhere, will you? And I was so looking forward to a good book and steak dinner." 
  Message 56: "Bring me a copy of "Deadly Goblins" and a juicy slab of beef, and I'll open the front gates of the city for you."
  Message 57: "You brought them both!" he cries, giggling like a child. "Oh, this is wonderful. I can't wait to get started." He takes the book and the beef from you. 
  Message 58: He puts the beef on the counter and then opens the book and begins to read. You clear your throat to get his attention. "Yes, what is it?" he asks, somewhat annoyed. 
  Message 59: You ask him if he's going to open the front gates of the city. "Oh, that," he says. "If I must."
  Message 60: 
  Message 61: 
  Message 62: 
  Message 63: 
  Message 64: 
  Message 65: He waves his hand in the air and says, "Okay, the gates are open. Now will you do an old hermit a favor and kindly leave me in peace."
  Message 66: "Do the favor that I asked of you and I'll open the front gates of the city."
  Message 67: "If you want the front gates open, you must do me a little favor."
  Message 68: There is a plaque on the lid of this chest. You rub off the dust and read the words, "Shrine Donations."
  Message 69: An open book sits on this pedestal. Written on the page is a passage that reads, "The center of a box is empty. The center of a room is empty. Combine the two and this will change."
  Message 70: This looks like an old barracks. There are many beds here. They're a bit dirty and don't look too comfortable, but you could dust them off a bit and have a rest if you wanted to. Do you want to rest here?
  Message 71: 
  Message 72: 
  Message 73: 
  Message 74: 
  Message 75: 
  Message 76: You take out the lamp oil that you found and pour it into the lever mechanism. You toss the empty container aside and then try again to pull the lever.
  Message 77: He thinks for a moment and then blurts out, "You talked me into it. Go to the shrine. You'll find the door unlocked. And bring me what I asked for."
  Message 78: This door is locked tight. Nothing you do can unlock it.
  Message 79: There is an old, magic tome displayed on this pedestal. Most of the print has faded away, but you find one page that is still intact. Unfortunately, your mage lore is not high enough to understand it.
  Message 80: "What are you doing back here?" he cries. You tell him that you need to get past the Mountain Trolls. "And why should I give you any help, you thieves!" You ask him what he's talking about. "Don't play dumb with me."
  Message 81: "What do you think... that I'm a dotty old hermit and I'd forget how you stole my Scrying Orb? You came back into the city and called for help. When I left my home to see what you were yelling about, your friends snuck into my house and took it."
  Message 82: You tell him that you did no such thing. "But I saw your faces clearly. You cannot hide your guilt by denying..." he stops in mid sentence and then exclaims, "Oh, no! It's the Shan-Tu." You ask him "Who are the Shan-Tu?"
  Message 83: "They are masters of illusion... and thievery! They tricked me! I knew I shouldn't have opened the front gates for you. See what it has gotten me! So, in a way, it is still YOUR fault. And you come here asking me for favors?"
  Message 84: "Well, I'll make a deal with you. Retrieve my Scrying Orb and I will help you with  your problem. Unfortunately, I can't tell you where to find the Shan-Tu, because I don't know where they live. Their lair is hidden."
  Message 85: "But there may be someone who can help you. There are a group of Necromancers that live in Demonclaw Valley. Perhaps they know where you can find the Shan-Tu. Go ask them."
  Message 86: "Now go bother them, and don't return until you have my Scrying Orb!"
  Message 87: "Return my Scrying Orb and then I will help you to get past the Mountain Trolls."
  Message 88: "Now what do you want?" he cries. "Can't you just leave a poor hermit in peace?" You tell him that you've got his Scrying Orb. "Oh, so you finally decided to give it back," he says, grabbing it out of your hands. "Now, away with you, thieves."
  Message 89: You remind him that the Shan-Tu were the ones who stole it and you've done him the favor of returning it. "Oh, yes, yes, yes. Of course I remember that. Well, thank you." He puts the orb away and begins to go about his business.
  Message 90: When he notices that you're still standing there, waiting patiently, he says, "I suppose I promised you some kind of favor in return." You nod your head. "Mountian Trolls," he blurts out. "See, I remember. You need to get rid of them, eh?"
  Message 91: "Well, a troll's weakness is fire. But as I recall, the Mountain Trolls are a little more resilient. What you'll need is Quickfire. So I'll teach you the spell and you'll be all set." And with that, he proceeds to do so.
  Message 92: "Okay," he says when he's finished. "Off you go to do what you have to do." You thank him and tell him you won't bother him again. "I should be so lucky," he says, under his breath. As you begin to leave the room, he shouts "WAIT!"
  Message 93: You practically jump out of your boots. "Oh, I am SOOO stupid!" he cries. "Regular Quickfire won't kill a Mountain Troll. What was I thinking? You'll need a Stay Dead spell as well. That will keep the trolls from regenerating."
  Message 94: "You'll have to see the Necromancers for that." He scurries over to a chest of drawers and rummages through it. "Here, take this," he says, handing you another orb.
  Message 95: "This is a Quickfire Orb. Take it to the Necromancers and have them enchant it with the Stay Dead spell. Then it will work on the Mountain Trolls. Now tell me, where exactly are these trolls that you want to get rid of?"
  Message 96: You tell him that they've taken over Hanod and you can't get past the entrance court. "Wait just a moment," he says, as he goes back to get his Scrying Orb. "With this, I can tell you the precise location in which you'll need to place the Quickfire Orb."
  Message 97: He holds the orb up to his face and stares into it. After a moment, he bangs on the side of it with his hand. "There we go," he says. "This thing can be temperamental sometimes. Okay, here we go. I can see the courtyard."
  Message 98: "In the center of the courtyard are groups of columns. There are three groups, each comprised of four columns in a diamond pattern. And there are the trolls. They seem to be grouped around the north section of the courtyard."
  Message 99: "The quickfire will need to spread throughout the courtyard and into the center of the city as well. I would place the Quickfire Orb in the center of the third group of columns, closest to north gate, where the majority of the trolls seem to be."
  Message 100: "So, in summary, take the Quickfire Orb to the Necromancers. Have them enchant it with the Stay Dead spell. 
  Message 101: Then take it to Hanod and place it in the middle of the four center columns closest to the north gate and set it off. Then run like hell!" (next)
  Message 102: Despite the years of neglect, the statue of Odashai still looks quite impressive. Just looking at it fills you with feelings of hope and courage. Do you wish to pray to  Odashai?
  Message 103: 
  Message 104: 
  Message 105: 
  Message 106: 
  Message 107: 
  Message 108: Nothing happens. Your faith in Odashai must not be strong enough.
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Central Tower
  Message 121: Shrine of Odashai
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 730 name: Magus Bagarnis
  Personality 730 confused: "I choose not to discuss that."
  Personality 730 look    : This elderly man dressed in white robes is either a Magite or a human wizard. It's very hard to tell the two apart.
  Personality 730 ask name: "I am Magus Bagarnis, the second," he says, proudly. "Now kindly leave. I am not in the habit of entertaining guests."
  Personality 730 ask job : "I am a hermit. I come from a long line of great hermits. My father, rest his soul, was a hermit, and even my son is a hermit. So, naturally, I prefer to be alone. I don't like anyone visiting my city of Dhurnhold."
  Personality 731 name: Unused
  Personality 731 confused: 
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  Personality 732 name: Unused
  Personality 732 confused: 
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  Personality 733 name: Unused
  Personality 733 confused: 
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  Personality 734 name: Unused
  Personality 734 confused: 
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  Personality 735 name: Unused
  Personality 735 confused: 
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  Personality 736 name: Unused
  Personality 736 confused: 
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  Personality 737 name: Unused
  Personality 737 confused: 
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  Personality 738 name: Unused
  Personality 738 confused: 
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  Personality 739 name: Unused
  Personality 739 confused: 
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  Node 0 person  : 730- Magus Bagarnis
  Node 0 keywords: dhur city
  Node 0 type    : 29
  Node 0 text0   : "Yes, this is Dhurnhold. I've already told you all about it. Now don't you have things to do?"
  Node 0 text1   : 
  Node 1 person  : 730- Magus Bagarnis
  Node 1 keywords: fron gate
  Node 1 type    : 29
  Node 1 text0   : "You'll find that the front gates are open. Now, if you don't mind, I have a book I'd like to read."
  Node 1 text1   : 
  Node 2 person  : 730- Magus Bagarnis
  Node 2 keywords: favo xxxx
  Node 2 type    : 29
  Node 2 text0   : "You have done a favor for me and I have done one for you. I think we are even. So, bye-bye now."
  Node 2 text1   : 
  Node 3 person  : 730- Magus Bagarnis
  Node 3 keywords: leve brok
  Node 3 type    : 29
  Node 3 text0   : "You'll find that the front gates are open. Now, if you don't mind, I have a book I'd like to read."
  Node 3 text1   : 
  Node 4 person  : 730- Magus Bagarnis
  Node 4 keywords: beef book
  Node 4 type    : 29
  Node 4 text0   : "You have done a favor for me and I have done one for you. I think we are even. So, bye-bye now."
  Node 4 text1   : 
  Node 5 person  : 730- Magus Bagarnis
  Node 5 keywords: herm xxxx
  Node 5 type    : 0
  Node 5 text0   : "A hermit, in case you don't know, is someone who wishes to live alone, away from other people. People like you."
  Node 5 text1   : 
  Node 6 person  : 730- Magus Bagarnis
  Node 6 keywords: magi xxxx
  Node 6 type    : 0
  Node 6 text0   : You ask him is he's a Magite. "Certainly not!" he cries, indignantly. "I am a mage. Magites aren't the only ones who practice magic. Anyone can learn magic.
  Node 6 text1   : The difference is that they're born with the ability."
  Node 7 person  : 730- Magus Bagarnis
  Node 7 keywords: fath xxxx
  Node 7 type    : 0
  Node 7 text0   : "My father lived deep inside the Halmeni Labyrinth, in East Zinlasia. Since his death, greedy adventurers have flocked the area, looking for secret treasures he supposedly kept. 
  Node 7 text1   : My son lives on a small island near the edge of The Delta, west of Zenith."
  Node 8 person  : 730- Magus Bagarnis
  Node 8 keywords: shri odas
  Node 8 type    : 0
  Node 8 text0   : "Oh, yes. The Shrine of Odashai. I visit it occasionally. I take care of it and keep the torches lit. This way, I feel Odashai will look down on me and give me strength."
  Node 8 text1   : 
  Node 9 person  : 730- Magus Bagarnis
  Node 9 keywords: moun trol
  Node 9 type    : 29
  Node 9 text0   : "I choose not to discuss that."
  Node 9 text1   : 
  Node 10 person  : 730- Magus Bagarnis
  Node 10 keywords: next xxxx
  Node 10 type    : 0
  Node 10 text0   : "Get out of the courtyard as fast as you can through the south gate. Wait for the quickfire to burn itself out and when you return, your Mountain Troll problem will be history."
  Node 10 text1   : 
  Node 11 person  : 730- Magus Bagarnis
  Node 11 keywords: scry xxxx
  Node 11 type    : 29
  Node 11 text0   : "I choose not to discuss that."
  Node 11 text1   : 
  Node 12 person  : 730- Magus Bagarnis
  Node 12 keywords: exit leav
  Node 12 type    : 29
  Node 12 text0   : "You'll find that the front gates are open. Now, if you don't mind, I have a book I'd like to read."
  Node 12 text1   : 

  Town = 74: Fargoth                      

  Town Messages:
  Message 0: Fargoth                      
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: As you enter the room, you are taken back a bit as you see a skeleton lying on the bed. "Is that you, Madge?" it asks, looking your direction. Maybe you should answer her.
  Message 21: Town Hall
  Message 22: Healer
  Message 23: Grocery Store
  Message 24: "Support your local sheriff"
  Message 25: You hear a clicking sound coming from somewhere in town.
  Message 26: As you walk through the gates of this quiet town, you are surprised to see that there are people here. You can't believe that this could exist out here in this desolate and dangerous area.
  Message 27: Well, there are obviously pockets of people still living out here in the Untamed Region. But how could they survive? You watch the people as they quietly walk down the dusty streets of this small town. Funny, how they don't seem to notice you.
  Message 28: You ask her if she'd like to become a bride. "Someone wishes to marry me?" she asks. You tell her yes. "But who?" she asks. "Tell me all about this stranger who wishes to marry me."
  Message 29: What do you do?
  Message 30: 1) Tell the truth.
  Message 31: 2) Lie.
  Message 32: 
  Message 33: 
  Message 34: You tell her all about Duke Farlain and how dashing and debonair he is. And that he lives in a big, beautiful palace and they will live together, happily ever after. Her eyes widen and she appears to be interested.
  Message 35: But then, a look of concern crosses her face. "What about Grandmother? I must stay here and take care of her."
  Message 36: What do you do?
  Message 37: 1) Tell the truth.
  Message 38: 2) Lie.
  Message 39: 
  Message 40: You tell her that once she marries Duke Farlain, he will invite her grandmother to come live with them in the palace. There's more than enough room for the three of them. He's a very gracious and generous man.
  Message 41: "But how do you know he will like me? We have never met. I am not that pretty. My skin is dull and pale. My eyes are lifeless and a bit bloodshot, I'm afraid. And my breath..."
  Message 42: What do you do?
  Message 43: 1) Tell the truth.
  Message 44: 2) Lie.
  Message 45: 
  Message 46: You tell her that he is not concerned with beauty. He cares only about what is on the inside. He will recognize her inner beauty and love her for who she is, and not by what she looks like.
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: 
  Message 51: 
  Message 52: Madge joins your party.
  Message 53: You tell her that he is an evil lich and you need to trick him into trying to drain the lifeforce out of her. This will weaken him so that he can be destroyed. It is a very noble cause.
  Message 54: 
  Message 55: 
  Message 56: 
  Message 57: 
  Message 58: 
  Message 59: "In that case," she begins, "I don't think this marriage will work. I think I'll just stay here and take care of Grandmother."
  Message 60: 
  Message 61: 
  Message 62: 
  Message 63: 
  Message 64: 
  Message 65: You tell her that her grandmother is just an old skeleton and has probably been dead for centuries. She'll soon fall to pieces and turn to dust so there's no need to stay here and wait for that to happen.
  Message 66: 
  Message 67: 
  Message 68: 
  Message 69: 
  Message 70: 
  Message 71: You tell her that she looks pretty good for a zombie. And maybe if she wears a veil or puts a sack over her head, he won't notice the fact that he's marrying a corpse.
  Message 72: 
  Message 73: 
  Message 74: 
  Message 75: 
  Message 76: 
  Message 77: "That sounds wonderful," she says. "I cannot wait to meet him." You tell her that he is ready to meet her now. "Then let us go," she says. 
  Message 78: "I'll be back soon," she calls to her grandmother as she joins your group.
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
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  Message 90: *
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  Message 99: *
  Message 100: *
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  Message 103: *
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  Message 106: *
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  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Welcome to Fargoth
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
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  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 740 name: Grandmother
  Personality 740 confused: "What was that? My hearing is not what it once was."
  Personality 740 look    : The old lady lying in the bed looks to be... well... a skeleton!
  Personality 740 ask name: "Who are you?" she asks. "Where is my granddaughter?"
  Personality 740 ask job : "I live in this house along with my granddaughter, Madge."
  Personality 741 name: Madge
  Personality 741 confused: "I don't understand."
  Personality 741 look    : This rather pale looking woman looks to be in her thirties and would be fairly attractive if it wasn't for the lifeless look in her eyes and her ratty, tangled hair.  
  Personality 741 ask name: "My name is Madge," she says, emotionless.
  Personality 741 ask job : "I live here in this house and take care of my grandmother."
  Personality 742 name: Emery
  Personality 742 confused: "I don't know."
  Personality 742 look    : This man is wearing robes that are old and worn. Looking at his face, he appears to be young, but his eyes look very old.
  Personality 742 ask name: "My name is Emery," he says, in a low voice.
  Personality 742 ask job : "I am the town healer. Do you need some healing?"
  Personality 743 name: Monty
  Personality 743 confused: 
  Personality 743 look    : This man looks absolutely hideous. His skin is grayish green and it looks like chunks of decayed flesh are hanging off his face.
  Personality 743 ask name: "I'm Monty," he says. He seems to have trouble speaking. "Is the healer ready to see me?"
  Personality 743 ask job : "I've developed this terrible skin condition and I came to see the healer about having it fixed."
  Personality 744 name: Mayor Murphy
  Personality 744 confused: "I really don't know."
  Personality 744 look    : A somewhat distinguished looking man is sitting at his desk. He greets you as you enter the office, but you notice his eyes seem to look past you. 
  Personality 744 ask name: "I am Mayor Murphy," he says in a monotone voice.
  Personality 744 ask job : "I am the mayor of the town of Fargoth, here in Demonclaw Valley. Welcome, strangers. Please, make yourself at home."
  Personality 745 name: Miss Wadsworth
  Personality 745 confused: 
  Personality 745 look    : Behind the counter stands a middle-aged woman. She is obviously wearing a very bad wig, and her face is caked with makeup.
  Personality 745 ask name: "I am Miss Wadsworth," she says in a very prim and proper voice. "Welcome to my establishment."
  Personality 745 ask job : "I run this little hostel," she says. "Do come in strangers. Perhaps you'd like a room."
  Personality 746 name: Hugh
  Personality 746 confused: 
  Personality 746 look    : The man behind the counter is wearing a typical storekeeper's apron. He stands there, silently, waiting for you to speak.
  Personality 746 ask name: "I am Hugh," he says. 
  Personality 746 ask job : "I am the the town grocer. Would you care to look over my stock?"
  Personality 747 name: Sheriff  Hendricks
  Personality 747 confused: "Don't reckon I know anything about that."
  Personality 747 look    : This man is sitting quietly at his desk. He is playing some sort of card game by himself. He wears a brown vest with a gold colored star pinned to the front.
  Personality 747 ask name: "I'm known as Sheriff Hendricks around these parts," he says, looking up from the cards.
  Personality 747 ask job : "I keep this town safe and sound. Though, there ain't much to be done, as the giants tend to leave us alone. Sometimes them Necromancers come fer a visit once in a while."
  Personality 748 name: Mort
  Personality 748 confused: He's too busy playing cards to answer you.
  Personality 748 look    : This skeleton is sitting at the table, playing a game of cards with another skeleton.
  Personality 748 ask name: "Mort's the name," he says. Then he turns towards his partner and asks, "Do you have a seven?"
  Personality 748 ask job : "Just waitin' around for something to do," he answers. "Well, do you have a seven or not?" he asks again. "Go fish," says the other skeleton.
  Personality 749 name: Mandy
  Personality 749 confused: He's too busy playing cards to answer you.
  Personality 749 look    : This skeleton is sitting at the table, playing a game of cards with another skeleton.
  Personality 749 ask name: "I'm Mandy," he says. He looks back down at the cards he holds in his boney fingers, scrutinizing them.
  Personality 749 ask job : "Just playin' cards with my partner here," he answers. "We're town guards normally, but right now we're off duty."
  Node 0 person  : 741- Madge
  Node 0 keywords: gran xxxx
  Node 0 type    : 0
  Node 0 text0   : "She does not look well these days. I have put her to bed and she should stay there until she gets better. You should leave her alone so she gets her rest."
  Node 0 text1   : 
  Node 1 person  : 740- Grandmother
  Node 1 keywords: gran madg
  Node 1 type    : 0
  Node 1 text0   : "She is making me rest in here and won't let me get up. I feel just fine. I don't know why she is making me stay in bed."
  Node 1 text1   : 
  Node 2 person  : 740- Grandmother
  Node 2 keywords: hous xxxx
  Node 2 type    : 0
  Node 2 text0   : "It's a nice house. Don't you agree?"
  Node 2 text1   : 
  Node 3 person  : 740- Grandmother
  Node 3 keywords: skel xxxx
  Node 3 type    : 0
  Node 3 text0   : You ask her if she knows that she's a skeleton. "What are you talking about?" she questions. "I HAVE lost a little weight but you don't have to be rude."
  Node 3 text1   : 
  Node 4 person  : 741- Madge
  Node 4 keywords: skel xxxx
  Node 4 type    : 0
  Node 4 text0   : You ask her if she knows that her grandmother is a skeleton. "So you noticed it too," she says. "I thought it was just me. That's why I think she needs to rest. Then she will get better."
  Node 4 text1   : 
  Node 5 person  : 741- Madge
  Node 5 keywords: bett xxxx
  Node 5 type    : 0
  Node 5 text0   : You tell her people don't usually get better once they reach that state. "Oh, she must get better. I am tired of waiting on her. She just needs to rest."
  Node 5 text1   : 
  Node 6 person  : 741- Madge
  Node 6 keywords: rest xxxx
  Node 6 type    : 0
  Node 6 text0   : "Rest is good for everyone. We all need a little rest, now and then. Don't you agree?"
  Node 6 text1   : 
  Node 7 person  : 741- Madge
  Node 7 keywords: hous xxxx
  Node 7 type    : 0
  Node 7 text0   : "It's a nice house. Don't you agree?"
  Node 7 text1   : 
  Node 8 person  : 742- Emery
  Node 8 keywords: heal xxxx
  Node 8 type    : 0
  Node 8 text0   : He is quiet for a moment and seems hesitant to say anything. Then, he says, "My healing powers are not what they used to be, I'm afraid. I seem to have lost my touch. But please don't tell anyone.
  Node 8 text1   : I do have potions, though."
  Node 9 person  : 742- Emery
  Node 9 keywords: poti xxxx
  Node 9 type    : 0
  Node 9 text0   : "Well," he hesitates again. "I have some Healing Potions. I used to make others, but I seem to have forgotten the recipes over time. But I can still make Healing Potions. Yes I can," he says, as if reassuring himself.
  Node 9 text1   : "Would you be like to buy some?"
  Node 10 person  : 742- Emery
  Node 10 keywords: purc xxxx
  Node 10 type    : 7
  Node 10 text0   : Emery's Healing Potions
  Node 10 text1   : 
  Node 11 person  : 743- Monty
  Node 11 keywords: heal xxxx
  Node 11 type    : 0
  Node 11 text0   : "He's in the front room, isn't he?" You tell him yes. "What is taking him so long? Maybe you could ask him to come and look at me."
  Node 11 text1   : 
  Node 12 person  : 743- Monty
  Node 12 keywords: fixe xxxx
  Node 12 type    : 0
  Node 12 text0   : "I didn't used to look like this before. At least I don't think I did." He pauses as if trying to remember. "No, I'm sure I would remember that. It's not that bad, though. Is it? Maybe the healer should come look at me."
  Node 12 text1   : 
  Node 13 person  : 742- Emery
  Node 13 keywords: mont xxxx
  Node 13 type    : 0
  Node 13 text0   : "Who's Monty?" he asks. You tell him he's the patient in the other room. "Oh, yes. Now I remember. Well, can I help you with something?" You ask him if he's going to see Monty.
  Node 13 text1   : "Oh, yes. Monty...Well, I'm not exactly sure how to proceed."
  Node 14 person  : 742- Emery
  Node 14 keywords: proc xxxx
  Node 14 type    : 0
  Node 14 text0   : "I'm just not sure what to do. My healing powers aren't what they used to be, you know. He's been in there for several days now and he just won't leave. I keep hoping that he will just forget about me." (more)
  Node 14 text1   : 
  Node 15 person  : 742- Emery
  Node 15 keywords: more xxxx
  Node 15 type    : 0
  Node 15 text0   : "How could he forget?" you cry. "Well, I keep forgetting about HIM. And I really don't know what to do." He beckons you to come closer and he lowers his voice.
  Node 15 text1   : "Don't tell anyone, but I seem to have lost my healing powers."
  Node 16 person  : 744- Mayor Murphy
  Node 16 keywords: farg xxxx
  Node 16 type    : 0
  Node 16 text0   : You ask him what this town is doing out here in the middle of the Untamed Region. "Well, it was built here, naturally," he answers. "But isn't it dangerous out here with all the wandering monsters about... especially those giants?" you ask.
  Node 16 text1   : 
  Node 17 person  : 744- Mayor Murphy
  Node 17 keywords: gian xxxx
  Node 17 type    : 0
  Node 17 text0   : "They don't really seem to bother us," he says. "Besides, we have the stone walls surrounding Fargoth. That must keep us protected, I suppose." You ask him how the town can survive, out here in the middle of nowhere."
  Node 17 text1   : 
  Node 18 person  : 744- Mayor Murphy
  Node 18 keywords: surv nowh
  Node 18 type    : 0
  Node 18 text0   : "I don't know what you mean," he says, sounding a bit confused. "This is not nowhere. This is the Demonclaw Valley. This is where out town was built."
  Node 18 text1   : 
  Node 19 person  : 744- Mayor Murphy
  Node 19 keywords: demo vall
  Node 19 type    : 0
  Node 19 text0   : You ask him why the area is called Demonclaw Valley. "Hmmm," he sighs. "That's a good question. I've never really thought about it much."
  Node 19 text1   : 
  Node 20 person  : 745- Miss Wadsworth
  Node 20 keywords: esta host
  Node 20 type    : 0
  Node 20 text0   : You tell her that you saw no sign on the outside. "We have no sign," she answers. You ask her what's the name of this inn. "I can't quite recall," she answers. "Does it matter?"
  Node 20 text1   : 
  Node 21 person  : 745- Miss Wadsworth
  Node 21 keywords: matt xxxx
  Node 21 type    : 0
  Node 21 text0   : You tell her most places like this have names. That way you can reccommend a place by name to your friends. "Oh, do you have friends?" she asks. "Well, yes," you answer.
  Node 21 text1   : "How nice for you," she says.
  Node 22 person  : 745- Miss Wadsworth
  Node 22 keywords: room xxxx
  Node 22 type    : 0
  Node 22 text0   : "The rooms are 5 gold a night," she tells you. You comment how cheap that is. "Oh, I'm sorry, but that's all I can charge. We don't get much business around here, you know. So how about a room. Is that price okay?"
  Node 22 text1   : 
  Node 23 person  : 745- Miss Wadsworth
  Node 23 keywords: okay xxxx
  Node 23 type    : 3
  Node 23 text0   : You pay the 5 gold and she shows you to your room. It's actually a very nice room and you get a good night's sleep.
  Node 23 text1   : "You don't have enough gold," she says.
  Node 24 person  : 746- Hugh
  Node 24 keywords: stoc xxxx
  Node 24 type    : 0
  Node 24 text0   : As you look over the items he's selling, you notice that one obvious item a typical grocer would carry is missing... food!
  Node 24 text1   : 
  Node 25 person  : 746- Hugh
  Node 25 keywords: food xxxx
  Node 25 type    : 0
  Node 25 text0   : You ask him where he keeps the food. "I don't stock anything like that," he answers. "How can you be a grocer and not sell food?" you cry. "There's not much of a demand for it around here," he answers. (more)
  Node 25 text1   : 
  Node 26 person  : 746- Hugh
  Node 26 keywords: more xxxx
  Node 26 type    : 0
  Node 26 text0   : "How could there not be a demand for food?" you ask him. "I don't have any control over people's likes and dislikes," he says. "Now, did you want to buy something or not?"
  Node 26 text1   : 
  Node 27 person  : 746- Hugh
  Node 27 keywords: purc xxxx
  Node 27 type    : 7
  Node 27 text0   : Grocery Store
  Node 27 text1   : 
  Node 28 person  : 747- Sheriff  Hendricks
  Node 28 keywords: gian xxxx
  Node 28 type    : 0
  Node 28 text0   : "Fer some reason or another, them giants don't take no interest in this fine town of Fargoth. So's me and the boys don't have much to do."
  Node 28 text1   : 
  Node 29 person  : 747- Sheriff  Hendricks
  Node 29 keywords: boys xxxx
  Node 29 type    : 0
  Node 29 text0   : "The boys are in the back, takin' it easy. They got lots of spare time on their hands. But they's always on call, just in case there's ever a need for law and order."
  Node 29 text1   : 
  Node 30 person  : 747- Sheriff  Hendricks
  Node 30 keywords: necr xxxx
  Node 30 type    : 0
  Node 30 text0   : "Them Necromancers live southeast of here. They come snoopin' around town ever once and a while. They don't never cause no trouble or nothin'. Who knows what they're up to."
  Node 30 text1   : 
  Node 31 person  : 747- Sheriff  Hendricks
  Node 31 keywords: farg xxxx
  Node 31 type    : 0
  Node 31 text0   : "This be the town of Fargoth. It's a nice peaceful kinda town. Not much trouble happens around here."
  Node 31 text1   : 
  Node 32 person  : 741- Madge
  Node 32 keywords: lich brid
  Node 32 type    : 29
  Node 32 text0   : "I don't understand."
  Node 32 text1   : 

  Town = 75:                              

  Town Messages:
  Message 0:                              
  Message 1: Basement                     
  Message 2: Dark Cave                    
  Message 3: Dark Cave                    
  Message 4: Bottom of the Lake           
  Message 5: Shrine Basement              
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Looking up, you can see the hole which you fell through. It probably wouldn't be too difficlut to climb back up to the main floor. Do you want to climb up?
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: You find a piece of parchment stuffed between two books. You open it, and though it is old and faded, you can still make out most of it.
  Message 27: "The shrinekeeper's password is 'GOLDEN'. Use this, along with the gold key, to access the lever to make the pressure plates visible." 
  Message 28: As you step on the cracked floor, it gives way, plunging you into the lake below. The weight of your armor and inventory pulls you down to the bottom and you subsequently drown!
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
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  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Reset Switch
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
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  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 750 name: Unused
  Personality 750 confused: 
  Personality 750 look    : 
  Personality 750 ask name: 
  Personality 750 ask job : 
  Personality 751 name: Unused
  Personality 751 confused: 
  Personality 751 look    : 
  Personality 751 ask name: 
  Personality 751 ask job : 
  Personality 752 name: Unused
  Personality 752 confused: 
  Personality 752 look    : 
  Personality 752 ask name: 
  Personality 752 ask job : 
  Personality 753 name: Unused
  Personality 753 confused: 
  Personality 753 look    : 
  Personality 753 ask name: 
  Personality 753 ask job : 
  Personality 754 name: Unused
  Personality 754 confused: 
  Personality 754 look    : 
  Personality 754 ask name: 
  Personality 754 ask job : 
  Personality 755 name: Unused
  Personality 755 confused: 
  Personality 755 look    : 
  Personality 755 ask name: 
  Personality 755 ask job : 
  Personality 756 name: Unused
  Personality 756 confused: 
  Personality 756 look    : 
  Personality 756 ask name: 
  Personality 756 ask job : 
  Personality 757 name: Unused
  Personality 757 confused: 
  Personality 757 look    : 
  Personality 757 ask name: 
  Personality 757 ask job : 
  Personality 758 name: Unused
  Personality 758 confused: 
  Personality 758 look    : 
  Personality 758 ask name: 
  Personality 758 ask job : 
  Personality 759 name: Unused
  Personality 759 confused: 
  Personality 759 look    : 
  Personality 759 ask name: 
  Personality 759 ask job : 

  Town = 76: Hanod                        

  Town Messages:
  Message 0: Hanod                        
  Message 1: Hanod Courtyard              
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This door is locked tight. Nothing you do can unlock it. You'll need to find the key.
  Message 21: You use the old key you found and the door opens right up.
  Message 22: There is an old tome displayed on this pedestal. Unfortunately, the book is so old and worn that it is completely unreadable.
  Message 23: There is an old tome displayed on this pedestal. Most of it is faded and unreadable. But there is one page that you can read. Unfortunately, your mage lore is not high enough to understand the words.
  Message 24: There is an old tome displayed on this pedestal. Most of it is faded and unreadable. But there is one page that you can read. After you have finished, you've learned the spell, "Force Barrier."
  Message 25: This is the ancient city of Hanod, the once capital city of East Zinlasia. As you enter through the gates, you wonder at the grandeur of the place. You are in a huge, covered courtyard, the ceiling held up by tall, marble columns.
  Message 26: The buildings are stately and impressive. You try to imagine what it must have been like, filled with the hustle and bustle of people going about their business. But now, all is quiet. Or is it?
  Message 27: It is obviously going to be impossible to get past the Mountain Trolls. They have claimed this city and are not going to let you pass. Maybe someone in this valley might know something to help you.
  Message 28: This is the location that Magus Bagarnis told you to place the Quickfire Orb. But you can't place it yet until you have it enchanted with a Stay Dead spell.
  Message 29: This is the location that Magus Bagarnis told you to place the Quickfire Orb. Do you want to set it off now?
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: 
  Message 34: 
  Message 35: You place the Quickfire Orb on the ground and activate it. It immediately starts to glow bright red and you can feel the heat coming off it. This is probably a good time to start running!
  Message 36: With a flash of light, Prime Minister Volton appears before you. "I'm very impressed," he says. "Who would have thought you could make it this far. All other trips into the Untamed Region by humans have ended in failure, way before this point."
  Message 37: "What are you doing here?" you cry in disbelief. "Don't look so dumbstruck," he says. "Surely you know that Magites have the power to teleport anywhere they like. And as for my reason, it is solely out of concern for your little expedition."
  Message 38: "I have a confession to make. I DID in fact know about Lucivius' escape. Of course, I wanted to keep it quiet for fear of embarassment. But I've had a plan in mind, all along, to capture him and keep Zinlasia safe from his destructive powers."
  Message 39: "So I urge you, to turn back now. I have things well under control. You could not possibly be able to stop him. He is much too powerful for the likes of you. I will take over the mission myself, and see that justice is served."
  Message 40: As he speaks, you wonder if what he says is true. He's lied before and you just don't think you can trust him. Then, you remember the attack on the frozen river below Tel'moria. "Why were we attacked by Magite guards?" you ask him.
  Message 41: "Attacked?" he questions. "I know nothing of this." You assure him that they were his Magite guards that attacked you. "Well, perhaps you were attacked by some Magites, but they were not under my orders," he tells you. "Why would I do such a thing?"
  Message 42: "But they were dressed in the uniforms that your guards always wear," you continue. "Enough of this foolishness!" he cries. "Your accusations are ridiculous, as is this mission of yours."
  Message 43: "Stop, and turn back now. I warn you. Lucivius is a powerful tempest, and you are destined to fail. Continuing on this quest will surely result in your death. Now heed my warning." And with that, he teleports away.
  Message 44: 
  Message 45: 
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  Message 48: You decide that you had better contact General Vargas and tell him about this.
  Message 49: You call him up on the Talking Crystal and in a moment, his face appears inside the glowing orb. "What's going on?" he asks. You tell him what just happened. "That's not good," he says, his voice sounding grave.
  Message 50: "Charges have formally been written up against Volton, for covering up Lucivius' escape. He has not returned to Magestica since you began your mission. It now seems apparent that he's hiding out, somewhere in the Untamed Region."
  Message 51: "Do not listen to what he says. He is working completely on his own accord, with no support from the League of Zinlasian Nations. As far as I'm concerned, his actions are downright criminal and he is to be treated as such."
  Message 52: "You must be extra careful now. If he has plans to stop you, then you could be in serious danger. I don't know how powerful he is, but he could be as strong as Lucivius himself. And that reminds me. Have you seen any sign of Lucivius?"
  Message 53: You tell him no. He has done nothing recently to impede your progress. "That is very odd," says Vargas. I wonder what he's up to. I wish I could offer you more help, but you're on your own."
  Message 54: "According to the T'Langh scriers, once you pass through the city, you should come to a foresty area. Just continue east and then north. You still have a ways to go. Call me as soon as you have anything new to report."
  Message 55: As you enter the city, you find that the quickfire has dissipated. It appears the Mountain Trolls were completely destroyed. It has also left the city in flames.
  Message 56: *
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  Message 120: West Conference Room
  Message 121: East Conference Room
  Message 122: Hanod Administration Building
  Message 123: Hall of Records
  Message 124: Welcome to Hanod
  Message 125: Capital city of East Zinlasia
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  TownDialogue:
  Personality 760 name: Unused
  Personality 760 confused: 
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  Personality 761 name: Unused
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  Personality 762 name: Unused
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  Personality 763 name: Unused
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  Personality 764 name: Unused
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  Personality 765 name: Unused
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  Personality 766 name: Unused
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  Personality 767 name: Unused
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  Personality 768 name: Unused
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  Personality 769 name: Unused
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  Town = 77: Virgil's Tower               

  Town Messages:
  Message 0: Virgil's Tower               
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
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  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This door is jammed. There's no way to open it.
  Message 21: "Please do not open that door," says Virgil. "I do not wish my experiments to be disturbed." 
  Message 22: As you enter the room, you hear the cries of, "Brains! Fresh brains!" coming from within. Coming at you are about a dozen hungry looking zombies!
  Message 23: *
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  Message 120: Guard's Barracks
  Message 121: Guard's Barracks
  Message 122: Hanod Watchtower
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  TownDialogue:
  Personality 770 name: Virgil
  Personality 770 confused: "I don't have the time to discuss that."
  Personality 770 look    : This hooded figure wears blood red robes and carries a wooden staff with a skull at the end. His face is a sickly pale color and his overall presence gives you the creeps.
  Personality 770 ask name: "I am Virgil," he says. "Welcome to my tower."
  Personality 770 ask job : "I live in alone in this tower... Well, I shouldn't say alone. I am surrounded by the results of my experiments."
  Personality 771 name: Skeleton Guard
  Personality 771 confused: 
  Personality 771 look    : This animated skeleton walks back and forth as if on patrol. It seems to be watching you as you pass, but does nothing to stop you.
  Personality 771 ask name: You get no response.
  Personality 771 ask job : You get no response.
  Personality 772 name: Unused
  Personality 772 confused: 
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  Personality 773 name: Unused
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  Personality 774 name: Unused
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  Personality 775 name: Unused
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  Personality 776 name: Unused
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  Personality 777 name: Unused
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  Personality 778 name: Unused
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  Personality 779 name: Unused
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  Node 0 person  : 770- Virgil
  Node 0 keywords: towe xxxx
  Node 0 type    : 0
  Node 0 text0   : "This was an old watchtower, where guards and archers were stationed to help protect the city of Hanod. It has proven an excellent place in which to conduct my experiments."
  Node 0 text1   : 
  Node 1 person  : 770- Virgil
  Node 1 keywords: hano city
  Node 1 type    : 0
  Node 1 text0   : "Hanod is the city to the north. It was once the capital of Zinlasia. That was before the land was overrun with monsters and the people fled to the south. 
  Node 1 text1   : It, along with all the other cities in this region, has been abandoned for hundreds of years."
  Node 2 person  : 770- Virgil
  Node 2 keywords: zinl xxxx
  Node 2 type    : 0
  Node 2 text0   : "This all used to be a part of Zinlasia. Now the entire northern section of the continent has been sectioned off from the rest of the nation and dubbed, the Untamed Region."
  Node 2 text1   : 
  Node 3 person  : 770- Virgil
  Node 3 keywords: expe xxxx
  Node 3 type    : 0
  Node 3 text0   : "I am a Necromancer. I deal in the art of death magic. My experiments involve bringing the dead back to life. I have developed a way to mold their will so they will obey my every command."
  Node 3 text1   : 
  Node 4 person  : 770- Virgil
  Node 4 keywords: comm xxxx
  Node 4 type    : 0
  Node 4 text0   : "When the dead are brought back to life, they frequently come back as mindless idiots. Through my methods, I am able to teach them menial tasks and to do things I ask of them. They become devoted servants.
  Node 4 text1   : The other Necromancers do not appreciate my work."
  Node 5 person  : 770- Virgil
  Node 5 keywords: necr xxxx
  Node 5 type    : 0
  Node 5 text0   : "The enclave I used to belong to can be found in San Mortis, west of here. They condemned my experiments and banished me from their group. 
  Node 5 text1   : So I took up residence in this tower and have been able to continue my experiments undisturbed."
  Node 6 person  : 770- Virgil
  Node 6 keywords: moun trol
  Node 6 type    : 0
  Node 6 text0   : "I know very little of the Mountain Trolls. Only that they have taken up residence in the city of Hanod. They are dangerous beasts, and I tend to stay away from them.
  Node 6 text1   : 
  Node 7 person  : 770- Virgil
  Node 7 keywords: farg xxxx
  Node 7 type    : 0
  Node 7 text0   : "Fargoth is an experiment run by the Necromancers of San Mortis. It is an interesting accomplishment, but it serves little purpose."
  Node 7 text1   : 
  Node 8 person  : 770- Virgil
  Node 8 keywords: skel xxxx
  Node 8 type    : 0
  Node 8 text0   : "If you're refering to all the skeletons strewn about the place, they're just remains of unsuccessful experiments. I'm afraid I'm not the best housekeeper. I'll have one of the servants clean it up."
  Node 8 text1   : 
  Node 9 person  : 770- Virgil
  Node 9 keywords: serv xxxx
  Node 9 type    : 0
  Node 9 text0   : "I have many servants. They are undead, of course. Take the guards at the front gate. I'm sure you saw them as you came in. They serve only me now."
  Node 9 text1   : 

  Town = 78: Hanod                        

  Town Messages:
  Message 0: Hanod                        
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There is a plaque on the lid of this chest. You rub off the dust and read the words, "Shrine Donations."
  Message 21: Hoping to to find the chest filled with valuable treasure, you quickly open it. You are a bit disappointed to find a single magic scroll. Opening the scroll, you attempt to read it, but unfortunately your mage lore isn't high enough.
  Message 22: Hoping to to find the chest filled with valuable treasure, you quickly open it. You are a bit disappointed to find a single magic scroll. Opening the scroll, you read it over carefully and learn the spell, "Word of Recall."
  Message 23: This lever is still in working order. But it seems to be locked in place. There are four dials with numbers on them at the base of the lever. You must need to set the dials to the right numbers to unlock the lever.
  Message 24: Inside the desk is a small piece of paper. Luckily, it was not burned up by the quickfire. It reads, "vault combination--6437"
  Message 25: As you enter the room, you see that most of the vaults are opened. The chests all appear to be empty. The levers that open the vault doors all seem to be broken as well. As you look towards the far end of the room, you notice one vault is still locked.
  Message 26: That was the right combination. You can now pull the lever.
  Message 27: 
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  Message 32: There is not much left of the book that was on this pedestal. The pages are so charred that they crumble upon the slightest touch.
  Message 33: The book on this pedestal was protected inside this room from the quickfire. You attempt to read it, but your mage lore is not high enough.
  Message 34: The book on this pedestal was protected inside this room from the quickfire. You open the book and discover it is a book of high level priest spells. A lot of the pages are too faded to read, but you find one that is still legible.
  Message 35: You carefully read the page and learn the spell, "Divine Thud."
  Message 36: This door is locked tight. It doesn't even have a handle. There must be some way to open it.
  Message 37: Searching this bookcase, you find a small lever behind one of the books. You pull the lever.
  Message 38: You carefully read the page and learn the spell, "Mass Paralysis."
  Message 39: The quickfire hasn't been kind to the Hanod Library. The shelves are full of charred books and ashes. There would be no point to search the shelves for anything of value.
  Message 40: An open book sits on this pedestal. Written on the page is a passage that reads, "When the south room mirrors the north, a portal will come forth."
  Message 41: Despite the years of neglect, the statue of Odashai still looks quite impressive. Just looking at it fills you with feelings of hope and courage. Do you wish to pray to  Odashai?
  Message 42: 
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  Message 47: Nothing happens. Your faith in Odashai must not be strong enough.
  Message 48: *
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  Message 120: Shrine of Odashai
  Message 121: Hanod City Hall
  Message 122: Public Security Vaults
  Message 123: Bank of Hanod
  Message 124: Mayor's Office
  Message 125: Hanod City Hall
  Message 126: Library Archives
  Message 127: Hanod Library
  Message 128: Zinlasia Grand Hotel
  Message 129: Department of Commerce
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  TownDialogue:
  Personality 780 name: Unused
  Personality 780 confused: 
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  Personality 781 name: Unused
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  Personality 782 name: Unused
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  Personality 783 name: Unused
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  Personality 784 name: Unused
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  Personality 785 name: Unused
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  Personality 786 name: Unused
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  Personality 787 name: Unused
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  Personality 788 name: Unused
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  Personality 789 name: Unused
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  Town = 79: Freeberg                     

  Town Messages:
  Message 0: Freeberg                     
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
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  Message 11: Rectangle 11
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  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This sign is warped and water damaged. Engraved on it are the words, "Beauty Shop."
  Message 21: This room has a cozy atmosphere and the bed is made up and looks quite comfortable. Do you want to sleep here for the night?
  Message 22: 
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  Message 27: You lay down on the bed and in no time are fast asleep. You sleep undisturbed through the night and wake up quite refreshed the next morning.
  Message 28: As you enter the house, you see a young woman standing before you. She looks startled at first, but when she realizes there's no danger, a big smile crosses her face. 
  Message 29: "Father," she cries. "There are new people here in town!" She turns to you and says, "Welcome. Please come inside. You must be cold and damp after trudging through the swamp."
  Message 30: "We originally came from Balinport. We were the descendants of those who stayed in the Untamed Region, for one reason or another. Most people fled to the southern, gated area of Zinlasia, many years ago."
  Message 31: "But a few stayed behind. Some, because they wanted to, and others, because they were left behind. Balinport was the safest city around, due to the fact that it is surrounded by water."
  Message 32: "There weren't many of us, mind you. No more than a hundred or so. And the city wasn't in the greatest condition. But it offered us a safe haven against the creatures living in the area. That is, until HE arrived."
  Message 33: "Duke Farlain, he called himself. A handsome gentleman, he appeared to be. A real lady's man, too. But it wasn't long until we discovered his true nature. It wasn't long before the people in Balinport began to die."
  Message 34: "Mostly the women, but some of the men, too. And the women who died had been seen in his company. So a few of the townsfolk got together one night and snuck over to his place. What we saw is something I will never forget."
  Message 35: "He was locked in embrace with the young daughter of my best friend. He looked into her eyes and at first, I thought he was going to kiss her. But then, he changed form and turned into a hideous, undead creature. A lich!"
  Message 36: "He then opened his mouth and literally sucked the life essence out of her. In less than a minute, she was nothing but a skeleton, covered by only a thin layer of skin. We all stood there, shocked and terrified beyond belief."
  Message 37: "Then, the two men by my side, rushed in on him. I don't know what they thought they were going to do. But with a flick of his wrist, the lich sent one of them flying across the room. He hit the wall, breaking his neck instantly."
  Message 38: "The other man stopped, stunned with fear. And then the lich grabbed him and drained his body of life just as he had done to the girl. I ducked down and hid... terrified to even move."
  Message 39: "I don't remember how I escaped, but to make a long story short, we all fled the city and took up residence here, in Freeberg. Back then, the area was much nicer. But as time went on, the evil that emanated from the lich began to poison the entire area."
  Message 40: "The waters of the lake became poisonous. Swampland replaced what was once beautiful grasslands and forests. Freeberg itself began to sink into the swamp. And the lich still tormented us."
  Message 41: "He maintained his guise as the handsome Duke Farlain and every six months chose one woman from town to be his bride. Sometimes, he invited the whole family to come with her and live with him in Balinport."
  Message 42: "Some went willingly, blindly believing his promises of a life of luxury with him. Others, tried to escape. It all resulted the same in the end. We never saw any of them alive again. He drained their life energy to keep himself alive and powerful."
  Message 43: "And what powers he has! When he took my first daughter, two years ago, I went to try to rescue her. I didn't recognize the place. The city looked brand new... the way it used to look when it was first built."
  Message 44: "He put some enchantment on the city. It's as if it had never fallen to ruin.  The same power that keeps him forever young also is doing the same for the city! So here we are, living in this dying town, with no possible way to defeat him."
  Message 45: "And now it is Clarisse that he wants. And I won't let him have her! Do you hear!" he cries as if yelling to the lich. "You took my home! My friends! My wife and oldest daughter! But you won't take Clarisse! I'll defend her to my last dying breath!"
  Message 46: You ask him why he doesn't just run away. "We'd just be killed by the creatures of the swamps," he answers. "What happens when all of you are gone?" you ask. "Then, what will the lich do?"
  Message 47: "I don't give a rat's ass what he does!" cries Joseph. "He'll just go somewhere else where there are more people. Maybe to where you're from. What does it matter? We are all doomed and there's nothing that can be done."
  Message 48: "I'd ask for your help, but I know better. There's nothing you or anyone can do."
  Message 49: You ask him if he would sell you a horse. "My horses aren't for sale," he answers. "They's all I have left. I know they're only animals, but they're still a comfort to me." 
  Message 50: He pauses for a moment, and then says, "I could let one go... for a trade, that is."
  Message 51: "Bring me three Tiger Bear hides and let you have one of my horses."
  Message 52: You hand him the three Tiger Bear hides. "You can have one of my horses," he says. "But only one! I'll not trade away my others. And treat her kindly, ya hear."
  Message 53: "I'm sorry. I don't wish to speak of that."
  Message 54: You ask her if she could give Madge a makeover. "Well, I suppose so," she answers. You tell her your plan to present Madge to Duke Farlain. "Do you think it will work?" she asks.
  Message 55: "It will all depend on how good a job you can do on her," you say. "Well, then," she begins, "I will give Madge the makeover of a lifetime. Now come into my shop and have a seat," she says to Madge.
  Message 56: "First, we'll need to do something about her hair. A good shampoo and conditioner to start. Then, perhaps some coloring and some highlights. Then, she'll need a good foundation on her face."
  Message 57: "A little lipstick, some rouge to rosy up her cheeks, and eyeliner to help enhance her eyes, should all make a world of difference." She gets to work on her immediately. You wait in the house, and chat a little with her father as she works on Madge.
  Message 58: After nearly three hours, she brings Madge into the house. "Ta da," she says, as Madge walks into the room. You are amazed. Madge looks beautiful. "I can't believe it," you say to Clarisse. "This has got to work."
  Message 59: "I hope so," says Clarisse. "Am I really beautiful?" asks Madge. "You're gorgeous," says Joseph. "My daughter is a real pro. Now it's time for you to meet your husband to be."
  Message 60: Clarrise steps towards you and whispers in your ear, "What will happen to her?" You whisper back, "I don't know." Clarrise seems saddened by your response. 
  Message 61: You feel a little bad yourself. But you know deep down that there is no other way. Beside, Madge isn't even a living being.
  Message 62: "I gave Madge my best makeover. I hope Duke Farlain likes her."
  Message 63: "I wish there was someway I could repay you for what you have done. But alas, I have nothing worthy to give." You tell him there is no need to repay you. 
  Message 64: "Thank you so much," he says, tears forming in his eyes. "Thanks to you, I have my daughter, the most precious thing in the world to me."
  Message 65: "The lich is dead!" you announce. "Your worries are over." Both Clarisse and Joseph jump for joy and embrace one another. "How can we ever thank you?" asks Clarisse. "Don't worry about that," you tell her.
  Message 66: "There is an important matter we must attend to," you say. "But when that is over, we will come back and take you out of this swamp, back to civilization. Of course, only if that's what you'd like."
  Message 67: *
  Message 68: *
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  TownDialogue:
  Personality 790 name: Clarisse
  Personality 790 confused: "I'm sorry. I don't wish to speak of that."
  Personality 790 look    : This pretty, young woman is in her mid to late twenties. She is dressed nicely and her hair looks like it has been styled. She's not what you'd expect to find in the middle of a swamp.
  Personality 790 ask name: "I am Clarisse," she says with a smile. "Please, make yourselves at home. We have little to offer other than a roof over your head and a place to rest, if you'd like."
  Personality 790 ask job : "Well, I used to run my own beauty shop, but my customer base seems to have dried up." She tries to smile again, but she can't hide the worried look in her face. "Now, I await my wedding."
  Personality 791 name: Joseph
  Personality 791 confused: "I don't know anything about that," he grumbles.
  Personality 791 look    : This man looks haggard and tired. He uses a cane to walk, but you think it might be due to injury and not old age. A stressful life has aged him beyond his years.
  Personality 791 ask name: "I'm Joseph," he says, eyeing you suspiciously. "Have you met my daughter, Clarisse?"
  Personality 791 ask job : "I do my best to keep us alive. There's not many of us left, here in Freeberg, as you can see."
  Personality 792 name: Tobey
  Personality 792 confused: 
  Personality 792 look    : This man is probably in his mid thirties but due to a hard life, he looks much older. There is a defeated look in his eyes.
  Personality 792 ask name: "Just call me Tobey," he says. "Everyone does. Well, o'course everyone bein' Joseph and Clarisse."
  Personality 792 ask job : "I don't do much these day, 'cept take care of my horses. They's all I've got left."
  Personality 793 name: Unused
  Personality 793 confused: 
  Personality 793 look    : 
  Personality 793 ask name: 
  Personality 793 ask job : 
  Personality 794 name: Unused
  Personality 794 confused: 
  Personality 794 look    : 
  Personality 794 ask name: 
  Personality 794 ask job : 
  Personality 795 name: Unused
  Personality 795 confused: 
  Personality 795 look    : 
  Personality 795 ask name: 
  Personality 795 ask job : 
  Personality 796 name: Unused
  Personality 796 confused: 
  Personality 796 look    : 
  Personality 796 ask name: 
  Personality 796 ask job : 
  Personality 797 name: Unused
  Personality 797 confused: 
  Personality 797 look    : 
  Personality 797 ask name: 
  Personality 797 ask job : 
  Personality 798 name: Unused
  Personality 798 confused: 
  Personality 798 look    : 
  Personality 798 ask name: 
  Personality 798 ask job : 
  Personality 799 name: Unused
  Personality 799 confused: 
  Personality 799 look    : 
  Personality 799 ask name: 
  Personality 799 ask job : 
  Node 0 person  : 790- Clarisse
  Node 0 keywords: wedd xxxx
  Node 0 type    : 1
  Node 0 text0   : "I am to marry the Duke before the end of the month," she says, sadly.
  Node 0 text1   : "I think my father has plans for me to marry one of you," she says, sheepishly.
  Node 1 person  : 790- Clarisse
  Node 1 keywords: duke marr
  Node 1 type    : 1
  Node 1 text0   : "Duke Farlain," she answers, glumly. "He lives in the palace in Balinport. But he's not really a duke. He's not even a human being. He's a lich. And he has asked for my hand in marriage."
  Node 1 text1   : "Thank you so much for destroying that monster," she cries. "I never dreamed that we would ever be rid of him."
  Node 2 person  : 790- Clarisse
  Node 2 keywords: lich xxxx
  Node 2 type    : 1
  Node 2 text0   : "Ask my father about that. I cannot bring myself to even think about it," she says with a shudder.
  Node 2 text1   : "Thank you so much for destroying that monster," she cries. "I never dreamed that we would ever be rid of him."
  Node 3 person  : 790- Clarisse
  Node 3 keywords: beau shop
  Node 3 type    : 0
  Node 3 text0   : "It's my one talent..." she begins, "making things pretty. I have always had a knack for it. So I set up a shop, here in this god forsaken place, so I could at least do something for people to make them feel good about themselves.
  Node 3 text1   : Of course, that's when there WERE people here."
  Node 4 person  : 790- Clarisse
  Node 4 keywords: were peop
  Node 4 type    : 0
  Node 4 text0   : "There's hardly anyone left here now." A frown crosses her face for the first time. The look in her eyes is one of deep sadness. "They're all gone. There's just my father and I, and the horse breeder across the way."
  Node 4 text1   : She tries to continue, but no words will come, and she turns away to hide the tears in her eyes.
  Node 5 person  : 790- Clarisse
  Node 5 keywords: hors bree
  Node 5 type    : 0
  Node 5 text0   : "His name is Tobey. He's a very nice man. You should stop and see him. He'll appreciate the company."
  Node 5 text1   : 
  Node 6 person  : 790- Clarisse
  Node 6 keywords: fath xxxx
  Node 6 type    : 0
  Node 6 text0   : "He lives with me, here in this house. He may seem gruff at times, but it is only because of what we have all been through."
  Node 6 text1   : 
  Node 7 person  : 790- Clarisse
  Node 7 keywords: rest xxxx
  Node 7 type    : 0
  Node 7 text0   : "The north room at the end of the hall is vacant. It used to belong to my sister, but I'm sure she would not mind weary travelers using it to get a good night's rest."
  Node 7 text1   : 
  Node 8 person  : 790- Clarisse
  Node 8 keywords: sist xxxx
  Node 8 type    : 0
  Node 8 text0   : "My sister is dead," she says calmly, as if she has been resigned to the fact for some time. "I do not wish to speak of it."
  Node 8 text1   : 
  Node 9 person  : 791- Joseph
  Node 9 keywords: free xxxx
  Node 9 type    : 29
  Node 9 text0   : "This is all that's left of Freeberg. Soon, the entire town will sink down under the swamp."
  Node 9 text1   : 
  Node 10 person  : 791- Joseph
  Node 10 keywords: clar daug
  Node 10 type    : 0
  Node 10 text0   : "She's all I have left. Over the years, I've lost everything and everyone I care about."
  Node 10 text1   : 
  Node 11 person  : 792- Tobey
  Node 11 keywords: jose clar
  Node 11 type    : 0
  Node 11 text0   : "Joseph and his daughter, Clarisse, are the only others left in this town. They live right next door."
  Node 11 text1   : 
  Node 12 person  : 792- Tobey
  Node 12 keywords: left xxxx
  Node 12 type    : 0
  Node 12 text0   : "I lost my son to a swamp gator, and my wife... well, HE took her."
  Node 12 text1   : 
  Node 13 person  : 792- Tobey
  Node 13 keywords: took wife
  Node 13 type    : 0
  Node 13 text0   : "The lich, o'course! He took her away like he took all the others. Now there's hardly no one left in town."
  Node 13 text1   : 
  Node 14 person  : 792- Tobey
  Node 14 keywords: lich xxxx
  Node 14 type    : 0
  Node 14 text0   : "The most evil creature you'd ever want to meet, he is. Joseph can tell you all about him."
  Node 14 text1   : 
  Node 15 person  : 792- Tobey
  Node 15 keywords: hors purc
  Node 15 type    : 29
  Node 15 text0   : "I'll not trade away any more of my horses. They're all I've got left."
  Node 15 text1   : 
  Node 16 person  : 792- Tobey
  Node 16 keywords: trad xxxx
  Node 16 type    : 1
  Node 16 text0   : "The nights have been cold lately and I could use some heavy blankets. Tiger Bear hides can keep a man warm on the coldest of nights. Bring me three and I'll trade you one of my horses."
  Node 16 text1   : "I'll not do any more trading with you. I'll not part with any more of my horses."
  Node 17 person  : 791- Joseph
  Node 17 keywords: lich duke
  Node 17 type    : 29
  Node 17 text0   : "You'll find him in Balinport, living in the palace near the entrance. He's an evil and powerful monster and I'd stay far away from him if I were you."
  Node 17 text1   : 
  Node 18 person  : 791- Joseph
  Node 18 keywords: bali xxxx
  Node 18 type    : 0
  Node 18 text0   : "Balinport is east of here. It's built over Lake Venom. They say you could travel through the city and cross to the north side of the lake in the old days. 
  Node 18 text1   : But since the northern bridge collapsed, and the Lich has blocked access to the Lake Crossing portal, there's no way across except by boat."
  Node 19 person  : 791- Joseph
  Node 19 keywords: lake veno
  Node 19 type    : 0
  Node 19 text0   : "It didn't used to be called Lake Venom. But since the waters turned bad and the swamps spread throughout the land, that's what we called it. I can't remember its old name."
  Node 19 text1   : 
  Node 20 person  : 792- Tobey
  Node 20 keywords: tige bear
  Node 20 type    : 0
  Node 20 text0   : "You can find them southeast of here, livin' near the outskirts of the forest."
  Node 20 text1   : 
  Node 21 person  : 790- Clarisse
  Node 21 keywords: madg make
  Node 21 type    : 29
  Node 21 text0   : "Where's Madge?" she asks. You lower your head and say nothing. "Oh, I see," she says quietly.
  Node 21 text1   : 
  Node 22 person  : 791- Joseph
  Node 22 keywords: boat xxxx
  Node 22 type    : 0
  Node 22 text0   : "You might be able to find one in Balinport, but you'll have to get past that lich first. And then there's the monster in the lake to contend with."
  Node 22 text1   : 
  Node 23 person  : 791- Joseph
  Node 23 keywords: cros port
  Node 23 type    : 0
  Node 23 text0   : "There were a pair of portals set up on each side of the lake for quick crossing so people didn't have to traverse through the city. But now, the Lich has blocked them with his magic so no one can cross."
  Node 23 text1   : 
  Node 24 person  : 791- Joseph
  Node 24 keywords: mons xxxx
  Node 24 type    : 0
  Node 24 text0   : "There is a great serpent that lives in Lake Venom. I believe it's lair is on the northern shore. I've never actually seen the monster, but I've heard it's cries late at night.
  Node 24 text1   : And those who have tried to cross the lake have disappeared. They probably became a tasty meal for the monster." (continue)
  Node 25 person  : 791- Joseph
  Node 25 keywords: cont xxxx
  Node 25 type    : 0
  Node 25 text0   : "So you can see, we have no choice but to stay here in this wretched town and await our fate, however dismal it may be."
  Node 25 text1   : 

  Town = 80: Balinport                    

  Town Messages:
  Message 0: Balinport                    
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Hello, old friends," says Grimly. "Where have you been?" you cry. "Here and there," he answers. "Well, what do you want?" you ask, somewhat annoyed. "Me come to help you," he says.
  Message 21: "And why do you choose this particular moment, when there's been so many other times we could have used your help?" you ask. "What you think me is, your guardian angel?" he says.
  Message 22: "Me come to help because you have big problem. Duke Farlain your big problem. You need to get past him, and me afraid you just not powerful enough. He evil, powerful lich, and you need to get rid of him."
  Message 23: "How can you help?" you ask. "Not me," he says. "You need help from expert on undead. Necromancers can help you. You ask them for help to get rid of lich. It only way you will be able to finish your quest."
  Message 24: And before you have a chance to say another word, Grimly teleports away as suddenly as he appeared.
  Message 25: 
  Message 26: As you enter the palace, you notice how pristine everything looks. It looks as if the place was just built yesterday. There is absolutely no sign of any wear and tear. And there is a strange feeling in the air, almost like an electrical charge.
  Message 27: You can't put your finger on it, but it feels almost like some sort of magical energy is flowing throughout the place.
  Message 28: "You think you can kill me?" cries Farlain, his face transformed into a hideous, skeletal abomination. "Die, mortals!" he cries, raising his arm towards you.
  Message 29: There is a flash of light, and electrical current rips through your bodies, killing you instantly.
  Message 30: A glowing crystal sits atop a pedestal before you. As you try to move towards it, an invisible force prevents you from reaching it.
  Message 31: You tell him that you've brought someone who wishes to be his bride. He looks surprised, but says, "Well, then, bring her forward. Let me get a good look at her.
  Message 32: You present Madge to him, and after one look he cries, "I think not! She looks too pale and sickly. Take her away!"
  Message 33: You tell him that you've brought someone who wishes to be his bride. He looks surprised, but says, "Well, then, bring her forward. Let me get a good look at her.
  Message 34: You present Madge to him. You can tell right away that he is impressed with her beauty. "What a lovely creature," he says. "And what is your name, dear?" 
  Message 35: "Madge," she answers, coyly. "Madge," he repeats. "Whoever chose your name did not do you justice. But nonetheless, you are a beautiful woman. And tell me, my sweet, why do you wish to marry me?" 
  Message 36: Madge just stands there and stares blankly at him. "She has heard all about you," you interject. "She came to the palace and snuck a glance at you one day, and has been in love with you ever since."
  Message 37: "What a surprise," says the duke. Then, turning to Madge, he says, "What a shy thing you are. You should have let your presence be known to me on that day that you first laid your eyes on me. I would have welcomed you with open arms."
  Message 38: "Come my dear," he says, putting an arm around her. "Let us get to know one another." 
  Message 39: You decide to let the two lovebirds alone... or at least let them think they're alone. You look around the room and decide to walk over to the corner by the two columns.
  Message 40: From there, you will be out of his view, but you'll still be able to peak around the corner to see what happens. (go there now)
  Message 41: You are hidden from view at this spot, not that it really matters. The duke has completely forgotten all about you, as all his attention is focused solely on the radiant Madge.
  Message 42: "You mustn't be so shy," you can hear him saying. "Come. Let me taste the sweet nectar from your lips." 
  Message 43: He takes her in his arms and presses his mouth over hers. Immediately, her body begins to convulse. Her arms and legs flail violently about, like a rag doll's. 
  Message 44: His hands grab at the sides of her head to keep the two of them from separating. After what seems like an eternity, but in reality is only a few minutes, Madge's remains collapse onto the floor.
  Message 45: Then, the duke grabs his own head and appears to stagger. "What is happening?" he cries. He then turns towards you and cries, "What have you done to me? I have been tricked!" He is suddenly filled with rage.
  Message 46: "Puny mortals!" he cries. "You think that you can destroy me so easily? Well, think again. It is I who will now destroy you!"
  Message 47: Lich casts:
  Message 48: A glowing crystal sits atop a pedestal before you. You can feel the magical energy emanating from within. What do you do?
  Message 49: 1) Smash the crystal.
  Message 50: 2) Leave it alone.
  Message 51: 
  Message 52: 
  Message 53: 
  Message 54: You pull out one of your weapons and swing it as hard as you can towards the crystal. It shatters into hundreds of tiny pieces. The room is filled with a blinding light as the magic escapes from the container.
  Message 55: There is a magical force keeping this door closed. There's no way you can open it.
  Message 56:    Life Drain
  Message 57: An inhuman wail fills the palace as the lich screams in pain... or perhaps in anger. It collapses into a pile of bones. Then, before your eyes, the bones crumble into dust and blow away. The lich is dead.
  Message 58: *
  Message 59: *
  Message 60: *
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  Message 119: *
  Message 120: Palace of Duke Farlain
  Message 121: 
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  TownDialogue:
  Personality 800 name: Duke Farlain
  Personality 800 confused: 
  Personality 800 look    : The man before you wears the clothes of an aristocrat. He has an attractive face, and yet, there is something odd about his mannerisms.
  Personality 800 ask name: "I am Duke Farlain," he says. "Welcome, strangers, to my humble palace."
  Personality 800 ask job : "I spend most of my time in solitude," he answers, though with no remorse. "I enjoy the peace and quiet of this place. But lately, I have felt somewhat lonely."
  Personality 801 name: Unused
  Personality 801 confused: 
  Personality 801 look    : 
  Personality 801 ask name: 
  Personality 801 ask job : 
  Personality 802 name: Unused
  Personality 802 confused: 
  Personality 802 look    : 
  Personality 802 ask name: 
  Personality 802 ask job : 
  Personality 803 name: Unused
  Personality 803 confused: 
  Personality 803 look    : 
  Personality 803 ask name: 
  Personality 803 ask job : 
  Personality 804 name: Unused
  Personality 804 confused: 
  Personality 804 look    : 
  Personality 804 ask name: 
  Personality 804 ask job : 
  Personality 805 name: Unused
  Personality 805 confused: 
  Personality 805 look    : 
  Personality 805 ask name: 
  Personality 805 ask job : 
  Personality 806 name: Unused
  Personality 806 confused: 
  Personality 806 look    : 
  Personality 806 ask name: 
  Personality 806 ask job : 
  Personality 807 name: Unused
  Personality 807 confused: 
  Personality 807 look    : 
  Personality 807 ask name: 
  Personality 807 ask job : 
  Personality 808 name: Unused
  Personality 808 confused: 
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  Personality 808 ask job : 
  Personality 809 name: Unused
  Personality 809 confused: 
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  Personality 809 ask job : 
  Node 0 person  : 800- Duke Farlain
  Node 0 keywords: humb pala
  Node 0 type    : 0
  Node 0 text0   : "It's not much, as palaces go, but it's a place I call home. A larger palace would be too much upkeep, what with the lack of servants to look after it.
  Node 0 text1   : 
  Node 1 person  : 800- Duke Farlain
  Node 1 keywords: lone xxxx
  Node 1 type    : 29
  Node 1 text0   : "Yes, I find that lately I have felt the need for some companionship. That is why I have decided to take a bride."
  Node 1 text1   : 
  Node 2 person  : 800- Duke Farlain
  Node 2 keywords: brid clar
  Node 2 type    : 29
  Node 2 text0   : "I have chosen a lovely creature by the name of Clarisse to be my bride. She lives in the town of Freeberg with her father."
  Node 2 text1   : 
  Node 3 person  : 800- Duke Farlain
  Node 3 keywords: free xxxx
  Node 3 type    : 0
  Node 3 text0   : "Freeberg is a tiny nothing of a town, that is slowly sinking into the swamp west of here, near the shore of the lake."
  Node 3 text1   : 
  Node 4 person  : 800- Duke Farlain
  Node 4 keywords: fath jose
  Node 4 type    : 0
  Node 4 text0   : "He does not like me, I am afraid. But I suppose every father feels protective of his daughter. Nonetheless, he has sworn to do everything in his power to prevent our marriage."
  Node 4 text1   : 
  Node 5 person  : 800- Duke Farlain
  Node 5 keywords: prev marr
  Node 5 type    : 0
  Node 5 text0   : "He has created a terrible story about me to sway his daughter's decision. He told her that I am in truth, an evil lich, looking to drain the life from the living. Can you believe that?"
  Node 5 text1   : 
  Node 6 person  : 800- Duke Farlain
  Node 6 keywords: lich xxxx
  Node 6 type    : 0
  Node 6 text0   : "What nonsense!" he cries. "That is just a terrible lie, told by an overprotective father who, if you want my opinion, is just a little bit off his rocker."
  Node 6 text1   : 
  Node 7 person  : 800- Duke Farlain
  Node 7 keywords: madg marr
  Node 7 type    : 29
  Node 7 text0   : "I have chosen a lovely creature by the name of Clarisse to be my bride. She lives in the town of Freeberg with her father."
  Node 7 text1   : 

  Town = 81: Balinport                    

  Town Messages:
  Message 0: Balinport                    
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This door is locked tight. There are some dials with letters engraved on them and below that, a star-shaped indentation. It appears you not only need to enter a code to open the door, but also need an object to place into the indentation.
  Message 21: That is not the correct code.
  Message 22: You don't have any objects that fit into the indentation.
  Message 23: You hear a small click. Now you need to insert an object into the indentation.
  Message 24: The small, gold trinket that you found looks like it could fit into one of the "arms" of the star, but you would need four more to complete the key.
  Message 25: The two gold trinkets that you found can be connected to form two "arms" of the star. But you need three more to complete the key.
  Message 26: The three gold trinkets that you found can be connected to form three "arms" of the star. But you need two more to complete the key.
  Message 27: The four gold trinkets that you found can be connected to form four "arms" of the star. But you still need one more to complete the key.
  Message 28: You put the five gold trinkets together to form a five pointed star. You insert it into the indentation and the door opens right up.
  Message 29: This door seems to be jammed. Nothing you do can get it to open.
  Message 30: *
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  Message 120: Governor's Palace
  Message 121: Shrinekeeper's Quarters
  Message 122: Guardhouse
  Message 123: 
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  TownDialogue:
  Personality 810 name: Duke Farlain
  Personality 810 confused: 
  Personality 810 look    : The man before you wears the clothes of an aristocrat. He has an attractive face, and yet, there is something odd about his mannerisms.
  Personality 810 ask name: "I am Duke Farlain," he says. "Welcome, strangers, to my humble palace."
  Personality 810 ask job : "I spend most of my time in solitude," he answers, though with no remorse. "I enjoy the peace and quiet of this place. But lately, I have felt somewhat lonely."
  Personality 811 name: Unused
  Personality 811 confused: 
  Personality 811 look    : 
  Personality 811 ask name: 
  Personality 811 ask job : 
  Personality 812 name: Unused
  Personality 812 confused: 
  Personality 812 look    : 
  Personality 812 ask name: 
  Personality 812 ask job : 
  Personality 813 name: Unused
  Personality 813 confused: 
  Personality 813 look    : 
  Personality 813 ask name: 
  Personality 813 ask job : 
  Personality 814 name: Unused
  Personality 814 confused: 
  Personality 814 look    : 
  Personality 814 ask name: 
  Personality 814 ask job : 
  Personality 815 name: Unused
  Personality 815 confused: 
  Personality 815 look    : 
  Personality 815 ask name: 
  Personality 815 ask job : 
  Personality 816 name: Unused
  Personality 816 confused: 
  Personality 816 look    : 
  Personality 816 ask name: 
  Personality 816 ask job : 
  Personality 817 name: Unused
  Personality 817 confused: 
  Personality 817 look    : 
  Personality 817 ask name: 
  Personality 817 ask job : 
  Personality 818 name: Unused
  Personality 818 confused: 
  Personality 818 look    : 
  Personality 818 ask name: 
  Personality 818 ask job : 
  Personality 819 name: Unused
  Personality 819 confused: 
  Personality 819 look    : 
  Personality 819 ask name: 
  Personality 819 ask job : 

  Town = 82: Swamp Cottage                

  Town Messages:
  Message 0: Swamp Cottage                
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There is an old tome displayed on this pedestal. Looking through it, you realize that it is a human alchemist's recipe book. Some of them you are familiar with, others are of no use to you. But you DO find one that looks useful.
  Message 21: You carefully read the passage and learn how to make the "Strong Strength" potion.
  Message 22: *
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  TownDialogue:
  Personality 820 name: Greckha-Margki
  Personality 820 confused: "Me no understand."
  Personality 820 look    : This little creature is a female Ormanipu. She doesn't seem to mind you barging into her home.
  Personality 820 ask name: "Me name Greckha-Margki," she answers in a friendly voice.
  Personality 820 ask job : "Me no have job. Me just live here by self, away from others. The others of my race no like my point of view." 
  Personality 821 name: Unused
  Personality 821 confused: 
  Personality 821 look    : 
  Personality 821 ask name: 
  Personality 821 ask job : 
  Personality 822 name: Unused
  Personality 822 confused: 
  Personality 822 look    : 
  Personality 822 ask name: 
  Personality 822 ask job : 
  Personality 823 name: Unused
  Personality 823 confused: 
  Personality 823 look    : 
  Personality 823 ask name: 
  Personality 823 ask job : 
  Personality 824 name: Unused
  Personality 824 confused: 
  Personality 824 look    : 
  Personality 824 ask name: 
  Personality 824 ask job : 
  Personality 825 name: Unused
  Personality 825 confused: 
  Personality 825 look    : 
  Personality 825 ask name: 
  Personality 825 ask job : 
  Personality 826 name: Unused
  Personality 826 confused: 
  Personality 826 look    : 
  Personality 826 ask name: 
  Personality 826 ask job : 
  Personality 827 name: Unused
  Personality 827 confused: 
  Personality 827 look    : 
  Personality 827 ask name: 
  Personality 827 ask job : 
  Personality 828 name: Unused
  Personality 828 confused: 
  Personality 828 look    : 
  Personality 828 ask name: 
  Personality 828 ask job : 
  Personality 829 name: Unused
  Personality 829 confused: 
  Personality 829 look    : 
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  Personality 829 ask job : 
  Node 0 person  : 820- Greckha-Margki
  Node 0 keywords: poin view
  Node 0 type    : 0
  Node 0 text0   : "Me no think Ormanipu should keep secrets from others. Me believe Ormanipu should share knowledge. Others in village no like these ideas, and no like me. So me leave and come live here. Brother feel same way.
  Node 0 text1   : 
  Node 1 person  : 820- Greckha-Margki
  Node 1 keywords: brot xxxx
  Node 1 type    : 0
  Node 1 text0   : "Brother is Greckha-Borugk. He live east of here in swampy area near lake. If you know Ormanipu recipes and have alchemy set, we sell ingredients to you. 
  Node 1 text1   : 
  Node 2 person  : 820- Greckha-Margki
  Node 2 keywords: reci alch
  Node 2 type    : 0
  Node 2 text0   : "You need recipe book and alchemy set to make Ormanipu potions. Me no have any extra to give, but maybe you can get in Ormanipu village of Grah'Mok."
  Node 2 text1   : 
  Node 3 person  : 820- Greckha-Margki
  Node 3 keywords: grah vill
  Node 3 type    : 0
  Node 3 text0   : "It back in East Zinlasia, on Talmini Isle."
  Node 3 text1   : 
  Node 4 person  : 820- Greckha-Margki
  Node 4 keywords: purc ingr
  Node 4 type    : 0
  Node 4 text0   : "Me sell common ingredients and exotic ingredients. Which kind you want?"
  Node 4 text1   : 
  Node 5 person  : 820- Greckha-Margki
  Node 5 keywords: comm xxxx
  Node 5 type    : 7
  Node 5 text0   : Grecka-Margki's Items
  Node 5 text1   : 
  Node 6 person  : 820- Greckha-Margki
  Node 6 keywords: exot xxxx
  Node 6 type    : 7
  Node 6 text0   : Greckha-Magki's Items
  Node 6 text1   : 

  Town = 83: Swamp Cottage                

  Town Messages:
  Message 0: Swamp Cottage                
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There is an old tome displayed on this pedestal. Looking through it, you realize that it is a human alchemist's recipe book. Some of them you are familiar with, others are of no use to you. But you DO find one that 
  Message 21: You read the passage carefully and learn how to make the "Strong Power" potion.
  Message 22: *
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  TownDialogue:
  Personality 830 name: Greckha-Borugk
  Personality 830 confused: "Me no understand."
  Personality 830 look    : This little creature is a male Ormanipu. He doesn't seem to mind you barging into his home.
  Personality 830 ask name: "Me name Greckha-Borugk," he answers in a friendly voice.
  Personality 830 ask job : "Me no have job. Me just live here by self, away from others. The others of my race no like my point of view." 
  Personality 831 name: Unused
  Personality 831 confused: 
  Personality 831 look    : 
  Personality 831 ask name: 
  Personality 831 ask job : 
  Personality 832 name: Unused
  Personality 832 confused: 
  Personality 832 look    : 
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  Personality 832 ask job : 
  Personality 833 name: Unused
  Personality 833 confused: 
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  Personality 833 ask job : 
  Personality 834 name: Unused
  Personality 834 confused: 
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  Personality 834 ask name: 
  Personality 834 ask job : 
  Personality 835 name: Unused
  Personality 835 confused: 
  Personality 835 look    : 
  Personality 835 ask name: 
  Personality 835 ask job : 
  Personality 836 name: Unused
  Personality 836 confused: 
  Personality 836 look    : 
  Personality 836 ask name: 
  Personality 836 ask job : 
  Personality 837 name: Unused
  Personality 837 confused: 
  Personality 837 look    : 
  Personality 837 ask name: 
  Personality 837 ask job : 
  Personality 838 name: Unused
  Personality 838 confused: 
  Personality 838 look    : 
  Personality 838 ask name: 
  Personality 838 ask job : 
  Personality 839 name: Unused
  Personality 839 confused: 
  Personality 839 look    : 
  Personality 839 ask name: 
  Personality 839 ask job : 
  Node 0 person  : 830- Greckha-Borugk
  Node 0 keywords: poin view
  Node 0 type    : 0
  Node 0 text0   : "Me no think Ormanipu should keep secrets from others. Me believe Ormanipu should share knowledge. Others in village no like these ideas, and no like me. So me leave and come live here. Sister feel same way.
  Node 0 text1   : 
  Node 1 person  : 830- Greckha-Borugk
  Node 1 keywords: sist xxxx
  Node 1 type    : 0
  Node 1 text0   : "Sister is Greckha-Margki. She live west of here in swampy area near lake. If you know Ormanipu recipes and have alchemy set, we sell ingredients to you. 
  Node 1 text1   : 
  Node 2 person  : 830- Greckha-Borugk
  Node 2 keywords: reci alch
  Node 2 type    : 0
  Node 2 text0   : "You need recipe book and alchemy set to make Ormanipu potions. Me no have any extra to give, but maybe you can get in Ormanipu village of Grah'Mok."
  Node 2 text1   : 
  Node 3 person  : 830- Greckha-Borugk
  Node 3 keywords: grah vill
  Node 3 type    : 0
  Node 3 text0   : "It back in East Zinlasia, on Talmini Isle."
  Node 3 text1   : 
  Node 4 person  : 830- Greckha-Borugk
  Node 4 keywords: ingr purc
  Node 4 type    : 7
  Node 4 text0   : Greckha-Borugk's Items
  Node 4 text1   : 

  Town = 84: Balinport                    

  Town Messages:
  Message 0: Balinport                    
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: As you step on the cracked floor, it gives way, plunging you into the lake below. The weight of your armor and inventory pulls you down to the bottom and you subsequently drown!
  Message 21: As you step on the cracked floor, it gives way, plunging you into the basement below.
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: 
  Message 27: There is a large hole in the floor here. Do you want to jump down into it?
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time. You attempt to read it, but your mage lore is not high enough.
  Message 34: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time.
  Message 35: You carefully read the page and learn the spell, "Avatar."
  Message 36: You open the chest and look inside. There is very little of value in the chest, but an old tome catches your eye. It appears to be a book of spells. You open the book and attempt to read it, but your mage lore is not high enough.
  Message 37: You open the chest and look inside. There is very little of value in the chest, but an old tome catches your eye. It appears to be a book of spells. You open the book and attempt to read it, but find most it too faded.
  Message 38: But you manage to find one page that you can make out. You read over it carefully and learn the spell, "Major Blessing."
  Message 39: You find a piece of parchment stuffed between two books on the shelf. You open it up and attempt to read it, but find that your mage lore is not high enough.
  Message 40: You find a piece of parchment stuffed between two books on the shelf. You open it up and discover it is a priest spell.
  Message 41: You read it over carefully and learn the spell, "Wall of Blades."
  Message 42: This sign is too old and faded to read.
  Message 43: *
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  Message 120: Balinport City Hall
  Message 121: 
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  TownDialogue:
  Personality 840 name: Unused
  Personality 840 confused: 
  Personality 840 look    : 
  Personality 840 ask name: 
  Personality 840 ask job : 
  Personality 841 name: Unused
  Personality 841 confused: 
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  Personality 841 ask job : 
  Personality 842 name: Unused
  Personality 842 confused: 
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  Personality 842 ask job : 
  Personality 843 name: Unused
  Personality 843 confused: 
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  Personality 843 ask name: 
  Personality 843 ask job : 
  Personality 844 name: Unused
  Personality 844 confused: 
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  Personality 844 ask job : 
  Personality 845 name: Unused
  Personality 845 confused: 
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  Personality 845 ask job : 
  Personality 846 name: Unused
  Personality 846 confused: 
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  Personality 846 ask job : 
  Personality 847 name: Unused
  Personality 847 confused: 
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  Personality 847 ask name: 
  Personality 847 ask job : 
  Personality 848 name: Unused
  Personality 848 confused: 
  Personality 848 look    : 
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  Personality 848 ask job : 
  Personality 849 name: Unused
  Personality 849 confused: 
  Personality 849 look    : 
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  Personality 849 ask job : 

  Town = 85: Balinport                    

  Town Messages:
  Message 0: Balinport                    
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: An open book sits on this pedestal. Written on the page is a passage that reads, "Empty barrels. Empty room. Watch your step."
  Message 21: There is a plaque on the lid of this chest. You rub off the dust and read the words, "Shrine Donations."
  Message 22: As you step on the cracked floor, it gives way, plunging you into the lake below. The weight of your armor and inventory pulls you down to the bottom and you subsequently drown!
  Message 23: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time. You attempt to read it, but your mage lore is not high enough.
  Message 24: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time.
  Message 25: You carefully read over the page and learn the spell, "Protection."
  Message 26: Searching the wall, you find a hidden metal plate with a keyhole in it. You use the rusty key that you found, and the wall moves aside, revealing a secret room.
  Message 27: Searching the wall, you find a hidden metal plate with a keyhole in it. Now, if only you had a key that fit it...
  Message 28: Despite the years of neglect, the statue of Odashai still looks quite impressive. Just looking at it fills you with feelings of hope and courage. Do you wish to pray to  Odashai?
  Message 29: 
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  Message 34: Nothing happens. Your faith in Odashai must not be strong enough.
  Message 35: *
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  Message 120: Shrine of Odashai
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  TownDialogue:
  Personality 850 name: Unused
  Personality 850 confused: 
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  Personality 851 name: Unused
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  Personality 852 name: Unused
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  Personality 853 name: Unused
  Personality 853 confused: 
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  Personality 854 name: Unused
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  Personality 855 name: Unused
  Personality 855 confused: 
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  Personality 856 name: Unused
  Personality 856 confused: 
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  Personality 857 name: Unused
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  Personality 858 name: Unused
  Personality 858 confused: 
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  Personality 859 name: Unused
  Personality 859 confused: 
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  Town = 86: Glowing Building              

  Town Messages:
  Message 0: Glowing Building              
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: My Shop
  Message 21: As you enter the odd building, you hear a familiar voice call to you from ahead. "Sparkly things for sale. Get your MAGIC, sparkly things here. Best prices in all of the Untamed Region."
  Message 22: "Welcome weary travelers. Welcome to my shop." It's Grimly, standing nonchalantly behind the counter of this fancy, high scale looking shop. "What are you doing here?" you demand.
  Message 23: "Me selling magic sparkly thingies," he answers. "You should probably buy some to help finish your quest." He opens up a display case to show you an assortment of magic rings.
  Message 24: "This is ridiculous!" you cry. "Why are you doing this? You should be accompanying us on our quest to find Lucivius." Grimly shuts the display case. "Perhaps me can interest you in some fine, after dinner mints..."
  Message 25: "You are nuts!" you cry. "We have no time for your nonsense. We have an important quest to finish. One which you obviously could care nothing about."
  Message 26: "That right! Me no care about your quest. Me only care about me," yells Grimly. "Well, what a revelation!" you cry. "Imagine that. And we thought you were a caring, humanitarian who puts all others ahead of his own needs."
  Message 27: "Why you think that?" questions Grimly. "Oh, never mind!" you cry. You stop for a minute to calm yourself. Then, you ask, "But aren't you worried about what Lucivius might do next? Don't you think he needs to be stopped?"
  Message 28: "There nothing me can do about that," he answers. "He much too powerful, even for me. And, me getting a little tired these days. Me over four hundred years old, you know."
  Message 29: "Me decide to retire and live in this little cottage in the woods. And sell magic rings to adventurers like yourselves." You look around at the ornate decor of the room. "Well, this is hardly a cottage, but you never could do anything simple," you say.
  Message 30: "This place is a dump compared to my home back in Mulysia," he answers. "Anyway, me sorry me can't help you but, to be honest, me just don't want to. Me offer you good prices on my wares, but that is all."
  Message 31: 
  Message 32: 
  Message 33: 
  Message 34: Inside the dresser is a journal. You open it up and read a little. You're not sure when this was written... perhaps hundreds of years ago, or maybe yesterday. It's hard to say...
  Message 35: "Death continues to evade me. And to think, I considered immortality to be something wonderful. It might just be, if it didn't go on for so long. And if it weren't so lonely. Yes, I have made my own bed, but why can't I lie in it?"
  Message 36: "I suppose this is what hell is like. For I have spilt innocent blood and I am damned. But the Ormanipu who died for my sin is the lucky one. His suffering is over. Mine goes on and on and on."
  Message 37: "I was rejected by my fellow Magites for the way I looked. I suppose I am not ugly to another Ormanipu, but they are SO ugly to me. I cannot even bare to look at a member of that race, for it reminds me of my own ugliness."
  Message 38: "But I am ugly deep inside as well. I have done terrible things. I have done wonderful things as well. But mostly terrible things. Why do I do the things I do? For kicks? For entertainment? Yes, I think so."
  Message 39: "It makes the hurt go away. For a short time, anyway. Some day, I will find peace. I must find it. If I don't, I will surely go insane."                                                                                      Tiberius Grimstone
  Message 40: You notice one of the dresser drawers is open.
  Message 41: What do you say to Grimly?
  Message 42: 1) Tell him that Sister Elysia is ready to cure him. All he needs to do is join you and go to Lucivius' Castle.
  Message 43: 2) Tell him that Sister Elysia will cure him, but first he must help you destroy Lucivius.
  Message 44: 
  Message 45: 
  Message 46: 
  Message 47: "You sure this time?" he asks. You tell him yes, you promise she will be there to cure him when you arrive. "Then what we waiting for," he cries. "Let's go!"
  Message 48: Grimly joins your party.
  Message 49: "Me already tell you, he too powerful." You say, "Even so, but this may be your only chance to be cured." He asks, "But if we fail and you all die, will Sister Elysia still cure me." You tell him, "Of course."
  Message 50: "Okay," he says. "But it your funeral. Let's go then."
  Message 51: "Me say me will join. Now, let's go and stop wasting time."
  Message 52: "Me can teleport all of us to Lucivius castle if you want," says Grimly. "You mean all this time, you could have just teleported us to his castle, just like that?" you cry. "Well, eh, yes," he answers.
  Message 53: "What???!!!!" you cry. "You mean, we didn't even have to dispel the barrier???!!!"
  Message 54: "Don't get mad," says Grimly. "Me can't teleport past Lucivius' barriers. They block all types of magic. But now that barrier is gone, me can teleport." You calm down a little. "So you want me to teleport, or would you rather walk?"
  Message 55: 1) Teleport
  Message 56: 2) Walk
  Message 57: 
  Message 58: "Okay, if you insist," says Grimly. "But don't expect me to offer again."
  Message 59: 
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  Message 64: "Okay," he says. "Here we go."
  Message 65: 
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  Message 69: 
  Message 70: "You want me to join you again?" he asks. "I don't think so," he says, his voice sounding tired. "I'm just not in the mood."
  Message 71: You ask him to join the party. "I'm not in the mood," he answers. Do you want to try to persuade him to join?
  Message 72: 
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  Message 74: 
  Message 75: 
  Message 76: 
  Message 77: You give up trying to persuade him to join. 
  Message 78: What approach do you want to take to get him to join?
  Message 79: 1) Make him feel guilty.
  Message 80: 2) Tell him it might be a perfect way for him to get killed.
  Message 81: 
  Message 82: 
  Message 83: 
  Message 84: You tell him the world may never be safe unless Lucivius is taken care of. You say, "We can't do this thing without you. We can't even get past his barriers, much less defeat him."
  Message 85: Tiberius seems hardly interested. "What about Sister Elysia? " you say. "After what she did for you, don't you owe her this? Why should she be held hostage there for the rest of her life?"
  Message 86: 
  Message 87: 
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  Message 89: 
  Message 90: "It was her choice," says Tiberius. "And frankly, I don't care much about what happens to this world. It's never treated me very kindly. Do whatever you want to do, but leave me out of it."
  Message 91: "So, are you just going to hang around this little shop and just die of old age?" you ask him. "For as long as we've known you, all you've talked about was how you wanted to die. But now that your moment has come, what are you doing?"
  Message 92: "NOTHING! This is your chance. Join us on our quest to defeat Lucivius. You say he's too powerful for you? He probably is. What better way to die then in a blaze of glory, in battle with the most powerful mage in the land."
  Message 93: Tiberius thinks this over for a minute. Then a sparkle appears in his eyes that you haven't seen since he was "cured."
  Message 94: "You're right," he says. "This is the perfect opportunity. What a perfect end to the life of Grimly! I've lived much too long and I've done everything I ever wanted. The only thing I've never done is grow old. And that's one thing I don't want to do."
  Message 95: 
  Message 96: 
  Message 97: "So what are we waiting for. Let's go piss off a mad wizard savant and see what happens."
  Message 98: Tiberius joins the party.
  Message 99: There's nothing inside this chest except a note with these words scribbled hastily on it. "Don't forget to get my orb mixing pot from lab in my fortress in West Zinlasia."
  Message 100: *
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  TownDialogue:
  Personality 860 name: Grimly
  Personality 860 confused: "Watchu talkin' 'bout?"
  Personality 860 look    : This creature before you is a wizard savant, with the appearance of an Ormanipu, and is hundreds of years old. The mischievous look in his eyes reminds you of how unpredictable he can be.
  Personality 860 ask name: "Me Grimly, you silly people," he says. "Don't you recognize your old buddy, Grimly?"
  Personality 860 ask job : "Me decide to live out life quietly, here in modest home in woods. Me also sell magic rings of protection to travelers in need."
  Personality 861 name: Tiberius Grimstone
  Personality 861 confused: 
  Personality 861 look    : This is not the Grimly you're used to seeing. He is taller and thinner and doesn't have green skin. He looks like a regular mage.
  Personality 861 ask name: "I am no longer Grimly," he says. "My name is Tiberius Grimstone."
  Personality 861 ask job : "I"m just going to hang around here for awhile and sell my rings of protection. It's funny, since I've been cured, I don't have much energy."
  Personality 862 name: Unused
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  Personality 863 name: Unused
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  Personality 864 name: Unused
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  Personality 865 name: Unused
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  Personality 866 name: Unused
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  Personality 867 name: Unused
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  Personality 868 name: Unused
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  Personality 869 name: Unused
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  Node 0 person  : 860- Grimly
  Node 0 keywords: ring prot
  Node 0 type    : 0
  Node 0 text0   : "You should probably buy a few, especially if you're going to tackle Lucivius. They might extend your life a few extra minutes."
  Node 0 text1   : 
  Node 1 person  : 860- Grimly
  Node 1 keywords: purc xxxx
  Node 1 type    : 7
  Node 1 text0   : My Shop
  Node 1 text1   : 
  Node 2 person  : 860- Grimly
  Node 2 keywords: luci xxxx
  Node 2 type    : 1
  Node 2 text0   : "Lucivius much more powerful than me. You go right ahead and try to defeat him. But me not going with you. Me choose own fights."
  Node 2 text1   : "Lucivius much more powerful than me. You go right ahead and try to defeat him. Me no care one way or the other."
  Node 3 person  : 860- Grimly
  Node 3 keywords: join help
  Node 3 type    : 29
  Node 3 text0   : "Me not join you. Me help once and what me get in return? Nothing!"
  Node 3 text1   : 
  Node 4 person  : 860- Grimly
  Node 4 keywords: cure sist
  Node 4 type    : 29
  Node 4 text0   : You tell him Sister Elysia will cure him if he joins you. "You say that before," he says. "And look what happened. She disappeared, T'Lanhg turn into popsicles, and me still alive and well."
  Node 4 text1   : 
  Node 5 person  : 860- Grimly
  Node 5 keywords: elys xxxx
  Node 5 type    : 29
  Node 5 text0   : You tell him Sister Elysia will cure him if he joins you. "You say that before," he says. "And look what happened. She disappeared, T'Lanhg turn into popsicles, and me still alive and well."
  Node 5 text1   : 
  Node 6 person  : 861- Tiberius Grimstone
  Node 6 keywords: ener xxxx
  Node 6 type    : 0
  Node 6 text0   : "It's guess it's the four hundred years catching up with me. I guess it really IS time for me to die. I just don't know how I want to do it.
  Node 6 text1   : Funny, I thought I'd be happy about all this, but I don't really feel much of anything."
  Node 7 person  : 861- Tiberius Grimstone
  Node 7 keywords: ring prot
  Node 7 type    : 0
  Node 7 text0   : "You should probably buy a few, especially if you're going to tackle Lucivius. They might extend your life a few extra minutes."
  Node 7 text1   : 
  Node 8 person  : 861- Tiberius Grimstone
  Node 8 keywords: purc xxxx
  Node 8 type    : 7
  Node 8 text0   : My Shop
  Node 8 text1   : 
  Node 9 person  : 861- Tiberius Grimstone
  Node 9 keywords: join help
  Node 9 type    : 29
  Node 9 text0   : "So what are we waiting for. Let's go piss off a mad wizard savant and see what happens."
  Node 9 text1   : 
  Node 10 person  : 861- Tiberius Grimstone
  Node 10 keywords: barr luci
  Node 10 type    : 0
  Node 10 text0   : "If you need my help, I'd have to join you again," he says in a tired voice.
  Node 10 text1   : 
  Node 11 person  : 861- Tiberius Grimstone
  Node 11 keywords: sist elys
  Node 11 type    : 0
  Node 11 text0   : "If you need my help, I'd have to join you again," he says in a tired voice.
  Node 11 text1   : 

  Town = 87: Mysterius Building              

  Town Messages:
  Message 0: Mysterius Building              
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You point Volton's Staff at the electric barrier and it disappears.
  Message 21: Well, now's as good a time as any to contact General Vargas. You take out the Talking Crystal and activate it. Soon, a concerned looking Vargas appears inside. "What's going on?" he cries. "Where have you been?"
  Message 22: "The scriers completely lost track of you and we all feared the worst." You tell him all that you have been through and how you were forced to kill Prime Minister Volton. He is completely silent... stunned by what he has just heard.
  Message 23: "I'll tell Governor Walwick immediately," he says, finally. "Let's hope this doesn't cause any repercussions within the Magite society. Personally, I think Volton was working on his own, without the knowledge of the majority of his people."
  Message 24: "Regardless, knowing Governor Walwick, I'm sure he'll hush this whole thing up. Volton wasn't well liked and I'm sure few people will miss him. Now, get away from that base and stay away. No one needs to know you were involved."
  Message 25: "Now, you need to concentrate on getting to Lucivius. According to the T'Lanhg scriers, you're getting close. The power source we think is him is just a few miles west of your current position. Has he shown any sign of trying to stop you recently?"
  Message 26: You tell him no. "That's very strange," says Vargas. "There's been no further attacks on our cities either. I wonder what that means. Let's just hope it's not the calm before the storm, eh?" 
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  TownDialogue:
  Personality 870 name: Unused
  Personality 870 confused: 
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  Personality 871 name: Unused
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  Personality 872 name: Unused
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  Personality 873 name: Unused
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  Personality 874 name: Unused
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  Personality 875 name: Unused
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  Personality 876 name: Unused
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  Personality 877 name: Unused
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  Personality 878 name: Unused
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  Personality 879 name: Unused
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  Town = 88: Pelzbarii                    

  Town Messages:
  Message 0: Pelzbarii                    
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
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  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Once again, Prime Minister Volton teleports onto the path before you. "Please, don't be alarmed," he says. "The electric barrier blocking your path is my doing. I wanted to stop you before you got too close to Lucivius."
  Message 21: "You are obviously determined to meet up with him and there seems little I can do to persuade you to do otherwise. But please, if you would be so kind as to come with me, I have something I'd like to show you."
  Message 22: "This is something I think you'd be very interested in seeing. It's just a short ways away, so, if I may be so bold, I will teleport you there now." 
  Message 23: Before you have time to say anything, Volton waves his arms and you start to feel the same tingly sensation you get when stepping into a teleporter. All at once, you are engulfed by a bright blue light and the ruined city disappears from sight.
  Message 24: 
  Message 25: 
  Message 26: You point Volton's Staff at the electric barrier and it disappears.
  Message 27: Ahead of you, a man comes running out of the forest. He is dressed in rags and has a crazed look in his eyes.
  Message 28: "Go back!" he cries. "Stay out of this forest!" As he tries to run past, you grab him and try to get some information out of him. "Let me go!" he cries. "Let me go! They'll get me! They'll get you, too!"
  Message 29: You grab him by the shoulders and shake him, trying to get him to slow down and make some sense. "The forest looks quiet?" he asks. "It looks peaceful?" He begins to snicker. "Nobody around, right?"
  Message 30: "Well, they're there. Just waiting for you. And when they find you, they come out of every nook and cranny. They're hiding behind every tree... every bush... every rock. They'll swarm out of the very heart of the forest!"
  Message 31: "It's blood, they're after. The smell drives them crazy. Doesn't matter if it's yours or theirs. Once blood is spilt, they'll swarm in like moths to a flame. And they'll keep coming! There's hundreds of them. Thousands!!!"
  Message 32: "They're relentless in their attack. Now let me go!" he cries, pulling away from you. "They'll not get me!" You try to catch him, but he is too fast. As he disappears out of sight, you hear him laughing. "No, they'll not get me!"
  Message 33: 
  Message 34: Uh oh. 
  Message 35: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time. You attempt to read it, but unfortunately, your mage lore is not high enough.
  Message 36: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time.
  Message 37: You carefully read over the page and you learn the spell, "Revive All."
  Message 38: This sign is too faded to read.
  Message 39: This will fix the game.
  Message 40: *
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  Message 120: This sign was put up here just recently. Scrawled in barely legible writing are the words, "Beware the Doughboys".
  Message 121: Welcome to Pelzbarii.
  Message 122: 
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  Town = 89: Pelzbarii                    

  Town Messages:
  Message 0: Pelzbarii                    
  Message 1: Pelzbarii Forest             
  Message 2: Pelzbarii Forest             
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: use wand?
  Message 21: The flames around this cauldron are much hotter than normal flames and can't be put out other than by magical means. Do you want to use the Wand of Refrigeration?
  Message 22: 
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  Message 27: The flames around this cauldron are much hotter than normal flames and can't be put out other than by magical means. You dare not get too close.
  Message 28: Ahead of you is a bizarre sight. There is a giant cauldron in the middle of the room. Magical flames surround it. Popping out of the cauldron are fresh Doughboys. This must be the source of where they're all coming from.
  Message 29: Some ancient wizard must be behind all this, his reasons unknown. You notice the Doughboys leaping around the flames, completely unscathed. For some reason, they are not hurt by them. As soon as they see you, as usual, they immediately attack.
  Message 30: A crack appears in the Giant Cauldron. It then begins to get bigger and bigger, with smaller cracks spreading out from the main one. The Doughboys stop to watch as the cracks spead across the entire surface of the cauldron.
  Message 31: As if you were able to anticipate what was going to happen next, you duck down and cover your heads as you wait for inevitable explosion.
  Message 32: 
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  Message 36: You are pummeled by chunks of the cauldron as it bursts into a hundred pieces. Most of the Doughboys are killed and those surviving, disappear into the forest, fear and confusion in their eyes.
  Message 37: You notice that the explosion blew a hole in the north wall, exposing another chamber.
  Message 38: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time. You attempt to read it, but unfortunately, your mage lore is not high enough.
  Message 39: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time. 
  Message 40: You carefully read over the page and learn the spell, "Shockwave."
  Message 41: The large number of skeletons lying throughout the forest is beginning to make you nervous. Stopping to examine the remains before you, you kneel down to get a closer look. It is from an animal, just like the majority of the ones you've passed.
  Message 42: It looks like the bones have been scrubbed clean of all meat. Though 'scrubbed' is not the best word to use. More like 'devoured'. It must be the work of the Doughboys. But what are they, and where do they come from?
  Message 43: Atop this pedestal looks to be an old journal. Judging from its condition, it looks newer than most of the old books and relics you've found in the ruins of these old cities. It must have been written within the last few years.
  Message 44: You open it and find it is the writings of a lone wizard who built this place and took up residence here about three to five years ago. It doesn't say where he came from, but speaks mostly of his loneliness and fight for survival.
  Message 45: The latter part of the journal explains the creation of the Doughboys. "This will be my greatest creation ever," he writes. "...if it works. My hunting skills are not the best and many of the creatures of this forest are more than a match for me."
  Message 46: "The Magic Cauldron will create an unlimited supply of food... enough to feed an entire village for as long as needed. Quite possibly, indefinately. Of course, it will be much more than I need, being that it is only me living in this forest."
  Message 47: "But if it works, it could be the first step in repopulating the Untamed Region. I just need to do a little more research and a few more experiments." You skip a few pages and then continue reading.
  Message 48: "This is the biggest blunder I have ever made! It must be the way I worded the spell. It was supposed to create a neverending food source to feed a city of people with even the most voracious of appetites and to help in repopulating the area."
  Message 49: "Instead, I created a neverending supply of creatures with voracious appetites who in no time will repopulate this entire region with themselves. And they appear to be made of a doughy substance that splits when attacked or damaged."
  Message 50: "I must find a way to stop the cauldron from producing any more of the pesky creatures, but they won't let me get anywhere near it." You flip a few more pages til you reach the last entry in the journal.
  Message 51: "I have barricaded myself in here to keep myself safe from the Doughboys. There must be several hundred of them by now and they are killing and eating every living thing in the forest, except the giant spiders."
  Message 52: "Perhaps they don't like the way they taste. Unfortunately, I am not as fortunate, as  the Doughboys would love to devour me as well. Even the weapon I created hasn't helped."
  Message 53: "I call it the Rejuvinator, as it drains a bit of the life of the foe you're fighting and heals a bit of your own wounds. I thought it would be just the thing to use on a large horde of creatures, but there are just too many."  
  Message 54: "I am wounded quite severely and I suspect I will die soon. I leave this journal for anyone who may find their way in here and upon reading it, may benefit from what I have written. But I fear nothing short of a small army will get past the Doughboys." 
  Message 55: *
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  Message 120: <-- Forest Exit
Danger! Stay Out -->
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  Town = 90: Lucivius' Castle             

  Town Messages:
  Message 0: Lucivius' Castle             
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
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  Message 11: Rectangle 11
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  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This is a cheap imitation of a statue of Odashai. You're not sure, but you think it's made of plastic.
  Message 21: As you enter the room, you are greeted by a pleasant sounding voice. "Well, our guests have finally arrived. And just in time for dinner. Please, come in and have a seat with us."
  Message 22: As you take a seat, the man at the head of the table rises, and says, "I am Lucivius. Welcome to my castle." To his left is Sister Elysia. You don't recognize the other man at the table. "Where are my manners?" says Lucivius.
  Message 23: "The gentleman to my right is Dr. Quinonis. My trusted friend and healer." The doctor nods in your direction. "And I believe you already know the pretty young lady on my left." Sister Elysia smiles and says, "Hello."
  Message 24: "She has told me all about you. You're quite an impressive group. To make it all the way out here, through the Untamed Region, is truly a remarkable achievement. But I can see by your faces that you look somewhat bewildered."
  Message 25: "Well, just relax, and I will explain everything. Oh, where is my brain? I invite you to sit at my table and don't even offer you any food. Ethel!" he cries. "We have guests!" 
  Message 26: In a few seconds, a plump, middle-aged woman hurries into the room and serves each of you a delicious looking meal of fresh fish and wild rice. She then leaves and quickly returns with a bottle of fine wine and fills your glasses.
  Message 27: "Ethel," Lucivius says in an endearing tone. Turning to you, he says, "What would I do without her? She works much too hard, keeping us all fed. I think I should give her a day off. What do you think, Quinonis?" 
  Message 28: The doctor clears his throat and says, "That sounds good." Lucivius nods his head and says, "Yes. I shall do just that." He looks down and proceeds to cut a bite sized piece of the mouth-watering fish on his plate and stabs it with his fork.
  Message 29: He places it into his mouth and closes his eyes. "Mmmm. That is SO delicious." He takes a moment to relish the flavor and then as if he had forgotten all about you, says, "Oh, yes. You're waiting for an explanation. Oh, you're so patient."
  Message 30: "Where to begin? Let me think. I'm not quite sure where to start. You see, you'll have to forgive me. I have not been well. In fact, I feel a relapse coming on. I'll have to go visit poor Gunther one more time."
  Message 31: "He has bloodgrave disease," Quinonis interjects. "Yes. Yes I do. I suppose that would be a good place to start. It is normally fatal, you know. It's what General Odashai died of." 
  Message 32: "Why don't you tell them about your escape from Magestica Prison?" suggests Sister Elysia. "Yes. That's an excellent idea. They probably want to know why I was imprisoned there. As usual, it all had to do with my temper."
  Message 33: "You know how my temper can be." As he drones on and on, you are beginning to loose your patience. Finally, you interupt him and say, "Look, we know about your illness and your escape from prison. We don't need to hear about that."
  Message 34: "What we want to know is why did you destroy all those cities and kill all those innocent people???" Lucivius falls silent and looks totally dejected. He takes a deep breath and says, "Yes, I did that and I'm very sorry. I was desperate."
  Message 35: "My life has not been a very good one. I had all these great powers. They called me a wizard savant. Some called me a tempest because of my power to control nature. But despite these powers, I could do nothing to cure my illness."
  Message 36: "In that respect, I was powerless. And then I got an idea. Perhaps I could be cured by an Empath. I knew they existed. I was able to spot them by the magic aura that surrounds them. Most Magites have this ability. Look at Sister Elysia."
  Message 37: "She has a beautiful aura." He gazes at her for a moment, then continues. "I decided to abduct an Empath. I know, that doesn't sound very nice, but as I said, I was desperate. But I had to think of a way to do it so no one would suspect foul play."
  Message 38: "And then the brainstorm hit. I had the same disease as Odashai. I would impersonate the god and then make them think it was Odashai's wrath. First, I cleverly made the trees bloom at his shrine on top of the mountain."
  Message 39: "I thought this was an especially clever idea on my part. That would get people thinking about their god. Then, I conjured up a few Homunculi and sent them to search for an Empath. I can see through their eyes, you know."
  Message 40: "I found one living in Minobi. Amos, I think was his name." Sister Elysia corrects him, "His name was Shamus." Lucivius pats her on the shoulder and says, "Thank you, dear. I never was very good with names."
  Message 41: "Anyway, I teleported him to my castle and then sent the flood down upon Minobi to cover up the abduction. I figured the people would think it was the wrath of Odashai and no one would suspect foul play."
  Message 42: "Well, I asked Shamus to cure me, and with a little persuasion, he obliged. And immediately I felt the illness leave my body. Well you don't know how overjoyed I was. Now, I was free to live out my life in peace, here at the castle."
  Message 43: "Of course, poor Shamus took ill right away. But I got him the best doctor to look after him," he points to Quinonis. "I thought everything was going to be fine, and then I started to feel sick again."
  Message 44: "Doctor Quinonis said the bloodgrave disease had come back. The powers of the Empath could put it into remission, but could not cure it. Well, of course, I was devastated. I returned to Shamus and had him try again."
  Message 45: "And once again, I felt the illness go away. In fact, I felt better this time than the time before. And I felt good for a longer period of time. Unfortunately, Shamus passed away. And then Doc burst my bubble and told me I was still not cured."
  Message 46: "So now I had to come up with another plan. I sent out more Homunculi and tracked down as many Empaths as I could find. I found one in Kunjirra and another in Kunisulitz. And of course, Sister Elysia."
  Message 47: "In each city that I abducted the Empath, I made it look like the gods were to blame. I thought freezing the city of Sariminsun was especially inspired. Which brings us almost up to date. So you see, I have done none of these things out of malice."
  Message 48: "I simply wanted to live a peaceful, quiet life here, free from illness and away from others who don't understand me. By the way, how do you like the fish?"
  Message 49: What do you say?
  Message 50: 1) Tell him the fish is "absolutely fabulous".
  Message 51: 2) Tell him you're not interested in the fish and you've come here to put a stop to his evil ways, even if it means killing him!
  Message 52: "Oh, I'm so glad you like it," he says. "I shall spread the word to Ethel. "He takes another bite and says, "Yes, she has outdone herself tonight." He takes a sip of his wine and then puts the glass down. 
  Message 53: "I'm sure you're just dying to know why I let you get all the way out here to my castle. It's because you can help me, and there won't need to be any more cities going up in flames."
  Message 54: 
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  Message 58: Lucivius bursts out laughing. "Oh, that is so funny. Don't you think so, Dr. Quinonis?" The doctor nods his head without saying anything. "Sister Elysia told me you would say that." 
  Message 59: "But I'm much too powerful for the likes of you, so just get that silly idea right out of your heads. Besides, there's no need for any more violence. You don't have to worry about me doing any more harm to your cities."
  Message 60: 
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  Message 64: "Sister Elysia came up with the idea. Now, obviously, the main problem I've been having is my Empaths keep dying. I could continue to abduct Empath after Empath, but that would get a bit messy. Too many cities destroyed."
  Message 65: "But then, Sister Elysia told me about Grimly. She told me how he has been afflicted with eternal life and he desperately wants to be cured. Isn't it ironic. All he wants to do is die, and I just want to live!"
  Message 66: "But we can both get what he want. Sister Elysia can cure Grimly. Once that has been done, she will take on his affliction. SHE will become immortal. Then, she can use her powers on me without having to worry about dying herself."
  Message 67: "Doctor Quinonis says I will need weekly treatments to prevent relapse, but Sister Elysia has generously agreed to stay with me for the rest of my life. Isn't that wonderful?" You glance over at Sister Elysia.
  Message 68: She just sits quietly and smiles. "Now," begins Lucivius. "The only question I have is which one of you is Grimly?" The room grows silent. Everyone is looking in your direction. Breaking the silence, you blurt out that Grimly isn't with you.
  Message 69: A look of disappointment crosses Lucivius' face. Then he says, "Well, you'll just have to go and get him. But that can wait until morning. Please, stay the night. You can stay in the guestroom at the end of the hall."
  Message 70: "Tomorrow you'll be good and rested and ready to set out to get Grimly." He raises his glass and finishes the last drop of wine. "Well, friends. I am feeling quite tired. I think I shall retire for the evening."
  Message 71: "You may stay up and do as you please. I'd love to visit some more with you, but the illness drains me." He rises from the table and walks over to the door. "Goodnight to you all. I shall see you tomorrow at breakfast."
  Message 72: After he's left the room, the others rise and exit behind him. Well, this is not what you expected. Lucivius was very cordial and a highly refined gentleman. But this doesn't change the fact that he has murdered hundreds of innocent people.
  Message 73: He may be a friendly and gracious host, but he sure doesn't have a firm grip on reality. No, he is definitely a very dangerous man and you're just going to have to decide what to do about him. 
  Message 74: You decide to go speak with Sister Elysia. She was very quiet at the table during dinner. Maybe she can better enlighten you on the situation. That is, unless she has been completely charmed by this madman.
  Message 75: 
  Message 76: There is a magical force holding this door closed. There's no way you can open it. Lucivius obviously doesn't want to be disturbed while he sleeps.
  Message 77: A magical force is holding this door shut. There's no way you can get it open. 
  Message 78: As you attempt to open this door, a voice cries out from inside, "No one in the kitchen while I'm cooking!" The voice startles you so, that you decide not to go in there.
  Message 79: "Here lies our beloved Shamus. May he rest in peace."
  Message 80: "Here lies our beloved Edwin. May he rest in peace."
  Message 81: As you enter the room, Sister Elysia is standing there as if waiting for your visit. "Are you alright?" you ask her. "Of course I am," she answers. "Lucivius has been most kind." 
  Message 82: "You're not under some charm spell or something?" you ask her. "Not at all," she replies. "Why do you ask?" You say, "Because he's murdered hundreds of people! And besides, you were so quiet at the dinner table..."
  Message 83: "I didn't know what to say to you," she says. "I thought you'd be mad at me for telling him about Grimly. But don't you see, it's the only solution. Once I've cured Grimly and become immortal myself, then I can tend to Lucivius and keep him well."
  Message 84: "Then he'll have no reason to harm any more people. He just wants to live his life in peace. I know he's not well... I mean mentally. And I also know he's done some terrible things. I also know that he is very powerful and is a threat to Zinlasia."
  Message 85: "But is this something you are prepared to do?" you ask her. "Spending the rest of your life, a prisoner in this castle?" She shakes her head. "I wouldn't be a prisoner. He's been kind to me ever since I arrived here."
  Message 86: "You didn't arrive here," you correct her. "You were abducted. And then an entire city full of T'Lanhg was frozen solid!"
  Message 87: "What other choice is there?" she cries. "You can't stop him. He could kill you all with a simple wave of his hand. Just do what I ask. Find Grimly and bring him here. It's what I want. Don't you see?"
  Message 88: "For once, my life can finally have a purpose." She's practically pleading now. "I tried to spread the word of Odashai, but people wouldn't listen. They either believed or they didn't. I was wasting my time."
  Message 89: "But now, I can really do something great for Zinlasia. I want to do this. Why must there be any more violence?" You tell her because he needs to be punished for his crimes.
  Message 90: "And who's going to punish him? You? You'll be dead and then what? I don't want to see you die! I don't want to see any more people die!" She starts to sob. "I've lost nearly all my friends and I don't want to lose any more." 
  Message 91: She quiets her sobbing and composes herself. "I know, you're Odashai Guardians, and justice must be served. But sometimes it just can't be. Sometimes, we just have to settle for second best." You walk over to her and put your hand on her shoulder.
  Message 92: "You might be right," you tell her. "We just don't want you to do something that you'll end up regretting for the rest of your life." 
  Message 93: This must be the room Lucivius referred to when he invited you to stay the night. The beds have been freshly made up and there is a mint on each pillow.
  Message 94: You think about going to bed, but you just don't feel tired yet. So many things keep going through your mind that you just can't relax. Maybe talking to the others here will answer some of your questions and give you some peace of mind.
  Message 95: You feel rested now and ready to go to sleep. Do you wish to go to bed now?
  Message 96: 
  Message 97: 
  Message 98: 
  Message 99: 
  Message 100: 
  Message 101: You get into bed and pull the covers over yourself. You're still not sure what to do, but it has been a long and exhausting day, and you quickly fall asleep.
  Message 102: The next morning, you awaken to the smells of bacon and eggs. You make your way to the dining room to find everyone gathered around the table. "Our new guests have arisen," says Lucivius.
  Message 103: "Please, join us for breakfast." You can't resist. You seat yourselves at the table and treat yourselves to a delicious, hardy breakfast. 
  Message 104: When you've finished the meal, Lucivius rises and begins to speak in a somber voice. "My dear friends, I have some sad news. Poor Gunther has passed away during the night. 
  Message 105: If you will all join me at the his grave site, we will have a little ceremony to say goodbye to our good friend." Everyone slowly rises and follows Lucivius to the tiny cemetery.
  Message 106: "Gunther, my dear friend," begins Lucivius. "You were a kind and giving man. You sacrificed your life to help others in need. You had a warm and giving personality, and a way of finding beauty in everything that you looked at."
  Message 107: "Even though you stayed here at the castle for just a short while, you will be sorely missed. Though your body now rests in the ground, I am sure your soul has found a beautiful place to spend the rest of eternity."
  Message 108: He sprinkles a handful of dirt on the freshly dug grave. Sister Elysia sheds a tear and waves goodbye to her old friend. There is a moment of silence, and then Lucivius turns to you and says, "Now, it's time to bring Grimly here."
  Message 109: "Do this for me, and there will be no need to bury any more Empaths."
  Message 110: 
  Message 111: 
  Message 112: "Here lies our beloved Gunther. May he rest in peace."
  Message 113: "How could you attack me, when I have done nothing to you?" cries Lucivius. "I HATE YOU ALL!" He waves his arm towards you and you are instantly incinerated in a ball of fire!
  Message 114: You pull out the Talking Crystal and contact General Vargas. "The scriers have you at the destination point," he says. "What do you see? Is Lucivius there?" You tell him you're in some sort of castle courtyard and you haven't seen anyone yet.
  Message 115: Then you ask him what you should do now? "I leave it in your hands," says Vargas. "You should assess the situation first, and then choose the best plan of action. Don't be too hasty. We know how powerful he is."
  Message 116: "We don't want to lose you now, after you'll traveled so far. Just play it cool. Don't go in with swords drawn." You ask him if there's any plans to send in more troops if the need arises. "That would be up to Governor Walwick," he answers.
  Message 117: "I'm sure he would agree if he felt confident that such an assault would be effective. But you would need to be pretty convincing. He doesn't want to lose any more men." You tell him that you'll check things out and get back to him.
  Message 118: The books on this shelf are all the same. They are all old, leather bound volumes of historical references and the like. Very dull reading. But three books grouped together stand out from the rest. Their covers are brightly colored.
  Message 119: The first one is blue. The second is yellow. And the third is red. You attempt to take one, but find they are glued to the shelf. Very strange.
  Message 120: Clinic
  Message 121: Chapel
  Message 122: Kitchen
  Message 123: Dining Room
  Message 124: Guest Quarters
  Message 125: Library
  Message 126: The Master's Bed Chamber
  Message 127: Summoning Chamber
  Message 128: Castle of Lucivius
  Message 129: The Grand Hallway
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 900 name: Lucivius
  Personality 900 confused: "Not at dinner time," he says. "Sit down and join us."
  Personality 900 look    : This balding, middle-aged man sits at the head of the table. He wears the robes of a powerful wizard. Yet he looks tired and frail. The whites of his eyes have a yellow tint to them and his skin is quite pale.
  Personality 900 ask name: "I am Lucivius," he says. "It is an absolute honor to finally meet you."
  Personality 900 ask job : "At the moment, I'm hosting an intimate dinner party. But there's always room for more. Please, take a seat and join us."
  Personality 901 name: Sister Elysia
  Personality 901 confused: "I don't wish to speak of that."
  Personality 901 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 901 ask name: "I am Sister Elysia," she says in a quiet voice. "It is good to see you again."
  Personality 901 ask job : "Right now, I am enjoying this delicious meal. You should take a seat and do the same." 
  Personality 902 name: Dr. Quinonis
  Personality 902 confused: "We can talk later, after dinner."
  Personality 902 look    : This conservative looking man is wearing the garb of a physician. He tends to avoid eye contact when you talk to him.
  Personality 902 ask name: "My name is Doctor Quinonis," he answers. 
  Personality 902 ask job : "I am the personal physician to Lucivius. I take care of his medical needs as well as the needs of his guests."
  Personality 903 name: Ethel
  Personality 903 confused: "I'm not sure I can answer that."
  Personality 903 look    : This plump, middle-aged woman is busily putting away pots and pans. She wipes the sweat from her brow as she gets ready to clean out one of the black cauldrons that she used to cook tonight's sumptuous dinner.
  Personality 903 ask name: "I'm Ethel," she says in a friendly tone.
  Personality 903 ask job : "I prepare all the meals for Lucivius and his guests. I hope you enjoyed tonight's fish."
  Personality 904 name: Gunther
  Personality 904 confused: 
  Personality 904 look    : This man looks gravely ill. He can barely lift his head to look at you. You don't think he has much longer to live. 
  Personality 904 ask name: "I'm Gunther," he says, his voice barely a whisper.
  Personality 904 ask job : "I'm not well," he says, stating the obvious. "I have bloodgrave disease. I expect I'll die very soon."
  Personality 905 name: Sister Elysia
  Personality 905 confused: "I don't wish to speak of that."
  Personality 905 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 905 ask name: "I am Sister Elysia," she says in a quiet voice. "It is good to see you again."
  Personality 905 ask job : "I have decided to stay here with Lucivius and keep him well with my healing powers."
  Personality 906 name: Dr. Quinonis
  Personality 906 confused: "I can't talk about that."
  Personality 906 look    : This conservative looking man is wearing the garb of a physician. He tends to avoid eye contact when you talk to him.
  Personality 906 ask name: "My name is Doctor Quinonis," he answers. 
  Personality 906 ask job : "I am the personal physician to Lucivius. I take care of his medical needs as well as the needs of his guests. Presently, I have been taking care of Gunther."
  Personality 907 name: Dr. Quinonis
  Personality 907 confused: "Now is not the time to discuss such things."
  Personality 907 look    : This conservative looking man is wearing the garb of a physician. He tends to avoid eye contact when you talk to him.
  Personality 907 ask name: "My name is Doctor Quinonis," he answers. 
  Personality 907 ask job : "I am the personal physician to Lucivius. I take care of his medical needs as well as the needs of his guests."
  Personality 908 name: Sister Elysia
  Personality 908 confused: "I don't wish to speak right now."
  Personality 908 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 908 ask name: "I am Sister Elysia," she says in a quiet voice. 
  Personality 908 ask job : "I think I will stay here with Gunther for a little while. You should go now and do what you think is best."
  Personality 909 name: Lucivius
  Personality 909 confused: 
  Personality 909 look    : This balding, middle-aged man stands somberly at the gravesite. He wears the robes of a powerful wizard. He looks much healthier today than he did before. 
  Personality 909 ask name: "I am your new friend, Lucivius," he says.
  Personality 909 ask job : "I am planning on studying the art of specialized summoning. Conjuring up the Homonculi was my first attempt and I've mastered that. Now it's time for bigger and better things."
  Node 0 person  : 903- Ethel
  Node 0 keywords: fish xxxx
  Node 0 type    : 29
  Node 0 text0   : You tell her it was very good. "Oh, thank you," she says, looking genuinely pleased. "I always try to do my best. Lucivius has been very kind to me since he brought me to the castle."
  Node 0 text1   : 
  Node 1 person  : 903- Ethel
  Node 1 keywords: luci xxxx
  Node 1 type    : 29
  Node 1 text0   : "He took me out of Freeberg. Teleported me away, right in the middle of making breakfast. He offered me this job and a nice place to sleep. Well, it sure beat living in that swamp, so naturally, I accepted."
  Node 1 text1   : 
  Node 2 person  : 903- Ethel
  Node 2 keywords: swam free
  Node 2 type    : 0
  Node 2 text0   : "I probably wouldn't be alive today, if it wasn't for Lucivius. I'd probably be a meal for one of those swamp creatures... that is if that Lich didn't get me first."
  Node 2 text1   : 
  Node 3 person  : 903- Ethel
  Node 3 keywords: lich xxxx
  Node 3 type    : 0
  Node 3 text0   : "He killed most of the women in Freeberg. And many of the men as well." You tell her that you took care of him. "Well, good for you," she says.
  Node 3 text1   : 
  Node 4 person  : 904- Gunther
  Node 4 keywords: bloo dise
  Node 4 type    : 0
  Node 4 text0   : "It's an incurable disease. I used my healing powers on Lucivius and absorbed the disease into my own body."
  Node 4 text1   : 
  Node 5 person  : 904- Gunther
  Node 5 keywords: luci xxxx
  Node 5 type    : 0
  Node 5 text0   : "He abducted me from the Slith city of Kunisulitz. Then, he told me if I did not help him, hundreds of people would perish at his hands. I had no choice." He begins to cough uncontrollably.
  Node 5 text1   : 
  Node 6 person  : 904- Gunther
  Node 6 keywords: kuni slit
  Node 6 type    : 0
  Node 6 text0   : "It's a beautiful city. I was visiting there to see how the Slith people live. And to admire the magnificent architecture of the place." You tell him that it is just rubble now, thanks to Lucivius.
  Node 6 text1   : He looks at you, his eyes pleading. "Have you come to stop him?" Before you can answer, he breaks out in another fit of coughing.
  Node 7 person  : 904- Gunther
  Node 7 keywords: stop xxxx
  Node 7 type    : 25
  Node 7 text0   : You tell him, "yes", you have come here to stop him. He doesn't answer. He seems to have fallen unconscious. You decide to let him rest.
  Node 7 text1   : 
  Node 8 person  : 905- Sister Elysia
  Node 8 keywords: luci xxxx
  Node 8 type    : 0
  Node 8 text0   : "I know you've been sent here to stop him. But don't you see, you CAN stop him. Just bring Grimly here and everything will work out just fine."
  Node 8 text1   : 
  Node 9 person  : 905- Sister Elysia
  Node 9 keywords: grim fine
  Node 9 type    : 0
  Node 9 text0   : "Once I've cured Grimly, I will become immortal and then I won't be in danger when I try to heal Lucivius." You're still not convinced. 
  Node 9 text1   : "How do you know you will be able to cure Grimly?" you ask. "And furthermore, how do you know what the effect will be on you?"
  Node 10 person  : 905- Sister Elysia
  Node 10 keywords: effe xxxx
  Node 10 type    : 0
  Node 10 text0   : "Lucivius is sure it will work. And Dr. Quinonis is pretty sure, too. Grimly will get what he wants, I will become immortal, Lucivius will stay healthy, and as a result, your mission will be a success."
  Node 10 text1   : 
  Node 11 person  : 906- Dr. Quinonis
  Node 11 keywords: luci xxxx
  Node 11 type    : 29
  Node 11 text0   : "I have been his physician ever since he took me out of Freeberg. At first, I was upset. But being a doctor in a town with almost no people wasn't very fulfilling. I sure had my work cut out for me when I got here."
  Node 11 text1   : (more)
  Node 12 person  : 906- Dr. Quinonis
  Node 12 keywords: more xxxx
  Node 12 type    : 0
  Node 12 text0   : "He pleaded with me to cure his disease, but when I told him it was incurable, I thought he would kill me. But then he came up with the idea of abducting the Empaths. I myself, thought it would work. 
  Node 12 text1   : But bloodgrave disease can never be eradicated from the body. It is a congenital disease."
  Node 13 person  : 906- Dr. Quinonis
  Node 13 keywords: bloo cong
  Node 13 type    : 0
  Node 13 text0   : "He was born with it. It lays dormant until adulthood and then it spreads through the system, killing the blood cells. Death usual occurs within a year of the first symptoms. 
  Node 13 text1   : The Empaths were able to cleanse his system, but it remained intact at the cellular level." (continue)
  Node 14 person  : 906- Dr. Quinonis
  Node 14 keywords: cont xxxx
  Node 14 type    : 0
  Node 14 text0   : "It's too bad the Empaths can't heal mental illness, because that's what he really needs. He's like a child, sometimes. I honestly don't think he knows right from wrong.
  Node 14 text1   : And watch out for his temper. He gets completely out of control when he's angered. That's what got him put away in the first place."
  Node 15 person  : 906- Dr. Quinonis
  Node 15 keywords: ange away
  Node 15 type    : 0
  Node 15 text0   : "I wish he'd never escaped. But if Sister Elysia's idea works, he may become manageable."
  Node 15 text1   : 
  Node 16 person  : 906- Dr. Quinonis
  Node 16 keywords: gunt xxxx
  Node 16 type    : 0
  Node 16 text0   : "He's the last Empath to attempt to heal Lucivius. The other two died not long ago. They are buried on the castle grounds."
  Node 16 text1   : 
  Node 17 person  : 905- Sister Elysia
  Node 17 keywords: immo xxxx
  Node 17 type    : 0
  Node 17 text0   : You ask her if she WANTS to be immortal. "How bad can it be?" she says. "Grimly sure doesn't like it," you tell her. "That's because Grimly hates himself," she answers.
  Node 17 text1   : "He's ugly, he's an outcast, he has no friends, and he's quite mad. I am VERY different than Grimly."
  Node 18 person  : 906- Dr. Quinonis
  Node 18 keywords: sist elys
  Node 18 type    : 0
  Node 18 text0   : "She has a heart of gold. I think her idea has a good chance of working, and it may be the only solution to keep Lucivius pacified. I just hate to see her spend the rest of her life trapped in this castle."
  Node 18 text1   : 
  Node 19 person  : 906- Dr. Quinonis
  Node 19 keywords: trap xxxx
  Node 19 type    : 0
  Node 19 text0   : "If she can keep him well, he'll never let her set foot outside this castle. She'll be a prisoner here, like the rest of us."
  Node 19 text1   : 
  Node 20 person  : 906- Dr. Quinonis
  Node 20 keywords: pris xxxx
  Node 20 type    : 0
  Node 20 text0   : "We're all prisoners here. Lucivius hasn't said so in so many words, but we all know that he'd never let us leave. He needs us... like a child who needs to be taken care of."
  Node 20 text1   : 
  Node 21 person  : 909- Lucivius
  Node 21 keywords: homo xxxx
  Node 21 type    : 0
  Node 21 text0   : "A Homonculus is a small imp-like creature that is perfect for spying. I am able to see through its eyes and hear through it's ears. I used them to find the Empaths."
  Node 21 text1   : 
  Node 22 person  : 909- Lucivius
  Node 22 keywords: spec summ
  Node 22 type    : 0
  Node 22 text0   : "Specialized summoning involves conjuring up unique creatures, unlike the typical ones that all Magites can do. It takes a lot more concentration and energy. I plan to use my tempest powers to help me.
  Node 22 text1   : In that respect, I should be able to summon creatures from each realm of the elements."
  Node 23 person  : 909- Lucivius
  Node 23 keywords: temp elem
  Node 23 type    : 0
  Node 23 text0   : "I can control the powers of nature and the five elements. You know... earth, wind, fire, water, and the arcane element of ether. Each of the disasters I sent to your cities was based on one of these elements."
  Node 23 text1   : 
  Node 24 person  : 909- Lucivius
  Node 24 keywords: disa xxxx
  Node 24 type    : 0
  Node 24 text0   : "The flood in Minobi, the volcano in Kunjirra, the earthquake in Kunisulitz, and the frozen winds in Saraminsum. Let's hope I won't have to do destroy any more cities. I'm running out of elements."
  Node 24 text1   : 
  Node 25 person  : 909- Lucivius
  Node 25 keywords: ethe xxxx
  Node 25 type    : 0
  Node 25 text0   : "Ether is the most powerful element of them all. Without ether, there would be no magic."
  Node 25 text1   : 
  Node 26 person  : 908- Sister Elysia
  Node 26 keywords: gunt xxxx
  Node 26 type    : 0
  Node 26 text0   : "I have known Gunther for many years. We came from the same village. I will miss him very much."
  Node 26 text1   : 
  Node 27 person  : 909- Lucivius
  Node 27 keywords: grim xxxx
  Node 27 type    : 0
  Node 27 text0   : "Find him and bring him back here as quickly as you can. I will be needing another treatment soon, and Sister Elysia is the only Empath left."
  Node 27 text1   : 
  Node 28 person  : 909- Lucivius
  Node 28 keywords: sist elys
  Node 28 type    : 0
  Node 28 text0   : "If she attempts to heal me before she has become immortal, she will die just like all the others."
  Node 28 text1   : 
  Node 29 person  : 907- Dr. Quinonis
  Node 29 keywords: gues xxxx
  Node 29 type    : 0
  Node 29 text0   : "The number of guests here seems to be getting smaller by the day," he says, sarcastically.
  Node 29 text1   : 

  Town = 91: Lake Crossing                

  Town Messages:
  Message 0: Lake Crossing                
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: A magical force holds this door shut. There's no way you can get it open.
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
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  Message 45: *
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  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
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  Message 70: *
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  Message 114: *
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  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Lake Crossing
  Message 121: Lake Crossing
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 910 name: Unused
  Personality 910 confused: 
  Personality 910 look    : 
  Personality 910 ask name: 
  Personality 910 ask job : 
  Personality 911 name: Unused
  Personality 911 confused: 
  Personality 911 look    : 
  Personality 911 ask name: 
  Personality 911 ask job : 
  Personality 912 name: Unused
  Personality 912 confused: 
  Personality 912 look    : 
  Personality 912 ask name: 
  Personality 912 ask job : 
  Personality 913 name: Unused
  Personality 913 confused: 
  Personality 913 look    : 
  Personality 913 ask name: 
  Personality 913 ask job : 
  Personality 914 name: Unused
  Personality 914 confused: 
  Personality 914 look    : 
  Personality 914 ask name: 
  Personality 914 ask job : 
  Personality 915 name: Unused
  Personality 915 confused: 
  Personality 915 look    : 
  Personality 915 ask name: 
  Personality 915 ask job : 
  Personality 916 name: Unused
  Personality 916 confused: 
  Personality 916 look    : 
  Personality 916 ask name: 
  Personality 916 ask job : 
  Personality 917 name: Unused
  Personality 917 confused: 
  Personality 917 look    : 
  Personality 917 ask name: 
  Personality 917 ask job : 
  Personality 918 name: Unused
  Personality 918 confused: 
  Personality 918 look    : 
  Personality 918 ask name: 
  Personality 918 ask job : 
  Personality 919 name: Unused
  Personality 919 confused: 
  Personality 919 look    : 
  Personality 919 ask name: 
  Personality 919 ask job : 

  Town = 92: Lucivius' Castle             

  Town Messages:
  Message 0: Lucivius' Castle             
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This is a cheap imitation of a statue of Odashai. You're not sure, but you think it's made of plastic.
  Message 21: "Here lies our beloved Shamus. May he rest in peace."
  Message 22: "Here lies our beloved Edwin. May he rest in peace."
  Message 23: "Here lies our beloved Gunther. May he rest in peace."
  Message 24: "You have returned!" cries Lucivius. "And is this Grimly that you've brought with you?" You tell him yes. "Delighted to meet you," Lucivius says, grabbing his hand and shaking it vigorously. 
  Message 25: "So you the crazy one who's kidnapping all the Empaths," says Grimly. "Crazy?" cries Lucivius. Turning to you, he says, "What does he mean by that?" 
  Message 26: "You know," says Grimly. "Crazy. As in crazed, deranged, looney, balmy, psychotic, demented, touched, cracked, screwy, nutty, batty, daft, unhinged, unsound, unbalanced, deluded, raving mad, mentally ill, gone haywire, out of your mind,
  Message 27: not all there, off your rocker, not playing with a full deck, elevator doesn't go all the way to the top, emotionally challenged, non compos mentis!" Lucivius is completely silent. You're afraid to say a word. 
  Message 28: Lucivius turns to you and says, "And he's so witty," and let's out a maniacal laugh. "But I must tell you, my friend," he says to Grimly. "From what Elysia's told me about you, I do believe calling ME crazy is like the pot calling the kettle black."
  Message 29: "That very true," says Grimly. "Oh, we're going to get along just fine," says Lucivius. "So, I suppose you've noticed the Earth Elementals standing guard," he says to you. "I summoned them this morning. Pretty impressive, don't you think?"
  Message 30: "Why did you summon them?" you ask him, nervously. "Every castle needs guards," he answers. "I'm just so proud of myself for summoning them. I can't wait to try something else. But enough about me. This is Grimly's hour."
  Message 31: "Sister Elysia is waiting in the temple. I think we should get on with this. I know Grimly's been waiting a long time... four hundred years I believe, eh, Grimly?" He chuckles and then says, "Well, I'll be waiting for you there."
  Message 32: 
  Message 33: 
  Message 34: 
  Message 35: 
  Message 36: You turn to Grimly and say, "And from now on, please keep your snide comments to yourself. You're lucky he's in a good mood or things might not have been pretty."
  Message 37: "What could he do to me? I'm still immortal." says Grimly. "It's us we're worried about," you tell him. "We still have this silly compulsion to stay alive."
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: 
  Message 42: "Me thought you want me to help you destroy Lucivius. Me thought good idea for first step in plan would be to piss him off." 
  Message 43: "Not while surrounded by Earth Elementals," you cry. You stop and look around to see if the elementals heard you. As there is no reaction, you assume they didn't. Perhaps they have no ears. You lower your voice, just the same.
  Message 44: "I figure inside the temple may be the best place to attack him," you whisper. "But we must still be cautious. We don't want to hurt Sister Elysia. You just wait for us to give you the word."
  Message 45: 
  Message 46: 
  Message 47: 
  Message 48: "Whatever," says Grimly.
  Message 49: 
  Message 50: 
  Message 51: 
  Message 52: 
  Message 53: 
  Message 54: "What's this?" you cry, as you find yourself surrounded by an impenetrable barrier. "Just a precaution," says Lucivius. "Grimly. Over here, next to Sister Elysia."
  Message 55: "There's no need for this," you tell him. "I may be 'crazy' but I'm not stupid," says Lucivius. "The only being in Zinlasia that comes close to matching my power is Grimly. And as long as he's immortal, he poses an even bigger threat."
  Message 56: "And I know you will be big heroes back in Zenith if you return with the news that I am dead. So please, humor me, and let's do this thing my way. Sister Elysia, are you ready?"
  Message 57: "Yes, I am," she says, obediently. "Me have just one question," Grimly says to Elysia. "Yes, what is it?" she asks. "If this works, am I going to just crumble into dust and blow away in the wind, or will I begin to age naturally, starting from now?"
  Message 58: "I really don't know," she answers him. "Hurry up and get on with it," says Lucivius. Sister Elysia stands before Grimly and places her hand on his chest. She closes her eyes and holds her hand there for a few moments.
  Message 59: 
  Message 60: 
  Message 61: She then opens her eyes and says, "Well, that should do it."
  Message 62: 
  Message 63: 
  Message 64: 
  Message 65: 
  Message 66: 
  Message 67: "Funny, I don't feel any different," says Grimly.
  Message 68: 
  Message 69: 
  Message 70: 
  Message 71: 
  Message 72: 
  Message 73: "How could you attack me, when I have done nothing to you?" cries Lucivius. "I HATE YOU ALL!" He waves his arm towards you and you are instantly incinerated in a ball of fire!
  Message 74: "Sister Elysia!" cries Lucivius. "What happened to your face?" 
  Message 75: "What do you mean?" she asks, puzzled. "You look like, well.... Grimly!" he cries. "And what's wrong with that?" asks Grimly. "I suppose it's part of his affliction. Now I have it. Not only am I immortal now, but I look the way he did, too."
  Message 76: "I didn't know THAT was going to happen!" Lucivius cries. "Frankly, neither did I," says Elysia, sounding a bit depressed. "But it DID work?" questions Lucivius. "Yes, I think so," she answers. "Grimly, how do you feel?"
  Message 77: "About the same," he answers, though his voice is not as high pitched as it used to be. "Well, you LOOK a lot different." she says. "You look human, now."
  Message 78: "I beg your pardon," he says. "You mean 'Magite'. I'm back to my true form. And I feel a little weaker than before. I think it may have REALLY worked. I'm so happy, I could kiss you. That is, if you weren't so ugly now."
  Message 79: "Alright, alright," says Lucivius. "Now it's my turn. Heal ME, now."
  Message 80: Sister Elysia hesitates. "What's the matter?" asks Lucivius. "It's just that..." she begins. "You're not completely sure, are you?" says Lucivius. "Well, no..." she stutters. "Well, there's only one way to find out," says Lucivius.
  Message 81: "Use your healing powers on me. If you stay well, we'll know it worked. If not, then I'll just have to start looking for more Empaths, now won't I?" She slowly walks over to him and raises her hand to his chest. You can see that she is shaking.
  Message 82: "Hurry up, dear," he yells. "I don't have all day." She puts her hand on his chest and closes her eyes. After a few moments, she pulls her hand away. "Okay, it's done."
  Message 83: "Well, I don't feel much different," he says. "But of course, I'm still feeling the effects from Gunther's last treatment. And how do you feel?" Sister Elysia looks a bit unsure. "Well, I don't know. I feel funny, but not sick. I think I'm okay."
  Message 84: "I suppose time will tell," he says. "But if you don't get sick, then everything's going to be all right. Just imagine, I won't have to worry about dying any more. How exciting! I can go back to my research now."
  Message 85: "In fact, I think I'll pop over to my summoning chamber right now and get started. Oh, I knew things would work out for me!"
  Message 86: Your talking cystal begins to glow. You take it out and peer into it. You see General Vargas looking at you, quizzically. "What's going on?" he asks. "I've been waiting to hear from you with any updates to your situation."
  Message 87: You tell him what has happened. "So, are you telling me that we don't have to worry about Lucivius anymore?" he asks. You say, "For the time being, maybe. But who knows what we can expect in the future."
  Message 88: "Wait a minute," he says. "Let me get this straight. Sister Elysia has volunteered to keep Lucivius healthy. In other words... pacified. He now has no reason to cause any more trouble in Zinlasia. Sounds to me like your mission has been a success."
  Message 89: "Well, maybe," you begin, "But he seems fairly unstable to us. He could still be a threat." General Vargas says, "There are many people and things in this world that COULD be a threat. We can't constantly be in a state of worry over these things."
  Message 90: "But..." you begin. "Listen," interrupts Vargas. "I'm in Kunisulitz right now. I'm awaiting Governor Walwick's arrival. Why don't you meet us here and we can all discuss this in more detail. Shal-Bentas is here. Remember him?"
  Message 91: "He's the ambassador for the Vahnatai who attended the meeting at the League of Zinlasian Nations. Through Vahnatai technology, we can teleport you here right now, if you like."
  Message 92: A magical force is holding this door shut. There's no way you can get it open. 
  Message 93: The books on this shelf are all the same. They are all old, leather bound volumes of historical references and the like. Very dull reading. But three books grouped together stand out from the rest. Their covers are brightly colored.
  Message 94: The first one is blue. The second is yellow. And the third is red. You attempt to take one, but find they are glued to the shelf. Very strange.
  Message 95: This door is locked tight. There's nothing you can do to open it.
  Message 96: *
  Message 97: *
  Message 98: You tell him you're not ready yet. "Well, let me know when you want to be teleported. Wait, just a minute." The general's face disappears for a minute and then reappears. "I talked to Shal-Bentas."
  Message 99: "He has focused on a point on the grounds where you are. It appears to be a small temple. He says when you are ready to be teleported, stand by the altar, between the two columns. Now don't take too long. The governor will be here soon."
  Message 100: 
  Message 101: 
  Message 102: 
  Message 103: 
  Message 104: Are you ready to teleport to Kuninsulitz to meet with General Vargas and Governor Walwick?
  Message 105: 
  Message 106: 
  Message 107: 
  Message 108: 
  Message 109: 
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Clinic
  Message 121: Chapel
  Message 122: Kitchen
  Message 123: Dining Room
  Message 124: Guest Quarters
  Message 125: Library
  Message 126: The Master's Bed Chamber
  Message 127: Summoning Chamber
  Message 128: Castle of Lucivius
  Message 129: Grand Hallway
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 920 name: Lucivius
  Personality 920 confused: 
  Personality 920 look    : 
  Personality 920 ask name: 
  Personality 920 ask job : 
  Personality 921 name: Sister Elysia
  Personality 921 confused: "I don't wish to speak of that."
  Personality 921 look    : The woman before you doesn't quite look like the Sister Elysia that you've come to know. She is plumper, slightly shorter, and much, much uglier!
  Personality 921 ask name: "I'm still Sister Elysia," she says.
  Personality 921 ask job : "I suppose I will be staying here for the rest of my life, taking care of Lucivius," she says. "It shouldn't be THAT bad."
  Personality 922 name: Tiberius Grimstone
  Personality 922 confused: "I'm too tired to talk right now."
  Personality 922 look    : This is not the Grimly you're used to seeing. He is taller and thinner and doesn't have green skin. He looks like a regular mage.
  Personality 922 ask name: "I am no longer Grimly," he says, happily. "My name is Tiberius Grimstone."
  Personality 922 ask job : "I don't know what I'll do next. I suppose I'll go back to my little shop for a while and then decide what to do." (continue)
  Personality 923 name: Ethel
  Personality 923 confused: "I'm not sure I can answer that."
  Personality 923 look    : This plump, middle-aged woman is busily putting away pots and pans. She wipes the sweat from her brow as she gets ready to clean out one of the black cauldrons.
  Personality 923 ask name: "I'm Ethel," she says in a friendly tone.
  Personality 923 ask job : "I prepare all the meals for Lucivius and his guests."
  Personality 924 name: Doctor Quinonis
  Personality 924 confused: "There isn't really much more to say about that."
  Personality 924 look    : This conservative looking man is wearing the garb of a physician. He tends to avoid eye contact when you talk to him.
  Personality 924 ask name: "My name is Doctor Quinonis," he answers. 
  Personality 924 ask job : "I am the personal physician to Lucivius. I take care of his medical needs as well as the needs of his guests."
  Personality 925 name: Unused
  Personality 925 confused: 
  Personality 925 look    : 
  Personality 925 ask name: 
  Personality 925 ask job : 
  Personality 926 name: Unused
  Personality 926 confused: 
  Personality 926 look    : 
  Personality 926 ask name: 
  Personality 926 ask job : 
  Personality 927 name: Unused
  Personality 927 confused: 
  Personality 927 look    : 
  Personality 927 ask name: 
  Personality 927 ask job : 
  Personality 928 name: Unused
  Personality 928 confused: 
  Personality 928 look    : 
  Personality 928 ask name: 
  Personality 928 ask job : 
  Personality 929 name: Unused
  Personality 929 confused: 
  Personality 929 look    : 
  Personality 929 ask name: 
  Personality 929 ask job : 
  Node 0 person  : 921- Sister Elysia
  Node 0 keywords: luci xxxx
  Node 0 type    : 0
  Node 0 text0   : "I promised him that's what I would do. Besides, it's the best decision all around. Now, no one else will have to die. Not you, not Lucivius, and no more innocent people."
  Node 0 text1   : 
  Node 1 person  : 921- Sister Elysia
  Node 1 keywords: grim xxxx
  Node 1 type    : 0
  Node 1 text0   : "I believe he will begin to age normally now. He could still live to be a ripe old age, if he so desires. But he is no longer immortal, and he will eventually die, just like the rest of us.
  Node 1 text1   : Well, except me, that is."
  Node 2 person  : 922- Tiberius Grimstone
  Node 2 keywords: cont xxxx
  Node 2 type    : 2
  Node 2 text0   : "Perhaps I'll just stay there and eventually die of old age. Boy, does that sound dull. I think I'll have to come up with some clever method of suicide."
  Node 2 text1   : 
  Node 3 person  : 922- Tiberius Grimstone
  Node 3 keywords: suic xxxx
  Node 3 type    : 25
  Node 3 text0   : "I don't know. All I know is I feel real tired now. I guess I'm a little worn out after being around for four hundred years. Anyway, I guess I should thank you, and Sister Elysia.
  Node 3 text1   : It looks like I will finally have the peace that I've always wanted. Thank you both."
  Node 4 person  : 923- Ethel
  Node 4 keywords: luci xxxx
  Node 4 type    : 0
  Node 4 text0   : "He took me out of Freeberg. Teleported me away, right in the middle of making breakfast. He offered me this job and a nice please to sleep. Well, it sure beat living in that swamp, so naturally, I accepted."
  Node 4 text1   : 
  Node 5 person  : 923- Ethel
  Node 5 keywords: swam free
  Node 5 type    : 0
  Node 5 text0   : "I probably wouldn't be alive today, if it wasn't for Lucivius. I'd probably be a meal for one of those swamp creatures... that is if that Lich didn't get me first."
  Node 5 text1   : 
  Node 6 person  : 923- Ethel
  Node 6 keywords: lich xxxx
  Node 6 type    : 0
  Node 6 text0   : "He killed most of the women in Freeberg. And many of the men as well." You tell her that you took care of him. "Well, good for you," she says.
  Node 6 text1   : 

  Town = 93: Kunisulitz                   

  Town Messages:
  Message 0: Kunisulitz                   
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Perfect timing," says General Vargas. "Governor Walwick just arrived." The governor turns to you and says, "I hear you were successful in your mission. I'm very proud of you."
  Message 21: "You remember Shal-Bentas," says Vargas, indicating the imposing Vahnatai standing at the end of the table. "And I don't have to introduce Chief Sslavik." The Slithzerikai chief nods in your direction.
  Message 22: "Well, before we get down to business," begins Governor Walwick, "I just want to acknowledge to all who are present here that this group of Odashai Guardians are, in my opinion, the finest group in the entire organization."
  Message 23: "You will be well rewarded for you efforts here today and I look forward to working with you personally in the future. I will be sure that you are given all the top assignments. Do you have their new uniforms?" he asks Vargas.
  Message 24: "They're locked away in that storeroom, right there," he answers, pointing to the door on your left. "I think it's about time we let them wear the official uniforms," he says with a wink.
  Message 25: "Very good," says Walwick. "Now let's get to the matter at hand." He sits down at the table to begin what seems to be a meeting that has nothing to do with you. You're beginning to wonder if you might have missed something.
  Message 26: "Excuse me," you say. "Yes?" says Walwick. You tell them about everything that has happened on your mission and that you are not thoroughly satisfied with the outcome. "Lucivius has been stopped, has he not?" asks Walwick.
  Message 27: "Of course he has," says Vargas. "He won't be causing us any more trouble." You tell them, "But he still lives. The threat is still there." Vargas interjects, "But you told me, Sister Elysia will keep him pacified with her healing powers."
  Message 28: "Your mission was to STOP Lucivius. Not necessarily to kill him. You used a non-violent approach, which I must say, was quite clever. But now we have more important things to discuss."
  Message 29: "What's so important?" you cry. "The rebuilding of Kunisulitz is our number one priority now," says Vargas. "To be honest, Chief Sslavik is most upset with the lack of support we have given him in this task." 
  Message 30: "He has threatened to leave the Zinlasian League of Nations, which could result in the loss of the entire province of Zenarbial." Governor Walwick quickly interjects, "Now things won't get that far, Chief Sslavik." 
  Message 31: "You can expect a massive effort from East Zinlasia to help in the rebuilding of this once beautiful city." Sslavik grumbles, "We sshall sssee."
  Message 32: Governor Walwick turns to you and sees the look of concern has not left your faces. "You're still unsatisfied with the mission's conclusion?" he asks. "What more could be done? Do you have a better idea?"
  Message 33: "No, they don't," says Vargas, a little miffed that the governor is seeking your opinion over his own. "They have not come up with any other plans. They have not reported any weakness in Lucivius or his defenses."
  Message 34: "I would be hesitant to send in more troops without a solid plan," says Walwick. "We've lost enough people already," he says. "Exactly!" Vargas cries, "We've seen what Lucivius is capable of doing. I sure don't want to lose any of MY men."
  Message 35: "And if we go in and just end up angering him, hundreds, if not thousands of innocent people could perish if he unleashes more disasters on our cities." You cry, "But what about Sister Elysia? She will spend the rest of her life as a slave to him."
  Message 36: "That was HER choice," says Vargas. "Now listen here, soldiers. Number one... you will not raise your voice to me like that again. Understood? Number two... I am your commanding officer. I give YOU the orders. YOU follow them."
  Message 37: "When you are finished, you report back to ME for new orders. That is how things work in the Odashai Guardians. YOU don't call the shots. You're not the Adventurer's Club anymore! Got that?"
  Message 38: "Alright," says Walwick, trying to calm everyone down. "This yelling is not necessary. We're all a little emotional over this. But the bottom line is, Lucivius has been stopped in the only way we know how."
  Message 39: "Zinlasia is safe, at least for the time being. This group of brave soldiers has done an exemplary job at completing their mission. The people will hear of their success and they will be heroes."
  Message 40: "Case closed. Now, let's get back to the reason I traveled all the way to the Zenarbial Province to meet with Chief Sslavik and Shal-Bentas. To clean up the mess that Lucivius has left in his wake and keep peace amongst ourselves."
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: "I'm sorry for losing my temper," Vargas says to you. "But you just get me steamed up sometimes. No bad feelings, okay? So why don't you go put on your brand new Odashai uniforms and we can discuss your next mission."
  Message 45: What is your response?
  Message 46: 1) Apologize for your behavior and promise to live out the rest of your lives faithfully serving the Odashai Guardians. (And getting to wear your nifty new uniforms)
  Message 47: 2) Tell him that he can screw himself and you're quitting the Odashai Guardians! (And he can keep his lousy uniforms)
  Message 48: Leave) Don't give an answer just yet.
  Message 49: 
  Message 50: And so ends the tales of the Adventurer's Club. When you started this journey, many years ago, who could have thought it would have led to this. What started as a nightly gathering of role-playing games, soon became real and exciting adventures.
  Message 51: From your early escapades in Harper on the island of Lohkit, to the grand, Independence City and off to the wild shores of the West Zinlasian mainland, you fought many a battle and saved many a life.
  Message 52: And as you explored the valley of Mulysia and moved on to East Zinlasia and finally, the Untamed Region, your adventures took you to many exotic places where you met many interesting and memorable people.
  Message 53: And now, you are Odashai Guardians, honored and respected by all. Heroes in the eyes of the people of Zinlasia. But you can't help think about two people whose lives touched you in very different ways.
  Message 54: Sister Elysia... vulnerable, yet headstrong and full of compassion. What would become of her? Was her sacrifice too great? Is she doomed to a life of misery? Or will she find peace and contentment in the choice she made.
  Message 55: And Grimly... always a mystery. So full of life and yet so unhappy, so misunderstood. Had he found the peace that he searched for all his life? Was he happy in the choice he made? You may never know. 
  Message 56: "You haven't given me your answer yet," says Vargas. "Please don't leave the room until you have."
  Message 57: This door is locked tight and you don't have the key. You wouldn't want to anger anyone by breaking in, so you leave it alone.
  Message 58: "Since you are no longer a member of the Odashai Guardians, I have nothing more to say to you."
  Message 59: "What????!!!!!" cries General Vargas. "I'll give you exactly two seconds to retract that statement, otherwise, I'm going to hold you to it." You say nothing. "Fine then. You are officially removed from your duties."
  Message 60: "You are no longer members of the Odashai Guardians! There's the door," he says. "Be on your way!"
  Message 61: 
  Message 62: 
  Message 63: 
  Message 64: 
  Message 65: "This is ridiculous," says Governor Walwick. "You're the best soldiers we've got. Don't throw away your careers like this."
  Message 66: You tell them that you're sorry, but you were just not meant to follow orders. Especially when diplomatic relations are more important than the safety of innocent people. "We can't follow orders based on the agenda of the day."
  Message 67: "I would hardly consider offering aid to Slithzerikai to help rebuild their city, an agenda," states Walwick. "Well it is," you say. "It's YOUR agenda. We have another."
  Message 68: "Someone we care about has sacrificed her happiness for a life of misery to help this nation. This was a completely selfless act on her part. And how do you repay this act? By abandoning her and crowning US heroes."
  Message 69: "We can't help think that this is all just for show. To make yourself look good for the public."
  Message 70: "It's called politics, my friends," says Walwick. "Well, you can keep your politics. To us, it's personal. And that's the difference between the Odashai Guardians, and the Adventurer's Club!"
  Message 71: "Very nice speech," says Vargas, sarcastically. "Quit the Guardians. Go back to being the Adventurer's Club.
  Message 72: But if you do anything at all to put this nation into jeopardy, you will be held one hundred percent accountable."
  Message 73: Now what's wrong with this door?
  Message 74: "What is this?" cries Governor Walwick. "It's one of Lucivius's barriers," you yell. Pandemonium breaks out all around you. You see panic in everyone's eyes, except Shal-Bentas.
  Message 75: "Are you all right in there, Governor Walwick?" yells one of the guards standing outside the door. "Yes, yes. We're fine," says Walwick. "Look!" cries Vargas. "There's Homunculi outside. They were spying on us!"
  Message 76: "You, ssoldier," cries Chief Sslavik to the Slithzerikai outside. "Kill thosse thingss at once!" 
  Message 77: 
  Message 78: 
  Message 79: 
  Message 80: "How long will he keep us in here?" asks Walwick. "Who knows," says Vargas. "Maybe forever." Walwick looks around and then grabs a chair and walks over to the barrier. He throws it at the barrier and it is immediately incinerated.
  Message 81: You almost feel like laughing at the governor's show of ignorance. "It will take more than a chair to break through that barrier," you tell him. "What can we do?" he asks, panic in his voice.
  Message 82: "Shal-Bentas!" cries Vargas. "You can teleport us out of here."
  Message 83: 
  Message 84: 
  Message 85: 
  Message 86: "This is a very powerful barrier." he says. "I don't believe magic can penetrate it." Vargas cries, "You don't need to penetrate it, just teleport us to the other side!" Shal-Bentas stares at him, emotionless.
  Message 87: "This barrier has the same properties as the original one that appeared at the border of the Untamed Region. Nothing can penetrate it, including teleportation magic. Of course, this is a much smaller version. Perhaps..."
  Message 88: "Perhapss what?" asks Sslavik. "It would take everything I have, but I may be able to achieve one teleportation. But it would be so draining, that my powers would be competely exhausted. It would take weeks of rest to regain them."
  Message 89: "Well, you must try. We all must get out of here," says Vargas. "You misunderstood me," says Shal-Bentas. "I can't teleport us all out of here. Just one of us. Perhaps two, if my powers are strong enough."
  Message 90: "Well, who getss to go?" asks Sslavik. "I suggest the person we pick be the most beneficial to aiding us in our present situation," says Shal-Bentas. "Well, then Governor Walwick would be the top choice," says Vargas.
  Message 91: "He's the most important person in this room. And if you have enough power, send me along, too. What better choice then us, to handle this threat?"
  Message 92: "I don't think my people would react too kindly to that choice," says Sslavik. "Asside from that, I am beginning to wonder jusst how competent the two of you are in dealing with thiss ssituation."
  Message 93: "I resent that comment," says Walwick. "I didn't travel all the way over here just to be insulted!"
  Message 94: 
  Message 95: 
  Message 96: 
  Message 97: 
  Message 98: Shal-Bentas looks your direction, and for the first time, you think you see a smile cross over his face. "I just may have enough power to teleport a small group," he says with a wink.
  Message 99: 
  Message 100: 
  Message 101: 
  Message 102: 
  Message 103: 
  Message 104: A strange feeling overcomes you. It feels as if something has reached into your heads and removed some important knowledge. You stand dazed for a minute, trying to figure out what it is that you've lost.
  Message 105: It doesn't take long to figure it out. Your skill at casting priest spells has been crippled. Everyone seems to have lost a level of knowledge. Lucivius is obviously the culprit. But why would he do this? 
  Message 106: You tell Savel that the ferry has been sunk. "That's bloody awful," he says. "Now I'll be stuck here for even longer." You ask him if there's any other way to get off this island.
  Message 107: "Come to think of it," he says. "I remember finding a teleporter in the city."
  Message 108: There's not enough room in your inventory for that item.
  Message 109: You find the body of a dead Slithzerikai here. Lying by his side are some nice iron javellins. These can always come in handy, so you gather them up.
  Message 110: You find the body of a dead Slithzerikai here. Searching it, you find a Strong Energy Potion. Well, he won't be needing this anymore.
  Message 111: You find the body of a dead Slithzerikai here. Searching it, you find what appears to be a magic ring. Well, it didn't seem to help this poor guy, but it might help you. 
  Message 112: "Maybe you might have use for one, on your big, important mission." You don't tell him that you've left the Guardians. "Here, take mine. I can always get another." He hands you the wand-like object.
  Message 113: "But be careful where you point that thing. And don't waste it using it around here. Nothing to find but dead Sliths."
  Message 114: "Sso, do you want to know a little about Kunissulitz? Or how about Mount Zssarnek?"
  Message 115: "The governor and the others are trapped inside this barrier," you tell Tiberius. "Can you dispell this one too?"
  Message 116: "I think not," says Tiberius. "Let's just leave them in there for a little while longer. That way, they can't get into any trouble." Well, it seems Grimly, er, Tiberius is back to his old self.
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Kunisulitz City Hall
  Message 121: Conference Room
  Message 122: The Lazy Lizard
  Message 123: General Store
  Message 124: Spears R Us
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 930 name: General Vargas
  Personality 930 confused: "That's a subject I care not to discuss."
  Personality 930 look    : You see a large, impressive looking man, sitting at the table. He is dressed in heavy armor and he looks a bit intimidating.
  Personality 930 ask name: "I am General Vargas, Commander of the Odashai Guardians," he says in a commanding voice. 
  Personality 930 ask job : "I am the leader of the Odashai Guardians. I issue the orders to the Guardians and they follow my orders. That is how this organization works." (more)
  Personality 931 name: Chief Sslavik
  Personality 931 confused: "I do not know much about that ssubject."
  Personality 931 look    : You feel odd standing so close to a Slithzerikai without having to defend yourself. The Sliths in West Zinlasia would attack you on sight. This one is dressed almost elegantly, in the colorful attire of a chief.
  Personality 931 ask name: "I am Chief Sslatik," he says in perfect english. "I've heard a lot about you. You are fine warriorss, for humanss."
  Personality 931 ask job : "I am the chief of the Sshisshita tribe in Zenarbial," he answers. "I have called thiss meeting to try to get aid from the other provincess. I chose thiss ssight sso the governor could ssee for himsself the devasstation that wass once Kunissulitz."
  Personality 932 name: Shal-Bentas
  Personality 932 confused: "I do not wish to speak of that."
  Personality 932 look    : This is the only Vahnatai that you have ever seen in person. It is a strange looking creature indeed, but you decide to keep that observation to yourself.
  Personality 932 ask name: "I am Shal-Bentas," he answers. He speaks in a strange, alien sounding voice. You find yourself staring, and you quickly look away.
  Personality 932 ask job : "I am the ambassador for the Vahnatai people in the province of Zenarbial. We are very concerned with the recent events that have befallen the nation of Zinlasia."
  Personality 933 name: Governor Walwick
  Personality 933 confused: "I wish I had time to discuss that, but I don't. We must get back to the subject at hand."
  Personality 933 look    : The man sitting at the head of the table is elegantly dressed. He has a well groomed beard and piercing blue eyes. He has a look of determination on his face.
  Personality 933 ask name: "I am Governor Walwick," he says.
  Personality 933 ask job : "I have come to this province to discuss the current situation with Chief Sslavik and Shal-Bentas. If we do not offer enough aid to help rebuild this city, they may threaten to leave the League of Zinlasion Nations."
  Personality 934 name: Savel
  Personality 934 confused: "That doesn't interest me in the least."
  Personality 934 look    : You recognize this receptor. He accompanied you on your quest to find Quib, the Rogue T'Lanhg. He must be on assignment here. Though at this moment, he looks a bit soused.
  Personality 934 ask name: "I'm Savel," he says, holding a drink in his hand. "Don't I know you?"
  Personality 934 ask job : "Right now, I'm enjoying a few drinks with my Slith friends, here in this charming part of the world." It's amazing how he doesn't slur his words or anything. "Course, I'm s'posed to be on duty."
  Personality 935 name: Ssleezak
  Personality 935 confused: 
  Personality 935 look    : This Sithzerikai bartender gives you a critical look. You're not sure if he likes humans or not.
  Personality 935 ask name: "I'm called Ssleezak," he says.
  Personality 935 ask job : "It tend this bar," he answers. "Or what'ss left of it. All my regular customerss are dead. Now I sserve ssoldierss and morticianss. Sso, do you want a drink, or can I help you with ssomething elsse?"
  Personality 936 name: Unused
  Personality 936 confused: 
  Personality 936 look    : 
  Personality 936 ask name: 
  Personality 936 ask job : 
  Personality 937 name: Unused
  Personality 937 confused: 
  Personality 937 look    : 
  Personality 937 ask name: 
  Personality 937 ask job : 
  Personality 938 name: Unused
  Personality 938 confused: 
  Personality 938 look    : 
  Personality 938 ask name: 
  Personality 938 ask job : 
  Personality 939 name: Unused
  Personality 939 confused: 
  Personality 939 look    : 
  Personality 939 ask name: 
  Personality 939 ask job : 
  Node 0 person  : 930- General Vargas
  Node 0 keywords: more resp
  Node 0 type    : 29
  Node 0 text0   : "Please make up your mind soon," he says, sounding quite annoyed. "I don't have all day to wait for your response."
  Node 0 text1   : 
  Node 1 person  : 930- General Vargas
  Node 1 keywords: answ xxxx
  Node 1 type    : 29
  Node 1 text0   : "Please make up your mind soon," he says, sounding quite annoyed. "I don't have all day to wait for your response."
  Node 1 text1   : 
  Node 2 person  : 931- Chief Sslavik
  Node 2 keywords: kuni xxxx
  Node 2 type    : 1
  Node 2 text0   : "This city will once again be the jewel that it once wass. Governor Walwick will help uss. He will do anything to keep thiss province. You, on the other hand, have better thingss to do."
  Node 2 text1   : "We will handle the problemss here. I think you have made the right decission. Go do what you have to do. And alwayss believe in yourselvess. I will alwayss think of you as fine warriorss." 
  Node 3 person  : 931- Chief Sslavik
  Node 3 keywords: bett thin
  Node 3 type    : 0
  Node 3 text0   : "You musst do what you feel iss right in your heart. That iss one of the qualitiess that makess a great warrior."
  Node 3 text1   : 
  Node 4 person  : 932- Shal-Bentas
  Node 4 keywords: zinl xxxx
  Node 4 type    : 0
  Node 4 text0   : "We must all do our part to keep our nation safe from outside threats. And to help each other in times of need."
  Node 4 text1   : 
  Node 5 person  : 934- Savel
  Node 5 keywords: duty xxxx
  Node 5 type    : 0
  Node 5 text0   : "With the bloody Odashai Guardians. Disaster relief. You should see what they've got me doing. Digging through all this rubble, lookin' for bodies and stuff. Nasty work." He takes a swig of his drink.
  Node 5 text1   : "Even had to work with those creepy Vahnatai."
  Node 6 person  : 934- Savel
  Node 6 keywords: ferr whir
  Node 6 type    : 29
  Node 6 text0   : "There's a ferry, just south of town," he says. "It will take you back to East Zinlasia."
  Node 6 text1   : 
  Node 7 person  : 934- Savel
  Node 7 keywords: tele xxxx
  Node 7 type    : 1
  Node 7 text0   : "That doesn't interest me in the least."
  Node 7 text1   : "We were searching through the rubble and came across a secret passage that led to this odd building with a portal inside. I don't know about you, but I NEVER go near a strange portal. I'll tell you where it is, if you want."
  Node 8 person  : 934- Savel
  Node 8 keywords: tell want
  Node 8 type    : 1
  Node 8 text0   : "That doesn't interest me in the least."
  Node 8 text1   : "Check behind the City Hall. I think that's where we found it. But I wouldn't use it if I were you. Who knows where you'll end up."
  Node 9 person  : 934- Savel
  Node 9 keywords: vahn xxxx
  Node 9 type    : 0
  Node 9 text0   : "I guess they lost a few of their own. They've had us cutting through the rubble with these strange little devices they invented." 
  Node 9 text1   : 
  Node 10 person  : 934- Savel
  Node 10 keywords: devi xxxx
  Node 10 type    : 0
  Node 10 text0   : "They look like little magic wands, but boy do they pack a wallop. These things can cut through almost anything. 
  Node 10 text1   : They do it by amplifying light waves which concentrates it into an intense, penetrating beam... or some such nonsense." (more)
  Node 11 person  : 934- Savel
  Node 11 keywords: lase xxxx
  Node 11 type    : 29
  Node 11 text0   : "Pretty cool, isn't it?" he says, taking another swig from his glass. "Those bloody Vahnatai sure are clever."
  Node 11 text1   : 
  Node 12 person  : 934- Savel
  Node 12 keywords: more xxxx
  Node 12 type    : 0
  Node 12 text0   : "And get this. You can adjust the beam, depending on what you want to cut through. You can make it wide, to cut holes into the sides of buildings, or make it so small that you can slice a small pebble in half.
  Node 12 text1   : Only thing they can't cut through are magic barriers and the like. They call them Lasers."
  Node 13 person  : 935- Ssleezak
  Node 13 keywords: elss else
  Node 13 type    : 29
  Node 13 text0   : "Perhapss you'd like to know a little bit about Kunissulitz. Well what do I look like, a tour guide? Put your money where your mouth iss and maybe I'll be more obliging."
  Node 13 text1   : 
  Node 14 person  : 935- Ssleezak
  Node 14 keywords: mone obli
  Node 14 type    : 0
  Node 14 text0   : "Buy a drink!"
  Node 14 text1   : 
  Node 15 person  : 935- Ssleezak
  Node 15 keywords: drin purc
  Node 15 type    : 0
  Node 15 text0   : "Drinkss are 10 gold a piece. I'd order the Sselothi Ale if I were you. It'ss the mildesst. I doubt you could handle a hardcore Sslithzerikai draft."
  Node 15 text1   : 
  Node 16 person  : 935- Ssleezak
  Node 16 keywords: ssel selo
  Node 16 type    : 19
  Node 16 text0   : He hands you a large mug of a greenish liquid. It doesn't look very good. You take a sip. It doesn't taste very good, either.
  Node 16 text1   : "Here in Kunissulitz, if you come in to buy a drink, you need to have gold. I don't know how they do it in your province."
  Node 17 person  : 935- Ssleezak
  Node 17 keywords: kuni xxxx
  Node 17 type    : 1
  Node 17 text0   : "I only sspeak with paying cusstimerss," he says, rudely.
  Node 17 text1   : "Kunissulitz liess at the base of Mount Zssarnek. It ussed to be a nice city. Tall towerss, beautiful architecture. Now, ssince the earthquake, it'ss a pile of rubble. 
  Node 18 person  : 935- Ssleezak
  Node 18 keywords: zssa zsar
  Node 18 type    : 1
  Node 18 text0   : "I only sspeak with paying cusstimerss," he says, rudely.
  Node 18 text1   : "Mount Zssarnek is jusst north of the city. Most outssiderss believe it'ss unclimbable. We Sslithzerikai have no trouble sscaling it's ssteep wallss. But there are ssome areass that even the likess of you could climb."
  Node 19 person  : 935- Ssleezak
  Node 19 keywords: area clim
  Node 19 type    : 0
  Node 19 text0   : "You'll jusst have to look for yoursselvess. You don't want me to give away all the ssecretss, do you?"
  Node 19 text1   : 
  Node 20 person  : 934- Savel
  Node 20 keywords: isla leav
  Node 20 type    : 29
  Node 20 text0   : "There's a ferry, just south of town," he says. "It will take you back to East Zinlasia."
  Node 20 text1   : 

  Town = 94: Lucivius' Castle             

  Town Messages:
  Message 0: Lucivius' Castle             
  Message 1: Summoning Chamber            
  Message 2: Summoning Chamber            
  Message 3: Summoning Chamber            
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This is a cheap imitation of a statue of Odashai. You're not sure, but you think it's made of plastic.
  Message 21: "Here lies our beloved Shamus. May he rest in peace."
  Message 22: "Here lies our beloved Edwin. May he rest in peace."
  Message 23: "Here lies our beloved Gunther. May he rest in peace."
  Message 24: Inside this chest is a large, black key. You take it  and place it in your pack.
  Message 25: This door is locked tight. You ask Tiberius, if he can get it open. He walks up to the door and examines it. "Nope," he says, mattter of factly. "I could open it, if it were locked by magic. But this is a mechanical lock. We'll just have to find the key.
  Message 26: This door is locked tight. It looks like you'll need to find the key to open it.
  Message 27: You use the black key you found in the chest, and the door opens right up.
  Message 28: The books on this shelf are all the same. They are all old, leather bound volumes of historical references and the like. Very dull reading. But three books grouped together stand out from the rest. Their covers are brightly colored.
  Message 29: The first one is blue. The second is yellow. And the third is red. You attempt to take one, but find they are glued to the shelf. Very strange.
  Message 30: Just below the surface of the dirt, you find a red rune. The number, "358" is engraved on the surface of the rune.
  Message 31: Just below the surface of the dirt, you find a blue rune. The number, "276" is engraved on the surface of the rune.
  Message 32: Just below the surface of the dirt, you find a yellow rune. The number, "941" is engraved on the surface of the rune.
  Message 33: "How dare you enter MY summoning chamber," cries Lucivius. "No one is allowed in here!" You tell him that his summoning days are over. You tell him he had better cooperate and accompany you back to Magestica Prison. "Prison??!!!" he cries. 
  Message 34: "I'm not going back there. Why can't you just leave me alone? I told you I won't hurt anybody else. I just want to be left alone." You confront him about the barrier that he trapped the governor and the others inside. "That was to trap YOU!" he cries. 
  Message 35: "I heard what you said about me... and after I treated you so well on your last visit here. I promised to be good. Why do you still want to do this to me?" "Because, you're a nutcake," Tiberius blurts out. "Oh, look who's talking," cries Lucivius.
  Message 36: "You... the escapee from the nut house. Well, I was never in one of THOSE. I am perfectly sane. You're the one who's ill. You don't know right from wrong. I made it possible for you to be cured, and how do you repay me?" 
  Message 37: "You turn against me, like everyone else. It's them who you should turn against. They're only using you for their own selfish purposes." Tiberius looks at you and then back at Lucivius. Raising a hand in the air, he cries, "You talk too much!"
  Message 38: Sparks fly out towards Lucivius, but there's no effect. Lucivius starts to laugh. "Do you really think your magic is any match for mine?" He raises HIS hands in the air and utters some magic words. In a flash, you are surrounded by Earth Elementals.
  Message 39: "And to make this even more fun, I think you should battle them on their own turf."
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: 
  Message 101: 
  Message 102: 
  Message 103: 
  Message 104: *
  Message 105: 
  Message 106: 
  Message 107: 
  Message 108: 
  Message 109: 
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Clinic
  Message 121: Chapel
  Message 122: Kitchen
  Message 123: Dining Room
  Message 124: Guest Quarters
  Message 125: Library
  Message 126: The Master's Bed Chamber
  Message 127: Summoning Chamber
  Message 128: Castle of Lucivius
  Message 129: Grand Hallway
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 940 name: Lucivius
  Personality 940 confused: 
  Personality 940 look    : 
  Personality 940 ask name: 
  Personality 940 ask job : 
  Personality 941 name: Sister Elysia
  Personality 941 confused: "I don't wish to speak of that."
  Personality 941 look    : The woman before you doesn't quite look like the Sister Elysia that you've come to know. She is plumper, slightly shorter, and much, much uglier!
  Personality 941 ask name: "I'm still Sister Elysia," she says.
  Personality 941 ask job : "I suppose I will be staying here for the rest of my life, taking care of Lucivius," she says. "It shouldn't be THAT bad."
  Personality 942 name: Tiberius Grimstone
  Personality 942 confused: "I'm too tired to talk right now."
  Personality 942 look    : This is not the Grimly you're used to seeing. He is taller and thinner and doesn't have green skin. He looks like a regular mage.
  Personality 942 ask name: "I am no longer Grimly," he says, happily. "My name is Tiberius Grimstone."
  Personality 942 ask job : "I don't know what I'll do next. I suppose I'll go back to my little shop for a while and then decide what to do." (continue)
  Personality 943 name: Ethel
  Personality 943 confused: "I'm not sure I can answer that."
  Personality 943 look    : This plump, middle-aged woman is busily putting away pots and pans. She wipes the sweat from her brow as she gets ready to clean out one of the black cauldrons.
  Personality 943 ask name: "I'm Ethel," she says in a friendly tone.
  Personality 943 ask job : "I prepare all the meals for Lucivius and his guests."
  Personality 944 name: Doctor Quinonis
  Personality 944 confused: "There isn't really much more to say about that."
  Personality 944 look    : This conservative looking man is wearing the garb of a physician. He tends to avoid eye contact when you talk to him.
  Personality 944 ask name: "My name is Doctor Quinonis," he answers. 
  Personality 944 ask job : "I am the personal physician to Lucivius. I take care of his medical needs as well as the needs of his guests."
  Personality 945 name: Unused
  Personality 945 confused: 
  Personality 945 look    : 
  Personality 945 ask name: 
  Personality 945 ask job : 
  Personality 946 name: Unused
  Personality 946 confused: 
  Personality 946 look    : 
  Personality 946 ask name: 
  Personality 946 ask job : 
  Personality 947 name: Unused
  Personality 947 confused: 
  Personality 947 look    : 
  Personality 947 ask name: 
  Personality 947 ask job : 
  Personality 948 name: Unused
  Personality 948 confused: 
  Personality 948 look    : 
  Personality 948 ask name: 
  Personality 948 ask job : 
  Personality 949 name: Unused
  Personality 949 confused: 
  Personality 949 look    : 
  Personality 949 ask name: 
  Personality 949 ask job : 
  Node 0 person  : 941- Sister Elysia
  Node 0 keywords: luci xxxx
  Node 0 type    : 0
  Node 0 text0   : "He's in his summoning chamber. You aren't planning on challenging him, are you? I beg you not to do it. He will destroy you all. Why can't you just leave well enough alone?"
  Node 0 text1   : 
  Node 1 person  : 941- Sister Elysia
  Node 1 keywords: alon ange
  Node 1 type    : 2
  Node 1 text0   : You tell her that he is still a threat to the safety of Zinlasia. You tell her how he has trapped the governor and the others inside a barrier. 
  Node 1 text1   : So, like it or not, there is no choice but to put him away or destroy him. (continue)
  Node 2 person  : 941- Sister Elysia
  Node 2 keywords: summ cham
  Node 2 type    : 1
  Node 2 text0   : "No one's allowed to go in there." You tell her you've got to get into that chamber. "Well, I can't get in there and I won't help you get in either. It will just anger him." 
  Node 2 text1   : "Alright, I'll help you. But I don't know much. I know there are two keys to the summoning chamber. Lucivius has one. The other is locked away in his room."
  Node 3 person  : 941- Sister Elysia
  Node 3 keywords: rune xxxx
  Node 3 type    : 1
  Node 3 text0   : "I don't wish to speak of that."
  Node 3 text1   : "They are hidden throughout the castle. One time, I caught him placing a rune in one of the potted plants. Maybe that's where he's hidden all three."
  Node 4 person  : 943- Ethel
  Node 4 keywords: luci xxxx
  Node 4 type    : 0
  Node 4 text0   : "He's busy inside his summoning chamber. He spends more and more time in there these days."
  Node 4 text1   : 
  Node 5 person  : 943- Ethel
  Node 5 keywords: summ cham
  Node 5 type    : 0
  Node 5 text0   : "There's no way to get inside it. He's never let anyone in there to my knowledge. He's got an extra key locked away but I don't know how to get to it. 
  Node 5 text1   : I think it has something to do with buttons in the guard towers."
  Node 6 person  : 943- Ethel
  Node 6 keywords: guar towe
  Node 6 type    : 0
  Node 6 text0   : "I discovered them there during my routine cleaning schedule. Twice each month I clean out the guard towers. They are numbered one through nine, going clockwise."
  Node 6 text1   : 
  Node 7 person  : 944- Doctor Quinonis
  Node 7 keywords: luci xxxx
  Node 7 type    : 0
  Node 7 text0   : "He's in his summoning chamber right now. I suppose you're here to kill him. I expected that was your intent all along. I don't know if you'll succeed, but I wish you luck."
  Node 7 text1   : 
  Node 8 person  : 944- Doctor Quinonis
  Node 8 keywords: summ cham
  Node 8 type    : 0
  Node 8 text0   : "I don't know how to get in there. He has the key to it locked up in his room. But getting to that key is the tricky part. 
  Node 8 text1   : All I know is there are buttons under the rugs in each guard tower around the perimeter of the castle. They must be pushed in the right order."
  Node 9 person  : 943- Ethel
  Node 9 keywords: cloc xxxx
  Node 9 type    : 0
  Node 9 text0   : "The first tower is the southern one at the entrance to the courtyard."
  Node 9 text1   : 
  Node 11 person  : 941- Sister Elysia
  Node 11 keywords: lock room
  Node 11 type    : 1
  Node 11 text0   : "I don't wish to speak of that."
  Node 11 text1   : "All I know is that to open the locked gate to get the key, you need to know the correct combination. There are three runes that you need to discover the solution."
  Node 12 person  : 941- Sister Elysia
  Node 12 keywords: cont xxxx
  Node 12 type    : 0
  Node 12 text0   : "I suppose you are right," she says. "But do me a favor and give him the option to give up and return to prison. That way, maybe there can still be a non-violent solution to all this."
  Node 12 text1   : 

  Town = 95: Bagarnis Manor                     

  Town Messages:
  Message 0: Bagarnis Manor                     
  Message 1:                              
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You insert the four Gold Keys into each slot and the door opens right up.
  Message 21: This door is locked tight. Below the knob are four keyholes. It looks like you're going to need four keys to get it open.
  Message 22: This door is locked tight. Below the knob are four keyholes. You don't have enough keys to open the door. You're going to need to find four keys.
  Message 23: You enter a brightly decorated room. Standing there is a mage dressed in colorful purple robes and a pointy hat. He appears quite startled at your arrival. "Who are you" he cries. "How did you get here?"
  Message 24: You tell him you came through the portal. "Oh, the portal. Yes of course," he says, somewhat calmer. "You look vaguely familiar to me, but then again, I don't meet many people. I'm a hermit, you see."
  Message 25: "My name is Magus Bagarnis, the third. "And I never leave my manor." You ask him what's the portal for. "Well, ummm, you see," he stammers. "Well, occassionally I take a walk. It gets rather dull in here."
  Message 26: "I like fresh air, and the city of Kunisulitz is a beautiful place to take a stroll. That is, before the earthquake hit and completely destroyed it. But see, they don't know I'm a hermit over there."
  Message 27: The Slithzerikai are a very interesting race and I enjoy meeting and talking with them." He pauses for a minute and then says, "Okay, so I'm not very good at this hermit stuff."
  Message 28: "But that's not important now. I'm actually glad to see you. I have created a bit of a problem for myself that maybe you can help with. You see, a created a powerful enchantment that was supposed to create chests full of treasure."
  Message 29: "You see, I'm kind of a materialistic hermit. I like stuff. But I can't be seen out shopping at the fancy boutiques of Zenith. It would spoil the image, you see. So I enchanted this magic crystal to summon these chests."
  Message 30: "Well, I did it wrong. Summoning spells don't summon inanimate objects, only living ones. So, before I knew it, my laboratory was filled with living chests... mean, nasty living chests."
  Message 31: "Well, I rushed out of my lab and locked the door tight. It takes four keys to lock or unlock the door. Well, no sooner had I locked it up, when another chest materialized right behind me."
  Message 32: "It scared the 'you know what' out of me and I dropped the keys. The chest then, well, it ate the keys. Well, I had to get those keys back. I attacked the chest with the best spells I had, but they didn't affect it at all."
  Message 33: "Then I took my staff and beat the chest with it. I finally succeeded in destroying the thing. It had some nice treasure in it, but no keys. Then another chest appeared. I attacked it with my dented staff and destroyed it too."
  Message 34: "Out poured more treasure, and a gold key that looked like one of my original keys. I grabbed it and inserted it into one of the slots on the door. It fit perfectly. Very strange." 
  Message 35: "It seems that not only does each chest have a random assortment of treasure, but occassionally an odd item, including a gold key. At this point, I heard a strange sound coming from the front room."
  Message 36: "I rushed into the other room to discover two more chests had appeared. The magic crystal I had created was going haywire, and was summoning chests at an alarming rate."
  Message 37: "I ran back to the door of my lab, only to find another chest had appeared and had eaten the gold key I had left in the door. They seem to have a thing for gold. At this point, my staff was useless, having been damaged beyond repair."
  Message 38: "And now, I have barricaded myself in this room. Luckily, no chests have appeared in here. The crystal seems to have a limited radius in which it can summon them. So you see, I've got myself in a bit of a pickle."
  Message 39: "You look like soldier types to me, with your armor and fancy weapons. I'm sure you could aid me in this situation. You just need to get into my laboratory and destroy that crystal. It would be quite easy to smash, once you get to it."
  Message 40: "I'll give you a great reward if you succeed."
  Message 41: This crystal radiates strong magic. It is the cause of all the living chests being summoned. Do you want to smash it?
  Message 42: 
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  Message 47: Pausing for a moment, you ponder this question. If you don't smash the crystal, you could have an endless supply of treasure, as long as the crystal continues to summon the chests.
  Message 48: Do you STILL want to smash the crystal?
  Message 49: 
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  Message 53: You grab one of your weapons and swing it at the crystal. It shatters in a million pieces. That should put an end to the living chests.
  Message 54: The book on this pedestal is titled, "Interior Decorating for the Modern Mage." You have no desire to read it. And you kinda wish Bagarnis hadn't read it, either.
  Message 55: "You need to destroy the crystal first," he says. "Then, I'll give you the reward."
  Message 56: "Oh yes, a reward," he says, scratching his head. "I know!" He reaches into his pocket and pulls out a shiny, red orb. "This is an ancient Magite artifact. Isn't it pretty?"
  Message 57: He hands it to you and says, "Well thanks again. Now shouldn't you be going?"
  Message 58: "Oh yes, a reward," he says, scratching his head. "I know!" He reaches into his pocket and pulls out a shiny, red orb. "This is an ancient Magite artifact. Isn't it pretty?"
  Message 59: He hands it to you, but you set it on the floor, as your pack is too full. "Well, thanks again," he says. "Now, shouldn't you be going?"
  Message 60: The book on this pedestal is titled, "How to Lose Friends and Alienate People: 10 Easy Steps to Becoming a Hermit." It sounds like fascinating reading. Unfortunately, you just don't have the time right now.
  Message 61: The book on this pedestal is titled, "Demonology 101." This might be interesting. Do you want to read this book?
  Message 62: 
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  Message 67: You open the book and skim through it. It seems to be a beginner's guide to summoning demons. It lists many different rituals for summoning various types of demons.
  Message 68: There are so many rituals that you don't know how anyone could remember each one. They all involve various complex phrases that must be spoken, along with intricate hand gestures.
  Message 69: You DO find one part that all the rituals seem to have in common. It involves drawing a pentagram on the floor and then burning certain reagents placed at each point of the star. The directions are listed, but even so, seem a bit vague to you... 
  Message 70: "Blood Moss must connect along the line of the star to Sulfurous Ash. Nightshade cannot be near Black Pearl on the perimeter. Blood Moss cannot be placed at the top. Mandrake cannot connect to Black Pearl. Nightshade must be at the bottom."
  Message 71: Do you want to take the book?
  Message 72: 
  Message 73: You remove the book from the pedestal and place it in your pack.
  Message 74: The book on this pedestal is titled, "Archipelagas: Episode One." Below the title, in smaller letters are the words, "A BoA Scenario by Shyguy." 
  Message 75: You're not quite sure what 'BoA' means, and since you don't have time to read through the book, you leave it alone and continue on your way.
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  TownDialogue:
  Personality 950 name: Magus Bagarnis
  Personality 950 confused: "I couldn't possibly know anything about that."
  Personality 950 look    : This middle-aged mage is dressed in purple robes and purple hat. He is standing in the middle of what appears to be a kitchen, decorated in bright, gawdy colors.
  Personality 950 ask name: "I am Magus Bagarnis, the third," he says, proudly.
  Personality 950 ask job : "I come from a long line of Magite hermits. My grandfather was the great, Magus Bagarnis. My father is Magus Bagarnis, the second."
  Personality 951 name: Unused
  Personality 951 confused: 
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  Personality 952 name: Unused
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  Personality 953 name: Unused
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  Personality 954 name: Unused
  Personality 954 confused: 
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  Personality 955 name: Unused
  Personality 955 confused: 
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  Personality 956 name: Unused
  Personality 956 confused: 
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  Personality 957 name: Unused
  Personality 957 confused: 
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  Personality 958 name: Unused
  Personality 958 confused: 
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  Personality 959 name: Unused
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  Node 0 person  : 950- Magus Bagarnis
  Node 0 keywords: gran xxxx
  Node 0 type    : 0
  Node 0 text0   : "He lived inside the Halmeni Labyrinth for almost his entire life in the pursuit of solitude. Now that he's dead, treasure hunters delve into the twisting tunnels, certain that he has left untold magical treasures behind."
  Node 0 text1   : 
  Node 1 person  : 950- Magus Bagarnis
  Node 1 keywords: halm laby
  Node 1 type    : 0
  Node 1 text0   : "It's in the Halmani Mountains, naturally. It's quite a ways north of here. Just follow the Twin Rivers."
  Node 1 text1   : 
  Node 2 person  : 950- Magus Bagarnis
  Node 2 keywords: trea xxxx
  Node 2 type    : 0
  Node 2 text0   : "They say there's treasures to be found, but I don't know if it's true. And if there were any, they may be all gone by now."
  Node 2 text1   : 
  Node 3 person  : 950- Magus Bagarnis
  Node 3 keywords: fath xxxx
  Node 3 type    : 0
  Node 3 text0   : You tell him that you've met his father. "Oh, really?" he says, sounding surprised. "How is he doing?" You tell him he seems to be fine. 
  Node 3 text1   : 
  Node 4 person  : 950- Magus Bagarnis
  Node 4 keywords: crys ches
  Node 4 type    : 1
  Node 4 text0   : "Destroy the crystal in my lab that is summoning the living chests and I'll be most grateful," he says. "I'll come up with a reward for you, too."
  Node 4 text1   : "You did it!" he cries. "How can I thank you enough?"
  Node 5 person  : 950- Magus Bagarnis
  Node 5 keywords: livi xxxx
  Node 5 type    : 1
  Node 5 text0   : "Destroy the crystal in my lab that is summoning the treasure chests and I'll be most grateful," he says. "I'll come up with a reward for you, too."
  Node 5 text1   : "You did it!" he cries. "How can I thank you enough?"
  Node 6 person  : 950- Magus Bagarnis
  Node 6 keywords: rewa xxxx
  Node 6 type    : 29
  Node 6 text0   : "I've given you all I have of value," he says. "Besides, didn't you get enought treasure from the living chests?"
  Node 6 text1   : 
  Node 7 person  : 950- Magus Bagarnis
  Node 7 keywords: herm xxxx
  Node 7 type    : 0
  Node 7 text0   : "You know... Old, reclusive men who live far away from civilization and don't like to be disturbed."
  Node 7 text1   : 

  Town = 96: Town name                    

  Town Messages:
  Message 0: Town name                    
  Message 1: Bugkaba's Cave               
  Message 2: Lair of the Sea Dragon       
  Message 3: Lair of the Sea Dragon       
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
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  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You're beginning to think that continuing down this river would be a VERY bad idea. It would probably be best to turn around.
  Message 21: Now would be a good time to cover yourselves with the Acid Shield. You raise it up over your heads and hope that it will hold out long enough to get past the Cave Worms.
  Message 22: "Bugkaba could make shield to protect from acid, but it very difficult. But it not protect from big Sea Dragon. Bugkaba maybe not go hunt Sea Dragon after all." You ask him if he could make a shield for you, in case you decided to go hunt the dragon."
  Message 23: "Yes, Bugkaba could do that. But need special tools and materials. First, need eggs from Pyrohydra. Eggshell only known substance that protect from acid. But one problem... no Pyrohydra live in this region."
  Message 24: "But, if you COULD find, Bugkaba need lot's of pieces of broken shells. Pyrohydra eggshell too strong to cut. Only break when young hatch out. It best to make one big shield to cover group, instead of individual shields."
  Message 25: "So let Bugkaba think. Yes, shells from four eggs should be enough. If can't find broken eggs, must bring Bugkaba something to cut eggs with. Orcs no have weapons that strong. Maybe humans do. Bugkaba don't know these things."
  Message 26: "Bugkaba then create one big shield by embedding eggshells in molten metal. Bugkaba need three Iron Large Shields for that. Not old used ones. Must be brand new. And finally, need 1000 gold coins." You ask him what the gold is for.
  Message 27: "It for Bugkaba," he answers. You ask him why an Orc living out here needs 1000 gold. "Bugkaba always want make golden armor. Bugkaba melt down gold and cover armor with gold plate. Bugkaba then be best dressed Orc in Zinlasia."
  Message 28: You give Bugkaba all the items that he asked for. "What this thing, a wand?" he asks, pointing to the laser. You explain what it is and tell him he should have no problem cutting the eggshells with it.
  Message 29: "This very good," he says. "Bugkaba start to work on shield at once. It will take some time to do. Maybe one or two days. You stay as guest to Bugkaba while work is done."
  Message 30: You agree to his offer and make yourself at home while he works away. He spends all that day and well into the night, creating the enormous shield. You awaken the next morning, feeling a bit achy after sleeping on the hard cave floor.
  Message 31: "It finished!" he cries. Looking at the shield, you wonder how you're going to carry it around. You decide the best thing to do is to load it into the boat and keep it there. "Now, Bugkaba give you one word of warning."
  Message 32: "Acid Shield not indestructible. It will wear out if too much acid get on it. Try to get past Cave Worms as quick as possible. If it wear out while worms all around, you in big trouble. Better bring potions to cure acid, just in case."
  Message 33: You thank him, and decide it's time to be on your way.
  Message 34: "Good luck," he says to you. "Try not to get killed by big Sea Dragon."
  Message 35: "You have eggs, but you don't have 3 Large Steel Shields," says Bugkaba. "And don't forget 1000 gold and special cutting tool."
  Message 36: "You have eggs, but you don't have enough Large Steel Shields," says Bugkaba. "I need three. And don't forget 1000 gold and special cutting tool."
  Message 37: "You have brought eggs and shields, but Bugkaba no have way to cut eggshells. Need to find special cutting tool. Something that can cut through even hardest materials.
  Message 38: Oh, and don't forget to bring 1000 gold, too."
  Message 39: You tell him that you've brought all the items that he'll need to make the Acid Shield. "What about 1000 gold?" he asks. Oops. You forgot about that.
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  Message 45: "Bugkaba already make Acid Shield for you. Bugkaba no make another one. It too much work."
  Message 46: "Bring gold, then Bugkaba make Acid Shield for you."
  Message 47: "You have eggs, but you don't have 3 Large Iron Shields," says Bugkaba. "And don't forget 1000 gold and special cutting tool."
  Message 48: 
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  Message 53: OH no! The acid has eaten through the shield and is beginning to rain down all over you. You toss what's left of the Acid Shield overboard. 
  Message 54: The Acid Shield is beginning degrade from the rain of acid being spewed upon you from the Giant Cave Worms. You had better hurry up before it completely falls apart.
  Message 55: A large wall blocks your way. It appears to have magical properties, as it seems to have a slight glow to it. 
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  TownDialogue:
  Personality 960 name: Bugkaba
  Personality 960 confused: "Bugkaba no understand."
  Personality 960 look    : This orc is dressed in heavy armor and carries a big shield. Surprisingly, he doesn't attack you when you enter his cave.
  Personality 960 ask name: "Bugkaba," he says, pointing to himself.
  Personality 960 ask job : "Bugkaba live in cave. Hunt big monster of lake." You are surprised that he can speak english."
  Personality 961 name: Unused
  Personality 961 confused: 
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  Personality 962 name: Unused
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  Personality 963 name: Unused
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  Personality 964 name: Unused
  Personality 964 confused: 
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  Personality 965 name: Unused
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  Personality 966 name: Unused
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  Personality 967 name: Unused
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  Personality 968 name: Unused
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  Personality 969 name: Unused
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  Node 0 person  : 960- Bugkaba
  Node 0 keywords: engl xxxx
  Node 0 type    : 0
  Node 0 text0   : "Bugkaba very smart. Bugkaba learn speak english from humans in swamp village. Go there after Bugkaba fall down Frosgaard's Blowhole."
  Node 0 text1   : 
  Node 1 person  : 960- Bugkaba
  Node 1 keywords: fros blow
  Node 1 type    : 0
  Node 1 text0   : "Bugkaba try sacrifice Orc female to god, Frosgaard. Orc female kick Bugkaba in very sensitive part. Bugkaba not wear armor like now. Bugkaba slip and fall and land in cold water.
  Node 1 text1   : Find way out of cave in soon come to this place to live."
  Node 2 person  : 960- Bugkaba
  Node 2 keywords: mons drag
  Node 2 type    : 0
  Node 2 text0   : "Big Sea Dragon live in cave near here. It very big and powerful. Eat many humans and other things too. Bugkaba try hunt big Sea Dragon, but no can get past worms."
  Node 2 text1   : 
  Node 3 person  : 960- Bugkaba
  Node 3 keywords: worm xxxx
  Node 3 type    : 0
  Node 3 text0   : "Giant Cave Worms spit acid at Bugkaba. Burn up armor. Bugkaba need make shield to protect from acid. Bugkaba know many skills. Know how to make armor and especially, good shields."
  Node 3 text1   : 
  Node 4 person  : 960- Bugkaba
  Node 4 keywords: shie xxxx
  Node 4 type    : 29
  Node 4 text0   : Bugkaba repeats the items he needs to make the Acid Shield. "Eggshells from 4 Pyrohydra Eggs, 3 Large Iron Shields, 1000 gold coins, and a tool that can cut the eggshells if you can't find them already in pieces."
  Node 4 text1   : That last item may be a tough one.

  Town = 97: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Mt. Zsarnek Summit           
  Message 2: Magite Weapons Cache          
  Message 3: Magite Weapons Cache          
  Message 4: Magite Weapons Cache          
  Message 5: Odd Building                 
  Message 6: Rectangle 6                  
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  Message 17: Comment 1
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  Message 19: Comment 3
  Message 20: You arrive at what must be the summit of Mount Zsarnek. Ahead of you is a small shrine, surrounded by some smaller buildings. This may once have been some sort of religious retreat. Now, it appears completely abandoned.
  Message 21: It seems this is another old shrine to Odashai. You're not sure if the Slithzerikai built this, or possibly some human missionaries, trying to convert them. Whatever the case, it hasn't been used in many years.
  Message 22: As you wander through the old site, you notice how peaceful and tranquil the whole setting is. This could be a perfect place for the Gumby Sanctuary. But how could the Gumbies get here?
  Message 23: A portal would be the best solution. But this shrine doesn't seem to have one to activate. Perhaps there is someone who might be sympathetic to the Gumby's plight. Someone who can also create a portal.
  Message 24: Before you stands the statue of Odashai. It is a magnificent work of art and is quite an impressive sight. Just looking at it fills you with feelings of hope and courage. Do you wish to pray to  Odashai?
  Message 25: 
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  Message 30: Nothing happens. Your faith in Odashai must not be strong enough.
  Message 31: You point Volton's Staff at the barrier and it instantly dispells it.
  Message 32: This building appears to be an old Magite Weapons Cache. It probably hasn't been used in many years... maybe hundreds of years. Upon further examination, there doesn't seem to be much left in the way of weapons.
  Message 33: All the main caches have been opened and are now empty... except one. From the look of it, there might be something real powerful inside.
  Message 34: This odd building looks like Magite architecture. It doesn't look new, though. You guess that it's been here for hundreds of years. Too bad you have no way of dispelling the electric barrier.
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  Message 120: Orange
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  TownDialogue:
  Personality 970 name: Unused
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  Personality 971 name: Unused
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  Personality 972 name: Unused
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  Personality 973 name: Unused
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  Personality 974 name: Unused
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  Personality 975 name: Unused
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  Personality 976 name: Unused
  Personality 976 confused: 
  Personality 976 look    : 
  Personality 976 ask name: 
  Personality 976 ask job : 
  Personality 977 name: Unused
  Personality 977 confused: 
  Personality 977 look    : 
  Personality 977 ask name: 
  Personality 977 ask job : 
  Personality 978 name: Unused
  Personality 978 confused: 
  Personality 978 look    : 
  Personality 978 ask name: 
  Personality 978 ask job : 
  Personality 979 name: Unused
  Personality 979 confused: 
  Personality 979 look    : 
  Personality 979 ask name: 
  Personality 979 ask job : 

  Town = 98: City Bypass Station          

  Town Messages:
  Message 0: City Bypass Station          
  Message 1: Rectangle 1                  
  Message 2: Rectangle 2                  
  Message 3: Rectangle 3                  
  Message 4: Rectangle 4                  
  Message 5: Rectangle 5                  
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
  Message 8: Rectangle 8                  
  Message 9: Rectangle 9                  
  Message 10: Rectangle 10                 
  Message 11: Rectangle 11                 
  Message 12: Rectangle 12                 
  Message 13: Rectangle 13                 
  Message 14: Rectangle 14                 
  Message 15: Rectangle 15                 
  Message 16: Rectangle 16                 
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: The toll to use the City Bypass Portal is 5 gold. Do you want to pay?
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: You don't have enough gold.
  Message 27: Where do you want to go?
  Message 28: 1) Northeast Station
  Message 29: 2) West Station
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: Where do you want to go?
  Message 34: 1) Northeast Station
  Message 35: 2) South Station
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: Where do you want to go?
  Message 40: 1) West Station
  Message 41: 2) South Station
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Zenith City Bypass
    South Station
  Message 121: Zenith City Bypass
 Northeast Station
  Message 122: Zenith City Bypass
  Message 123: Zenith City Bypass
    West Station
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 980 name: Unused
  Personality 980 confused: 
  Personality 980 look    : 
  Personality 980 ask name: 
  Personality 980 ask job : 
  Personality 981 name: Unused
  Personality 981 confused: 
  Personality 981 look    : 
  Personality 981 ask name: 
  Personality 981 ask job : 
  Personality 982 name: Unused
  Personality 982 confused: 
  Personality 982 look    : 
  Personality 982 ask name: 
  Personality 982 ask job : 
  Personality 983 name: Unused
  Personality 983 confused: 
  Personality 983 look    : 
  Personality 983 ask name: 
  Personality 983 ask job : 
  Personality 984 name: Unused
  Personality 984 confused: 
  Personality 984 look    : 
  Personality 984 ask name: 
  Personality 984 ask job : 
  Personality 985 name: Unused
  Personality 985 confused: 
  Personality 985 look    : 
  Personality 985 ask name: 
  Personality 985 ask job : 
  Personality 986 name: Unused
  Personality 986 confused: 
  Personality 986 look    : 
  Personality 986 ask name: 
  Personality 986 ask job : 
  Personality 987 name: Unused
  Personality 987 confused: 
  Personality 987 look    : 
  Personality 987 ask name: 
  Personality 987 ask job : 
  Personality 988 name: Unused
  Personality 988 confused: 
  Personality 988 look    : 
  Personality 988 ask name: 
  Personality 988 ask job : 
  Personality 989 name: Unused
  Personality 989 confused: 
  Personality 989 look    : 
  Personality 989 ask name: 
  Personality 989 ask job : 

  Town = 99: Central Operations           

  Town Messages:
  Message 0: Central Operations           
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There are several levers in this room. Since you don't know what any of them do, you feel it's best to leave them alone.
  Message 21: Another alarm goes off and the voice says, "Intruder Alert! Emergency lock down in Central Operations Quadrant! Attention all personel... Intruders are armed and dangerous and must be apprehended by any means necessary."
  Message 22: The door is locked shut. Being that there's no keyhole or even a handle, you have no idea how to get it open.
  Message 23: Pushing this button would shut down all the power in this quadrant, including all lighting and doors. It's best you don't touch this.
  Message 24: With the power out, there's no way to get this door to open. It seems turning off the power was not a good idea.
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Security Systems
  Message 121: Power Rejuvinator
  Message 122: Health Rejuvinator
  Message 123: Mage Test Course
  Message 124: Combat Training
  Message 125: To Living Quarters ->
<- To Central Operations
  Message 126: To Holding Area ->
<- To Central Operations
  Message 127: Command Room
  Message 128: Security Doors Lock/Unlock
  Message 129: Emergency Power Switch
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 990 name: Unused
  Personality 990 confused: 
  Personality 990 look    : 
  Personality 990 ask name: 
  Personality 990 ask job : 
  Personality 991 name: Unused
  Personality 991 confused: 
  Personality 991 look    : 
  Personality 991 ask name: 
  Personality 991 ask job : 
  Personality 992 name: Unused
  Personality 992 confused: 
  Personality 992 look    : 
  Personality 992 ask name: 
  Personality 992 ask job : 
  Personality 993 name: Unused
  Personality 993 confused: 
  Personality 993 look    : 
  Personality 993 ask name: 
  Personality 993 ask job : 
  Personality 994 name: Unused
  Personality 994 confused: 
  Personality 994 look    : 
  Personality 994 ask name: 
  Personality 994 ask job : 
  Personality 995 name: Unused
  Personality 995 confused: 
  Personality 995 look    : 
  Personality 995 ask name: 
  Personality 995 ask job : 
  Personality 996 name: Unused
  Personality 996 confused: 
  Personality 996 look    : 
  Personality 996 ask name: 
  Personality 996 ask job : 
  Personality 997 name: Unused
  Personality 997 confused: 
  Personality 997 look    : 
  Personality 997 ask name: 
  Personality 997 ask job : 
  Personality 998 name: Unused
  Personality 998 confused: 
  Personality 998 look    : 
  Personality 998 ask name: 
  Personality 998 ask job : 
  Personality 999 name: Unused
  Personality 999 confused: 
  Personality 999 look    : 
  Personality 999 ask name: 
  Personality 999 ask job : 

  Town = 100: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1000 name: Unused
  Personality 1000 confused: 
  Personality 1000 look    : 
  Personality 1000 ask name: 
  Personality 1000 ask job : 
  Personality 1001 name: Unused
  Personality 1001 confused: 
  Personality 1001 look    : 
  Personality 1001 ask name: 
  Personality 1001 ask job : 
  Personality 1002 name: Unused
  Personality 1002 confused: 
  Personality 1002 look    : 
  Personality 1002 ask name: 
  Personality 1002 ask job : 
  Personality 1003 name: Unused
  Personality 1003 confused: 
  Personality 1003 look    : 
  Personality 1003 ask name: 
  Personality 1003 ask job : 
  Personality 1004 name: Unused
  Personality 1004 confused: 
  Personality 1004 look    : 
  Personality 1004 ask name: 
  Personality 1004 ask job : 
  Personality 1005 name: Unused
  Personality 1005 confused: 
  Personality 1005 look    : 
  Personality 1005 ask name: 
  Personality 1005 ask job : 
  Personality 1006 name: Unused
  Personality 1006 confused: 
  Personality 1006 look    : 
  Personality 1006 ask name: 
  Personality 1006 ask job : 
  Personality 1007 name: Unused
  Personality 1007 confused: 
  Personality 1007 look    : 
  Personality 1007 ask name: 
  Personality 1007 ask job : 
  Personality 1008 name: Unused
  Personality 1008 confused: 
  Personality 1008 look    : 
  Personality 1008 ask name: 
  Personality 1008 ask job : 
  Personality 1009 name: Unused
  Personality 1009 confused: 
  Personality 1009 look    : 
  Personality 1009 ask name: 
  Personality 1009 ask job : 

  Town = 101: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1010 name: Unused
  Personality 1010 confused: 
  Personality 1010 look    : 
  Personality 1010 ask name: 
  Personality 1010 ask job : 
  Personality 1011 name: Unused
  Personality 1011 confused: 
  Personality 1011 look    : 
  Personality 1011 ask name: 
  Personality 1011 ask job : 
  Personality 1012 name: Unused
  Personality 1012 confused: 
  Personality 1012 look    : 
  Personality 1012 ask name: 
  Personality 1012 ask job : 
  Personality 1013 name: Unused
  Personality 1013 confused: 
  Personality 1013 look    : 
  Personality 1013 ask name: 
  Personality 1013 ask job : 
  Personality 1014 name: Unused
  Personality 1014 confused: 
  Personality 1014 look    : 
  Personality 1014 ask name: 
  Personality 1014 ask job : 
  Personality 1015 name: Unused
  Personality 1015 confused: 
  Personality 1015 look    : 
  Personality 1015 ask name: 
  Personality 1015 ask job : 
  Personality 1016 name: Unused
  Personality 1016 confused: 
  Personality 1016 look    : 
  Personality 1016 ask name: 
  Personality 1016 ask job : 
  Personality 1017 name: Unused
  Personality 1017 confused: 
  Personality 1017 look    : 
  Personality 1017 ask name: 
  Personality 1017 ask job : 
  Personality 1018 name: Unused
  Personality 1018 confused: 
  Personality 1018 look    : 
  Personality 1018 ask name: 
  Personality 1018 ask job : 
  Personality 1019 name: Unused
  Personality 1019 confused: 
  Personality 1019 look    : 
  Personality 1019 ask name: 
  Personality 1019 ask job : 

  Town = 102: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1020 name: Unused
  Personality 1020 confused: 
  Personality 1020 look    : 
  Personality 1020 ask name: 
  Personality 1020 ask job : 
  Personality 1021 name: Unused
  Personality 1021 confused: 
  Personality 1021 look    : 
  Personality 1021 ask name: 
  Personality 1021 ask job : 
  Personality 1022 name: Unused
  Personality 1022 confused: 
  Personality 1022 look    : 
  Personality 1022 ask name: 
  Personality 1022 ask job : 
  Personality 1023 name: Unused
  Personality 1023 confused: 
  Personality 1023 look    : 
  Personality 1023 ask name: 
  Personality 1023 ask job : 
  Personality 1024 name: Unused
  Personality 1024 confused: 
  Personality 1024 look    : 
  Personality 1024 ask name: 
  Personality 1024 ask job : 
  Personality 1025 name: Unused
  Personality 1025 confused: 
  Personality 1025 look    : 
  Personality 1025 ask name: 
  Personality 1025 ask job : 
  Personality 1026 name: Unused
  Personality 1026 confused: 
  Personality 1026 look    : 
  Personality 1026 ask name: 
  Personality 1026 ask job : 
  Personality 1027 name: Unused
  Personality 1027 confused: 
  Personality 1027 look    : 
  Personality 1027 ask name: 
  Personality 1027 ask job : 
  Personality 1028 name: Unused
  Personality 1028 confused: 
  Personality 1028 look    : 
  Personality 1028 ask name: 
  Personality 1028 ask job : 
  Personality 1029 name: Unused
  Personality 1029 confused: 
  Personality 1029 look    : 
  Personality 1029 ask name: 
  Personality 1029 ask job : 

  Town = 103: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
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  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
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  Message 44: *
  Message 45: *
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  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
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  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
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  Message 139: 

  TownDialogue:
  Personality 1030 name: Unused
  Personality 1030 confused: 
  Personality 1030 look    : 
  Personality 1030 ask name: 
  Personality 1030 ask job : 
  Personality 1031 name: Unused
  Personality 1031 confused: 
  Personality 1031 look    : 
  Personality 1031 ask name: 
  Personality 1031 ask job : 
  Personality 1032 name: Unused
  Personality 1032 confused: 
  Personality 1032 look    : 
  Personality 1032 ask name: 
  Personality 1032 ask job : 
  Personality 1033 name: Unused
  Personality 1033 confused: 
  Personality 1033 look    : 
  Personality 1033 ask name: 
  Personality 1033 ask job : 
  Personality 1034 name: Unused
  Personality 1034 confused: 
  Personality 1034 look    : 
  Personality 1034 ask name: 
  Personality 1034 ask job : 
  Personality 1035 name: Unused
  Personality 1035 confused: 
  Personality 1035 look    : 
  Personality 1035 ask name: 
  Personality 1035 ask job : 
  Personality 1036 name: Unused
  Personality 1036 confused: 
  Personality 1036 look    : 
  Personality 1036 ask name: 
  Personality 1036 ask job : 
  Personality 1037 name: Unused
  Personality 1037 confused: 
  Personality 1037 look    : 
  Personality 1037 ask name: 
  Personality 1037 ask job : 
  Personality 1038 name: Unused
  Personality 1038 confused: 
  Personality 1038 look    : 
  Personality 1038 ask name: 
  Personality 1038 ask job : 
  Personality 1039 name: Unused
  Personality 1039 confused: 
  Personality 1039 look    : 
  Personality 1039 ask name: 
  Personality 1039 ask job : 

  Town = 104: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
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  Message 76: *
  Message 77: *
  Message 78: *
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  Message 80: *
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  Message 86: *
  Message 87: *
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  Message 90: *
  Message 91: *
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  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
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  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
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  Message 120: 
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  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1040 name: Unused
  Personality 1040 confused: 
  Personality 1040 look    : 
  Personality 1040 ask name: 
  Personality 1040 ask job : 
  Personality 1041 name: Unused
  Personality 1041 confused: 
  Personality 1041 look    : 
  Personality 1041 ask name: 
  Personality 1041 ask job : 
  Personality 1042 name: Unused
  Personality 1042 confused: 
  Personality 1042 look    : 
  Personality 1042 ask name: 
  Personality 1042 ask job : 
  Personality 1043 name: Unused
  Personality 1043 confused: 
  Personality 1043 look    : 
  Personality 1043 ask name: 
  Personality 1043 ask job : 
  Personality 1044 name: Unused
  Personality 1044 confused: 
  Personality 1044 look    : 
  Personality 1044 ask name: 
  Personality 1044 ask job : 
  Personality 1045 name: Unused
  Personality 1045 confused: 
  Personality 1045 look    : 
  Personality 1045 ask name: 
  Personality 1045 ask job : 
  Personality 1046 name: Unused
  Personality 1046 confused: 
  Personality 1046 look    : 
  Personality 1046 ask name: 
  Personality 1046 ask job : 
  Personality 1047 name: Unused
  Personality 1047 confused: 
  Personality 1047 look    : 
  Personality 1047 ask name: 
  Personality 1047 ask job : 
  Personality 1048 name: Unused
  Personality 1048 confused: 
  Personality 1048 look    : 
  Personality 1048 ask name: 
  Personality 1048 ask job : 
  Personality 1049 name: Unused
  Personality 1049 confused: 
  Personality 1049 look    : 
  Personality 1049 ask name: 
  Personality 1049 ask job : 

  Town = 105: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
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  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
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  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1050 name: Unused
  Personality 1050 confused: 
  Personality 1050 look    : 
  Personality 1050 ask name: 
  Personality 1050 ask job : 
  Personality 1051 name: Unused
  Personality 1051 confused: 
  Personality 1051 look    : 
  Personality 1051 ask name: 
  Personality 1051 ask job : 
  Personality 1052 name: Unused
  Personality 1052 confused: 
  Personality 1052 look    : 
  Personality 1052 ask name: 
  Personality 1052 ask job : 
  Personality 1053 name: Unused
  Personality 1053 confused: 
  Personality 1053 look    : 
  Personality 1053 ask name: 
  Personality 1053 ask job : 
  Personality 1054 name: Unused
  Personality 1054 confused: 
  Personality 1054 look    : 
  Personality 1054 ask name: 
  Personality 1054 ask job : 
  Personality 1055 name: Unused
  Personality 1055 confused: 
  Personality 1055 look    : 
  Personality 1055 ask name: 
  Personality 1055 ask job : 
  Personality 1056 name: Unused
  Personality 1056 confused: 
  Personality 1056 look    : 
  Personality 1056 ask name: 
  Personality 1056 ask job : 
  Personality 1057 name: Unused
  Personality 1057 confused: 
  Personality 1057 look    : 
  Personality 1057 ask name: 
  Personality 1057 ask job : 
  Personality 1058 name: Unused
  Personality 1058 confused: 
  Personality 1058 look    : 
  Personality 1058 ask name: 
  Personality 1058 ask job : 
  Personality 1059 name: Unused
  Personality 1059 confused: 
  Personality 1059 look    : 
  Personality 1059 ask name: 
  Personality 1059 ask job : 

  Town = 106: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1060 name: Unused
  Personality 1060 confused: 
  Personality 1060 look    : 
  Personality 1060 ask name: 
  Personality 1060 ask job : 
  Personality 1061 name: Unused
  Personality 1061 confused: 
  Personality 1061 look    : 
  Personality 1061 ask name: 
  Personality 1061 ask job : 
  Personality 1062 name: Unused
  Personality 1062 confused: 
  Personality 1062 look    : 
  Personality 1062 ask name: 
  Personality 1062 ask job : 
  Personality 1063 name: Unused
  Personality 1063 confused: 
  Personality 1063 look    : 
  Personality 1063 ask name: 
  Personality 1063 ask job : 
  Personality 1064 name: Unused
  Personality 1064 confused: 
  Personality 1064 look    : 
  Personality 1064 ask name: 
  Personality 1064 ask job : 
  Personality 1065 name: Unused
  Personality 1065 confused: 
  Personality 1065 look    : 
  Personality 1065 ask name: 
  Personality 1065 ask job : 
  Personality 1066 name: Unused
  Personality 1066 confused: 
  Personality 1066 look    : 
  Personality 1066 ask name: 
  Personality 1066 ask job : 
  Personality 1067 name: Unused
  Personality 1067 confused: 
  Personality 1067 look    : 
  Personality 1067 ask name: 
  Personality 1067 ask job : 
  Personality 1068 name: Unused
  Personality 1068 confused: 
  Personality 1068 look    : 
  Personality 1068 ask name: 
  Personality 1068 ask job : 
  Personality 1069 name: Unused
  Personality 1069 confused: 
  Personality 1069 look    : 
  Personality 1069 ask name: 
  Personality 1069 ask job : 

  Town = 107: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1070 name: Unused
  Personality 1070 confused: 
  Personality 1070 look    : 
  Personality 1070 ask name: 
  Personality 1070 ask job : 
  Personality 1071 name: Unused
  Personality 1071 confused: 
  Personality 1071 look    : 
  Personality 1071 ask name: 
  Personality 1071 ask job : 
  Personality 1072 name: Unused
  Personality 1072 confused: 
  Personality 1072 look    : 
  Personality 1072 ask name: 
  Personality 1072 ask job : 
  Personality 1073 name: Unused
  Personality 1073 confused: 
  Personality 1073 look    : 
  Personality 1073 ask name: 
  Personality 1073 ask job : 
  Personality 1074 name: Unused
  Personality 1074 confused: 
  Personality 1074 look    : 
  Personality 1074 ask name: 
  Personality 1074 ask job : 
  Personality 1075 name: Unused
  Personality 1075 confused: 
  Personality 1075 look    : 
  Personality 1075 ask name: 
  Personality 1075 ask job : 
  Personality 1076 name: Unused
  Personality 1076 confused: 
  Personality 1076 look    : 
  Personality 1076 ask name: 
  Personality 1076 ask job : 
  Personality 1077 name: Unused
  Personality 1077 confused: 
  Personality 1077 look    : 
  Personality 1077 ask name: 
  Personality 1077 ask job : 
  Personality 1078 name: Unused
  Personality 1078 confused: 
  Personality 1078 look    : 
  Personality 1078 ask name: 
  Personality 1078 ask job : 
  Personality 1079 name: Unused
  Personality 1079 confused: 
  Personality 1079 look    : 
  Personality 1079 ask name: 
  Personality 1079 ask job : 

  Town = 108: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
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  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1080 name: Unused
  Personality 1080 confused: 
  Personality 1080 look    : 
  Personality 1080 ask name: 
  Personality 1080 ask job : 
  Personality 1081 name: Unused
  Personality 1081 confused: 
  Personality 1081 look    : 
  Personality 1081 ask name: 
  Personality 1081 ask job : 
  Personality 1082 name: Unused
  Personality 1082 confused: 
  Personality 1082 look    : 
  Personality 1082 ask name: 
  Personality 1082 ask job : 
  Personality 1083 name: Unused
  Personality 1083 confused: 
  Personality 1083 look    : 
  Personality 1083 ask name: 
  Personality 1083 ask job : 
  Personality 1084 name: Unused
  Personality 1084 confused: 
  Personality 1084 look    : 
  Personality 1084 ask name: 
  Personality 1084 ask job : 
  Personality 1085 name: Unused
  Personality 1085 confused: 
  Personality 1085 look    : 
  Personality 1085 ask name: 
  Personality 1085 ask job : 
  Personality 1086 name: Unused
  Personality 1086 confused: 
  Personality 1086 look    : 
  Personality 1086 ask name: 
  Personality 1086 ask job : 
  Personality 1087 name: Unused
  Personality 1087 confused: 
  Personality 1087 look    : 
  Personality 1087 ask name: 
  Personality 1087 ask job : 
  Personality 1088 name: Unused
  Personality 1088 confused: 
  Personality 1088 look    : 
  Personality 1088 ask name: 
  Personality 1088 ask job : 
  Personality 1089 name: Unused
  Personality 1089 confused: 
  Personality 1089 look    : 
  Personality 1089 ask name: 
  Personality 1089 ask job : 

  Town = 109: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
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  Message 48: *
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  Message 50: *
  Message 51: *
  Message 52: *
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  Message 54: *
  Message 55: *
  Message 56: *
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  Message 120: 
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  Message 139: 

  TownDialogue:
  Personality 1090 name: Unused
  Personality 1090 confused: 
  Personality 1090 look    : 
  Personality 1090 ask name: 
  Personality 1090 ask job : 
  Personality 1091 name: Unused
  Personality 1091 confused: 
  Personality 1091 look    : 
  Personality 1091 ask name: 
  Personality 1091 ask job : 
  Personality 1092 name: Unused
  Personality 1092 confused: 
  Personality 1092 look    : 
  Personality 1092 ask name: 
  Personality 1092 ask job : 
  Personality 1093 name: Unused
  Personality 1093 confused: 
  Personality 1093 look    : 
  Personality 1093 ask name: 
  Personality 1093 ask job : 
  Personality 1094 name: Unused
  Personality 1094 confused: 
  Personality 1094 look    : 
  Personality 1094 ask name: 
  Personality 1094 ask job : 
  Personality 1095 name: Unused
  Personality 1095 confused: 
  Personality 1095 look    : 
  Personality 1095 ask name: 
  Personality 1095 ask job : 
  Personality 1096 name: Unused
  Personality 1096 confused: 
  Personality 1096 look    : 
  Personality 1096 ask name: 
  Personality 1096 ask job : 
  Personality 1097 name: Unused
  Personality 1097 confused: 
  Personality 1097 look    : 
  Personality 1097 ask name: 
  Personality 1097 ask job : 
  Personality 1098 name: Unused
  Personality 1098 confused: 
  Personality 1098 look    : 
  Personality 1098 ask name: 
  Personality 1098 ask job : 
  Personality 1099 name: Unused
  Personality 1099 confused: 
  Personality 1099 look    : 
  Personality 1099 ask name: 
  Personality 1099 ask job : 

  Town = 110: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
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  Message 112: *
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  Message 114: *
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  Message 120: 
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  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1100 name: Unused
  Personality 1100 confused: 
  Personality 1100 look    : 
  Personality 1100 ask name: 
  Personality 1100 ask job : 
  Personality 1101 name: Unused
  Personality 1101 confused: 
  Personality 1101 look    : 
  Personality 1101 ask name: 
  Personality 1101 ask job : 
  Personality 1102 name: Unused
  Personality 1102 confused: 
  Personality 1102 look    : 
  Personality 1102 ask name: 
  Personality 1102 ask job : 
  Personality 1103 name: Unused
  Personality 1103 confused: 
  Personality 1103 look    : 
  Personality 1103 ask name: 
  Personality 1103 ask job : 
  Personality 1104 name: Unused
  Personality 1104 confused: 
  Personality 1104 look    : 
  Personality 1104 ask name: 
  Personality 1104 ask job : 
  Personality 1105 name: Unused
  Personality 1105 confused: 
  Personality 1105 look    : 
  Personality 1105 ask name: 
  Personality 1105 ask job : 
  Personality 1106 name: Unused
  Personality 1106 confused: 
  Personality 1106 look    : 
  Personality 1106 ask name: 
  Personality 1106 ask job : 
  Personality 1107 name: Unused
  Personality 1107 confused: 
  Personality 1107 look    : 
  Personality 1107 ask name: 
  Personality 1107 ask job : 
  Personality 1108 name: Unused
  Personality 1108 confused: 
  Personality 1108 look    : 
  Personality 1108 ask name: 
  Personality 1108 ask job : 
  Personality 1109 name: Unused
  Personality 1109 confused: 
  Personality 1109 look    : 
  Personality 1109 ask name: 
  Personality 1109 ask job : 

  Town = 111: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
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  Message 55: *
  Message 56: *
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  Message 112: *
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  Message 114: *
  Message 115: *
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  Message 120: 
  Message 121: 
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  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1110 name: Unused
  Personality 1110 confused: 
  Personality 1110 look    : 
  Personality 1110 ask name: 
  Personality 1110 ask job : 
  Personality 1111 name: Unused
  Personality 1111 confused: 
  Personality 1111 look    : 
  Personality 1111 ask name: 
  Personality 1111 ask job : 
  Personality 1112 name: Unused
  Personality 1112 confused: 
  Personality 1112 look    : 
  Personality 1112 ask name: 
  Personality 1112 ask job : 
  Personality 1113 name: Unused
  Personality 1113 confused: 
  Personality 1113 look    : 
  Personality 1113 ask name: 
  Personality 1113 ask job : 
  Personality 1114 name: Unused
  Personality 1114 confused: 
  Personality 1114 look    : 
  Personality 1114 ask name: 
  Personality 1114 ask job : 
  Personality 1115 name: Unused
  Personality 1115 confused: 
  Personality 1115 look    : 
  Personality 1115 ask name: 
  Personality 1115 ask job : 
  Personality 1116 name: Unused
  Personality 1116 confused: 
  Personality 1116 look    : 
  Personality 1116 ask name: 
  Personality 1116 ask job : 
  Personality 1117 name: Unused
  Personality 1117 confused: 
  Personality 1117 look    : 
  Personality 1117 ask name: 
  Personality 1117 ask job : 
  Personality 1118 name: Unused
  Personality 1118 confused: 
  Personality 1118 look    : 
  Personality 1118 ask name: 
  Personality 1118 ask job : 
  Personality 1119 name: Unused
  Personality 1119 confused: 
  Personality 1119 look    : 
  Personality 1119 ask name: 
  Personality 1119 ask job : 

  Town = 112: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
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  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
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  Message 119: *
  Message 120: 
  Message 121: 
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  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1120 name: Unused
  Personality 1120 confused: 
  Personality 1120 look    : 
  Personality 1120 ask name: 
  Personality 1120 ask job : 
  Personality 1121 name: Unused
  Personality 1121 confused: 
  Personality 1121 look    : 
  Personality 1121 ask name: 
  Personality 1121 ask job : 
  Personality 1122 name: Unused
  Personality 1122 confused: 
  Personality 1122 look    : 
  Personality 1122 ask name: 
  Personality 1122 ask job : 
  Personality 1123 name: Unused
  Personality 1123 confused: 
  Personality 1123 look    : 
  Personality 1123 ask name: 
  Personality 1123 ask job : 
  Personality 1124 name: Unused
  Personality 1124 confused: 
  Personality 1124 look    : 
  Personality 1124 ask name: 
  Personality 1124 ask job : 
  Personality 1125 name: Unused
  Personality 1125 confused: 
  Personality 1125 look    : 
  Personality 1125 ask name: 
  Personality 1125 ask job : 
  Personality 1126 name: Unused
  Personality 1126 confused: 
  Personality 1126 look    : 
  Personality 1126 ask name: 
  Personality 1126 ask job : 
  Personality 1127 name: Unused
  Personality 1127 confused: 
  Personality 1127 look    : 
  Personality 1127 ask name: 
  Personality 1127 ask job : 
  Personality 1128 name: Unused
  Personality 1128 confused: 
  Personality 1128 look    : 
  Personality 1128 ask name: 
  Personality 1128 ask job : 
  Personality 1129 name: Unused
  Personality 1129 confused: 
  Personality 1129 look    : 
  Personality 1129 ask name: 
  Personality 1129 ask job : 

  Town = 113: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
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  Message 111: *
  Message 112: *
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  Message 120: 
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  Message 131: 
  Message 132: 
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  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1130 name: Unused
  Personality 1130 confused: 
  Personality 1130 look    : 
  Personality 1130 ask name: 
  Personality 1130 ask job : 
  Personality 1131 name: Unused
  Personality 1131 confused: 
  Personality 1131 look    : 
  Personality 1131 ask name: 
  Personality 1131 ask job : 
  Personality 1132 name: Unused
  Personality 1132 confused: 
  Personality 1132 look    : 
  Personality 1132 ask name: 
  Personality 1132 ask job : 
  Personality 1133 name: Unused
  Personality 1133 confused: 
  Personality 1133 look    : 
  Personality 1133 ask name: 
  Personality 1133 ask job : 
  Personality 1134 name: Unused
  Personality 1134 confused: 
  Personality 1134 look    : 
  Personality 1134 ask name: 
  Personality 1134 ask job : 
  Personality 1135 name: Unused
  Personality 1135 confused: 
  Personality 1135 look    : 
  Personality 1135 ask name: 
  Personality 1135 ask job : 
  Personality 1136 name: Unused
  Personality 1136 confused: 
  Personality 1136 look    : 
  Personality 1136 ask name: 
  Personality 1136 ask job : 
  Personality 1137 name: Unused
  Personality 1137 confused: 
  Personality 1137 look    : 
  Personality 1137 ask name: 
  Personality 1137 ask job : 
  Personality 1138 name: Unused
  Personality 1138 confused: 
  Personality 1138 look    : 
  Personality 1138 ask name: 
  Personality 1138 ask job : 
  Personality 1139 name: Unused
  Personality 1139 confused: 
  Personality 1139 look    : 
  Personality 1139 ask name: 
  Personality 1139 ask job : 

  Town = 114: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
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  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1140 name: Unused
  Personality 1140 confused: 
  Personality 1140 look    : 
  Personality 1140 ask name: 
  Personality 1140 ask job : 
  Personality 1141 name: Unused
  Personality 1141 confused: 
  Personality 1141 look    : 
  Personality 1141 ask name: 
  Personality 1141 ask job : 
  Personality 1142 name: Unused
  Personality 1142 confused: 
  Personality 1142 look    : 
  Personality 1142 ask name: 
  Personality 1142 ask job : 
  Personality 1143 name: Unused
  Personality 1143 confused: 
  Personality 1143 look    : 
  Personality 1143 ask name: 
  Personality 1143 ask job : 
  Personality 1144 name: Unused
  Personality 1144 confused: 
  Personality 1144 look    : 
  Personality 1144 ask name: 
  Personality 1144 ask job : 
  Personality 1145 name: Unused
  Personality 1145 confused: 
  Personality 1145 look    : 
  Personality 1145 ask name: 
  Personality 1145 ask job : 
  Personality 1146 name: Unused
  Personality 1146 confused: 
  Personality 1146 look    : 
  Personality 1146 ask name: 
  Personality 1146 ask job : 
  Personality 1147 name: Unused
  Personality 1147 confused: 
  Personality 1147 look    : 
  Personality 1147 ask name: 
  Personality 1147 ask job : 
  Personality 1148 name: Unused
  Personality 1148 confused: 
  Personality 1148 look    : 
  Personality 1148 ask name: 
  Personality 1148 ask job : 
  Personality 1149 name: Unused
  Personality 1149 confused: 
  Personality 1149 look    : 
  Personality 1149 ask name: 
  Personality 1149 ask job : 

  Town = 115: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1150 name: Unused
  Personality 1150 confused: 
  Personality 1150 look    : 
  Personality 1150 ask name: 
  Personality 1150 ask job : 
  Personality 1151 name: Unused
  Personality 1151 confused: 
  Personality 1151 look    : 
  Personality 1151 ask name: 
  Personality 1151 ask job : 
  Personality 1152 name: Unused
  Personality 1152 confused: 
  Personality 1152 look    : 
  Personality 1152 ask name: 
  Personality 1152 ask job : 
  Personality 1153 name: Unused
  Personality 1153 confused: 
  Personality 1153 look    : 
  Personality 1153 ask name: 
  Personality 1153 ask job : 
  Personality 1154 name: Unused
  Personality 1154 confused: 
  Personality 1154 look    : 
  Personality 1154 ask name: 
  Personality 1154 ask job : 
  Personality 1155 name: Unused
  Personality 1155 confused: 
  Personality 1155 look    : 
  Personality 1155 ask name: 
  Personality 1155 ask job : 
  Personality 1156 name: Unused
  Personality 1156 confused: 
  Personality 1156 look    : 
  Personality 1156 ask name: 
  Personality 1156 ask job : 
  Personality 1157 name: Unused
  Personality 1157 confused: 
  Personality 1157 look    : 
  Personality 1157 ask name: 
  Personality 1157 ask job : 
  Personality 1158 name: Unused
  Personality 1158 confused: 
  Personality 1158 look    : 
  Personality 1158 ask name: 
  Personality 1158 ask job : 
  Personality 1159 name: Unused
  Personality 1159 confused: 
  Personality 1159 look    : 
  Personality 1159 ask name: 
  Personality 1159 ask job : 

  Town = 116: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1160 name: Unused
  Personality 1160 confused: 
  Personality 1160 look    : 
  Personality 1160 ask name: 
  Personality 1160 ask job : 
  Personality 1161 name: Unused
  Personality 1161 confused: 
  Personality 1161 look    : 
  Personality 1161 ask name: 
  Personality 1161 ask job : 
  Personality 1162 name: Unused
  Personality 1162 confused: 
  Personality 1162 look    : 
  Personality 1162 ask name: 
  Personality 1162 ask job : 
  Personality 1163 name: Unused
  Personality 1163 confused: 
  Personality 1163 look    : 
  Personality 1163 ask name: 
  Personality 1163 ask job : 
  Personality 1164 name: Unused
  Personality 1164 confused: 
  Personality 1164 look    : 
  Personality 1164 ask name: 
  Personality 1164 ask job : 
  Personality 1165 name: Unused
  Personality 1165 confused: 
  Personality 1165 look    : 
  Personality 1165 ask name: 
  Personality 1165 ask job : 
  Personality 1166 name: Unused
  Personality 1166 confused: 
  Personality 1166 look    : 
  Personality 1166 ask name: 
  Personality 1166 ask job : 
  Personality 1167 name: Unused
  Personality 1167 confused: 
  Personality 1167 look    : 
  Personality 1167 ask name: 
  Personality 1167 ask job : 
  Personality 1168 name: Unused
  Personality 1168 confused: 
  Personality 1168 look    : 
  Personality 1168 ask name: 
  Personality 1168 ask job : 
  Personality 1169 name: Unused
  Personality 1169 confused: 
  Personality 1169 look    : 
  Personality 1169 ask name: 
  Personality 1169 ask job : 

  Town = 117: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1170 name: Unused
  Personality 1170 confused: 
  Personality 1170 look    : 
  Personality 1170 ask name: 
  Personality 1170 ask job : 
  Personality 1171 name: Unused
  Personality 1171 confused: 
  Personality 1171 look    : 
  Personality 1171 ask name: 
  Personality 1171 ask job : 
  Personality 1172 name: Unused
  Personality 1172 confused: 
  Personality 1172 look    : 
  Personality 1172 ask name: 
  Personality 1172 ask job : 
  Personality 1173 name: Unused
  Personality 1173 confused: 
  Personality 1173 look    : 
  Personality 1173 ask name: 
  Personality 1173 ask job : 
  Personality 1174 name: Unused
  Personality 1174 confused: 
  Personality 1174 look    : 
  Personality 1174 ask name: 
  Personality 1174 ask job : 
  Personality 1175 name: Unused
  Personality 1175 confused: 
  Personality 1175 look    : 
  Personality 1175 ask name: 
  Personality 1175 ask job : 
  Personality 1176 name: Unused
  Personality 1176 confused: 
  Personality 1176 look    : 
  Personality 1176 ask name: 
  Personality 1176 ask job : 
  Personality 1177 name: Unused
  Personality 1177 confused: 
  Personality 1177 look    : 
  Personality 1177 ask name: 
  Personality 1177 ask job : 
  Personality 1178 name: Unused
  Personality 1178 confused: 
  Personality 1178 look    : 
  Personality 1178 ask name: 
  Personality 1178 ask job : 
  Personality 1179 name: Unused
  Personality 1179 confused: 
  Personality 1179 look    : 
  Personality 1179 ask name: 
  Personality 1179 ask job : 

  Town = 118: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1180 name: Unused
  Personality 1180 confused: 
  Personality 1180 look    : 
  Personality 1180 ask name: 
  Personality 1180 ask job : 
  Personality 1181 name: Unused
  Personality 1181 confused: 
  Personality 1181 look    : 
  Personality 1181 ask name: 
  Personality 1181 ask job : 
  Personality 1182 name: Unused
  Personality 1182 confused: 
  Personality 1182 look    : 
  Personality 1182 ask name: 
  Personality 1182 ask job : 
  Personality 1183 name: Unused
  Personality 1183 confused: 
  Personality 1183 look    : 
  Personality 1183 ask name: 
  Personality 1183 ask job : 
  Personality 1184 name: Unused
  Personality 1184 confused: 
  Personality 1184 look    : 
  Personality 1184 ask name: 
  Personality 1184 ask job : 
  Personality 1185 name: Unused
  Personality 1185 confused: 
  Personality 1185 look    : 
  Personality 1185 ask name: 
  Personality 1185 ask job : 
  Personality 1186 name: Unused
  Personality 1186 confused: 
  Personality 1186 look    : 
  Personality 1186 ask name: 
  Personality 1186 ask job : 
  Personality 1187 name: Unused
  Personality 1187 confused: 
  Personality 1187 look    : 
  Personality 1187 ask name: 
  Personality 1187 ask job : 
  Personality 1188 name: Unused
  Personality 1188 confused: 
  Personality 1188 look    : 
  Personality 1188 ask name: 
  Personality 1188 ask job : 
  Personality 1189 name: Unused
  Personality 1189 confused: 
  Personality 1189 look    : 
  Personality 1189 ask name: 
  Personality 1189 ask job : 

  Town = 119: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
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  Message 120: 
  Message 121: 
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  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1190 name: Unused
  Personality 1190 confused: 
  Personality 1190 look    : 
  Personality 1190 ask name: 
  Personality 1190 ask job : 
  Personality 1191 name: Unused
  Personality 1191 confused: 
  Personality 1191 look    : 
  Personality 1191 ask name: 
  Personality 1191 ask job : 
  Personality 1192 name: Unused
  Personality 1192 confused: 
  Personality 1192 look    : 
  Personality 1192 ask name: 
  Personality 1192 ask job : 
  Personality 1193 name: Unused
  Personality 1193 confused: 
  Personality 1193 look    : 
  Personality 1193 ask name: 
  Personality 1193 ask job : 
  Personality 1194 name: Unused
  Personality 1194 confused: 
  Personality 1194 look    : 
  Personality 1194 ask name: 
  Personality 1194 ask job : 
  Personality 1195 name: Unused
  Personality 1195 confused: 
  Personality 1195 look    : 
  Personality 1195 ask name: 
  Personality 1195 ask job : 
  Personality 1196 name: Unused
  Personality 1196 confused: 
  Personality 1196 look    : 
  Personality 1196 ask name: 
  Personality 1196 ask job : 
  Personality 1197 name: Unused
  Personality 1197 confused: 
  Personality 1197 look    : 
  Personality 1197 ask name: 
  Personality 1197 ask job : 
  Personality 1198 name: Unused
  Personality 1198 confused: 
  Personality 1198 look    : 
  Personality 1198 ask name: 
  Personality 1198 ask job : 
  Personality 1199 name: Unused
  Personality 1199 confused: 
  Personality 1199 look    : 
  Personality 1199 ask name: 
  Personality 1199 ask job : 

  Town = 120: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
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  Message 120: 
  Message 121: 
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  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1200 name: Unused
  Personality 1200 confused: 
  Personality 1200 look    : 
  Personality 1200 ask name: 
  Personality 1200 ask job : 
  Personality 1201 name: Unused
  Personality 1201 confused: 
  Personality 1201 look    : 
  Personality 1201 ask name: 
  Personality 1201 ask job : 
  Personality 1202 name: Unused
  Personality 1202 confused: 
  Personality 1202 look    : 
  Personality 1202 ask name: 
  Personality 1202 ask job : 
  Personality 1203 name: Unused
  Personality 1203 confused: 
  Personality 1203 look    : 
  Personality 1203 ask name: 
  Personality 1203 ask job : 
  Personality 1204 name: Unused
  Personality 1204 confused: 
  Personality 1204 look    : 
  Personality 1204 ask name: 
  Personality 1204 ask job : 
  Personality 1205 name: Unused
  Personality 1205 confused: 
  Personality 1205 look    : 
  Personality 1205 ask name: 
  Personality 1205 ask job : 
  Personality 1206 name: Unused
  Personality 1206 confused: 
  Personality 1206 look    : 
  Personality 1206 ask name: 
  Personality 1206 ask job : 
  Personality 1207 name: Unused
  Personality 1207 confused: 
  Personality 1207 look    : 
  Personality 1207 ask name: 
  Personality 1207 ask job : 
  Personality 1208 name: Unused
  Personality 1208 confused: 
  Personality 1208 look    : 
  Personality 1208 ask name: 
  Personality 1208 ask job : 
  Personality 1209 name: Unused
  Personality 1209 confused: 
  Personality 1209 look    : 
  Personality 1209 ask name: 
  Personality 1209 ask job : 

  Town = 121: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
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  Message 59: *
  Message 60: *
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  Message 103: *
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  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
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  Message 119: *
  Message 120: 
  Message 121: 
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  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1210 name: Unused
  Personality 1210 confused: 
  Personality 1210 look    : 
  Personality 1210 ask name: 
  Personality 1210 ask job : 
  Personality 1211 name: Unused
  Personality 1211 confused: 
  Personality 1211 look    : 
  Personality 1211 ask name: 
  Personality 1211 ask job : 
  Personality 1212 name: Unused
  Personality 1212 confused: 
  Personality 1212 look    : 
  Personality 1212 ask name: 
  Personality 1212 ask job : 
  Personality 1213 name: Unused
  Personality 1213 confused: 
  Personality 1213 look    : 
  Personality 1213 ask name: 
  Personality 1213 ask job : 
  Personality 1214 name: Unused
  Personality 1214 confused: 
  Personality 1214 look    : 
  Personality 1214 ask name: 
  Personality 1214 ask job : 
  Personality 1215 name: Unused
  Personality 1215 confused: 
  Personality 1215 look    : 
  Personality 1215 ask name: 
  Personality 1215 ask job : 
  Personality 1216 name: Unused
  Personality 1216 confused: 
  Personality 1216 look    : 
  Personality 1216 ask name: 
  Personality 1216 ask job : 
  Personality 1217 name: Unused
  Personality 1217 confused: 
  Personality 1217 look    : 
  Personality 1217 ask name: 
  Personality 1217 ask job : 
  Personality 1218 name: Unused
  Personality 1218 confused: 
  Personality 1218 look    : 
  Personality 1218 ask name: 
  Personality 1218 ask job : 
  Personality 1219 name: Unused
  Personality 1219 confused: 
  Personality 1219 look    : 
  Personality 1219 ask name: 
  Personality 1219 ask job : 

  Town = 122: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
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  Message 76: *
  Message 77: *
  Message 78: *
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  Message 83: *
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  Message 85: *
  Message 86: *
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  Message 89: *
  Message 90: *
  Message 91: *
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  Message 93: *
  Message 94: *
  Message 95: *
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  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
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  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1220 name: Unused
  Personality 1220 confused: 
  Personality 1220 look    : 
  Personality 1220 ask name: 
  Personality 1220 ask job : 
  Personality 1221 name: Unused
  Personality 1221 confused: 
  Personality 1221 look    : 
  Personality 1221 ask name: 
  Personality 1221 ask job : 
  Personality 1222 name: Unused
  Personality 1222 confused: 
  Personality 1222 look    : 
  Personality 1222 ask name: 
  Personality 1222 ask job : 
  Personality 1223 name: Unused
  Personality 1223 confused: 
  Personality 1223 look    : 
  Personality 1223 ask name: 
  Personality 1223 ask job : 
  Personality 1224 name: Unused
  Personality 1224 confused: 
  Personality 1224 look    : 
  Personality 1224 ask name: 
  Personality 1224 ask job : 
  Personality 1225 name: Unused
  Personality 1225 confused: 
  Personality 1225 look    : 
  Personality 1225 ask name: 
  Personality 1225 ask job : 
  Personality 1226 name: Unused
  Personality 1226 confused: 
  Personality 1226 look    : 
  Personality 1226 ask name: 
  Personality 1226 ask job : 
  Personality 1227 name: Unused
  Personality 1227 confused: 
  Personality 1227 look    : 
  Personality 1227 ask name: 
  Personality 1227 ask job : 
  Personality 1228 name: Unused
  Personality 1228 confused: 
  Personality 1228 look    : 
  Personality 1228 ask name: 
  Personality 1228 ask job : 
  Personality 1229 name: Unused
  Personality 1229 confused: 
  Personality 1229 look    : 
  Personality 1229 ask name: 
  Personality 1229 ask job : 

  Town = 123: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
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  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
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  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
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  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1230 name: Unused
  Personality 1230 confused: 
  Personality 1230 look    : 
  Personality 1230 ask name: 
  Personality 1230 ask job : 
  Personality 1231 name: Unused
  Personality 1231 confused: 
  Personality 1231 look    : 
  Personality 1231 ask name: 
  Personality 1231 ask job : 
  Personality 1232 name: Unused
  Personality 1232 confused: 
  Personality 1232 look    : 
  Personality 1232 ask name: 
  Personality 1232 ask job : 
  Personality 1233 name: Unused
  Personality 1233 confused: 
  Personality 1233 look    : 
  Personality 1233 ask name: 
  Personality 1233 ask job : 
  Personality 1234 name: Unused
  Personality 1234 confused: 
  Personality 1234 look    : 
  Personality 1234 ask name: 
  Personality 1234 ask job : 
  Personality 1235 name: Unused
  Personality 1235 confused: 
  Personality 1235 look    : 
  Personality 1235 ask name: 
  Personality 1235 ask job : 
  Personality 1236 name: Unused
  Personality 1236 confused: 
  Personality 1236 look    : 
  Personality 1236 ask name: 
  Personality 1236 ask job : 
  Personality 1237 name: Unused
  Personality 1237 confused: 
  Personality 1237 look    : 
  Personality 1237 ask name: 
  Personality 1237 ask job : 
  Personality 1238 name: Unused
  Personality 1238 confused: 
  Personality 1238 look    : 
  Personality 1238 ask name: 
  Personality 1238 ask job : 
  Personality 1239 name: Unused
  Personality 1239 confused: 
  Personality 1239 look    : 
  Personality 1239 ask name: 
  Personality 1239 ask job : 

  Town = 124: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: *Begin special strs
  Message 21: *
  Message 22: *
  Message 23: *
  Message 24: *
  Message 25: *
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
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  Message 71: *
  Message 72: *
  Message 73: *
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  Message 75: *
  Message 76: *
  Message 77: *
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  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
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  TownDialogue:
  Personality 1240 name: Unused
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  Town = 125: Town name

  Town Messages:
  Message 0: Town name
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  Message 17: Comment 1
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  Message 20: *Begin special strs
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  TownDialogue:
  Personality 1250 name: Unused
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  Town = 126: Town name

  Town Messages:
  Message 0: Town name
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  Message 20: *Begin special strs
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  TownDialogue:
  Personality 1260 name: Unused
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  Town = 127: Town name

  Town Messages:
  Message 0: Town name
  Message 1: Rectangle 1
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  Message 17: Comment 1
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  Message 20: *Begin special strs
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  TownDialogue:
  Personality 1270 name: Unused
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  Town = 128: Underground Passage          

  Town Messages:
  Message 0: Underground Passage          
  Message 1: Underground River            
  Message 2: Underground River            
  Message 3: Underground River            
  Message 4: Underground River            
  Message 5: Underground River            
  Message 6: Rectangle 6                  
  Message 7: Rectangle 7                  
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: The river continues beyond this natural ice bridge and then plummets down a steep crevasse. The sound of rushing water and huge blocks of ice crashing into one another is almost deafening. 
  Message 21: It would not be a good idea to re-enter the river from this side.
  Message 22: Well, you had to do it, didn't you. Your bodies are smashed to a pulp as they wash into the crevasse and are crushed by the huge blocks of ice!
  Message 23: Ahead of you is the "cold water" Lugkja talked about. It is a large, underground river. Huge chunks of ice float along at a fairly swift pace. You could probably cross it by foot, if you could find a way to get to it.
  Message 24: As you enter this second vast cavern, you notice a slight glow coming from up above. There is a large opening in the ceiling towards the center of the cave. That must be Frosgaard's Blowhole. You're directly below Tel'moria.
  Message 25: It must be a hundred feet or more to the top of the cave. You can't imagine what it would be like to be tossed through that hole to fall to your death. Up ahead, you can hear the sound of rushing water and there's a thick mist rising up to Tel'moria.
  Message 26: Three Magite Guards teleport onto the ice in front of you. You wait for them to speak, but instead you watch as they prepare to launch their spells against you!
  Message 27: As the last of the Magite Guards collapses onto the ice, you begin to realize why they attacked. Prime Minister Volton must be behind it. But why? What would his motive be? Why would he want to keep you from your goal?
  Message 28: Perhaps if you DO find Lucivius, than he will be held responsible for his escape. Or is there something else, something you don't know about just yet? Well, time will tell. But one thing's for sure, this mission keeps getting more dangerous by the minute
  Message 29: Looking down at the gound, you once again pick up a trail of fresh footprints. Upon examining them, you're pretty sure that there is more than one person. Following the prints, you're surprised to see they just stop.
  Message 30: The trail doesn't seem to pick up anywhere. It's as if they just disappeared. They must have the power of teleportation. Well, hopefully they're gone and you won't have to worry about meeting up with them down here.
  Message 31: The passage is now beginning to slope upwards. Finally, you are beginning your ascent to the surface.
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  TownDialogue:
  Personality 1280 name: Unused
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  Town = 129:                              

  Town Messages:
  Message 0:                              
  Message 1: Underground Passage          
  Message 2: Central Tower                
  Message 3: Dhurnhold                    
  Message 4: Dhurnhold                    
  Message 5: Dhurnhold                    
  Message 6: Underground Passage          
  Message 7: Underground Passage          
  Message 8: Rectangle 8                  
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: The incline is getting steeper and steeper with each step. As you wipe the sweat from your brow, you realize that the air is beginning to get warmer.
  Message 21: The words on this sign faded away years ago. 
  Message 22: You can barely make out what is written on this sign. The letters are almost faded away, but you're able to make out the word, "Storage."
  Message 23: This door is locked tight. Niether lockpicks nor magic can open it.
  Message 24: You use the old rusty key to unlock the door. As the door swings open, the key breaks off in the lock. Well, at least you got the door open.
  Message 25: Inside this crate is a container of lamp oil. It's practically empty, but it might be of use.
  Message 26: This area may have been used to house horses or some type of livestock.
  Message 27: A wall of stone and dirt block your way. There must have been a cave-in here. You hope it happened after the city was deserted.
  Message 28: You did not expect to find this down here. It looks like an old fortress. A moat has been built around it, which is now filled with black, stagnant water. You listen for signs of life from beyond the walls, but all is silent.
  Message 29: "I know what this is," says Gumby. "My master used to use this method to keep people out of places. You need to find an orb and place it on the platform with the magic rune. That will make the barrier go away. You just need the right color."
  Message 30: 
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  Message 35: "Where are we going to find an orb?" you ask him. "Maybe there's one in these caves somewhere," he answers. "You think there's one just lying around somewhere?" you ask, sarcastically. "There might be," he says with a smile.
  Message 36: 
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  Message 41: You recognize the rune covered platform as on old Magite device. An orb of the correct color needs to be placed on the platform in order to dispel the barrier.
  Message 42: Now, you just need to find an orb. Well, since there's no way to get back to civilization, you better hope you can find one down here.
  Message 43: You take out your Talking Crystal and try to contact General Vargas. Maybe he has some information on what this fortress is. But nothing seems to happen. The crystal remains dark. 
  Message 44: Maybe it doesn't work underground. You try once again, but with no luck. Well, it looks like you're on your own. You put the crystal back in your pack and continue on your way.
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  Message 120: Central Tower
  Message 121: Storage
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  TownDialogue:
  Personality 1290 name: Unused
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  Town = 130: Central Tower L2             

  Town Messages:
  Message 0: Central Tower L2             
  Message 1: Rectangle 1
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  Message 17: Comment 1
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  Message 20: This lever is broken. 
  Message 21: There is a hole in the floor here. You peer into it and can see the floor of the level below you. It's a pretty long drop, but you could jump down if you're careful. Do you want to jump down to the lower level?
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  Message 27: The floor collapses beneath you and you fall to the ground level.
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  Message 33: You try to pull the lever but it just won't budge. The mechanism appears to be covered in rust which is causing it to jam. If you could just find something to lubricate the mechanism, it might loosen up.
  Message 34: You pour the lamp oil from the container you found into the lever mechanism. You turn it upside down to get out every last drop. When you're sure it is empty, you toss it aside. Now, let's see if that did any good.
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  Message 120: Central Tower
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  TownDialogue:
  Personality 1300 name: Unused
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  Town = 131: San Mortis                   

  Town Messages:
  Message 0: San Mortis                   
  Message 1: Rectangle 1
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  Message 17: Comment 1
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  Message 20: There is an old tome displayed on this pedestal. Looking through it, you realize that it is a recipe book. Some of them you are familiar with, others are of no use to you. But you DO find one that looks useful.
  Message 21: You carefully read the passage and learn the recipe to make "Knowledge Brew."
  Message 22: Fresh Corpses
  Message 23: Used Corpses
  Message 24: Dispose of botched experiments here.
  Message 25: "Necromancers have inhabited these caverns for hundreds of years. All the way back to the time when this region was still populated. The experiments they conducted were crude compared to today's standards."
  Message 26: "The results of their experimentation in bringing the dead back to life were quite barbaric. They ended up with nothing but mindless zombies who ran around screaming, "BRAINS! I want BRAINS!"
  Message 27: "It seems these creatures craved the brains of the living for nourishment. Disgusting! Well, it was about this time that the area became infested with monsters and the people left the cities to go to the fortified areas in East Zinlasia."
  Message 28: "This region was dubbed the Untamed Region and there was little left to experiment on except the many wandering creatures. Two creatures, specifically, became the focus of their experiments. The first were the Rock Giants."
  Message 29: "Since they were the most intelligent, and the most abundant, they were the first to be chosen. Well, after years of trials and tests, they were able to bring life to the corpse of a dead giant. But the result was no more than a living vegetable."
  Message 30: "They concluded that much of the intelligence is lost during the process and they would need smarter subjects. But there were none. So, they captured some of the giants and used surgical procedures on their brains to try to alter their intelligence."
  Message 31: "Well, the results were disastrous. Not only did they end up lowering their intelligence, but they stimulated the agression centers of the brains and created rampaging beasts that attacked everything in sight."
  Message 32: "These altered giants escaped, killing a few of the Necromancers in the process, and returned to their tribe and butchered them as well. Alas, these mutated beasts began to reproduce and soon they outnumbered the normal giants."
  Message 33: "To this day, the valley is overrun by these mutations. All of the original Rock Giants either fled or were eventually killed by them. This was not a good chapter in the history of the Necromancers."
  Message 34: "The other creature that was studied greatly were the Mountain Trolls. It is a well known fact that trolls have regenerative abilities. This particular species has the most powerful regenerative abilites of all the trolls."
  Message 35: "They are nearly invincible. During combat, their wounds regenerate so quickly that they are virtually impossible to kill. Old age is just about the only cause of death for the Mountain Trolls. We have learned many things by studying these trolls."
  Message 36: "Great strides were made during the last fifty years or so by using what we learned from the trolls. But finding human specimens was always difficult. Until recently, that is. Just a few years ago, we discovered a dead Magite in the valley."
  Message 37: "We had never had a Magite to work with before. Well, we used all we had learned and miraculously, we were able to bring him back to life. Not only did he retain most of his intelligence, but his magic powers as well!"
  Message 38: "Magites, as you probably know, posess the powers of teleportation. And this one retained that power. Upon our command, he was able to teleport us into East Zinlasia where there was a bounty of human specimens for our experiments."
  Message 39: "Now, don't look at me that way. We don't kill our subjects. We use corpses that have been killed previously or died of natural causes. I don't know what that Magite was doing out here, but I'm sure glad we found him."
  Message 40: "Well, we've made quite a lot of progress in reanimating the dead since then. Our subjects still are a long way from the way we'd like them to be. Intelligence is still low, and they only retain some memories of who they once were."
  Message 41: "You may be thinking, what about resurrection spells and the like? Well, these spells work fine on bringing healthy young people back from death after mortal combat, but they have no effect on those that die of old age."
  Message 42: "Our goal is everlasting life with all senses and memories intact. We still have a long way to go. Nathaniel's project has been a fair success. His city of Fargoth has definately been a great breakthrough for us. Ask him about it, if you like."
  Message 43: As you enter this building, a skeleton pulls itself out of the flames. It is missing the bottom half of its body. "I don't want to go in the furnace," it complains as it drags itself across the floor by its hands.
  Message 44: "Well, I suppose it won't hurt to tell you just a little about it. I am rather proud of my accomplishments. Fargoth is the town in the middle of this valley. The sole inhabitants of this town are all undead."
  Message 45: "My goal in creating Fargoth was to see if a group of undead could live in a community together just like live people. And I think it's working out quite nicely. There are a few problems that need to be ironed out, though."
  Message 46: "The undead that we've been able to create are not very bright as most of the intelligence and memories of the living person are lost at death. There is also the problem of the bodies beginning to decompose after a while."
  Message 47: "They don't realize that they're dead, so this problem is quite confusing to them. They refuse to eat and it is my theory that this could be part of the reason they fall apart so quickly. But in time, these limitations will be overcome."
  Message 48: "The undead that we've created have improved greatly since the days when our ancestors first began practicing their art."
  Message 49: 
  Message 50: "He did this to Sephirus and made him into a virtual slave. Sephirus lost all of his original thoughts and simply existed to do Virgil's bidding. Morbius, the leader of this sect, was greatly upset over this."
  Message 51: "He demanded Virgil stop these experiments and when Virgil refused, he banished him from the sanctum. Morbius didn't allow him to take Sephirus in hopes that he could be un-brainwashed. There's been little success in that endeavor.
  Message 52: "Sephirus can speak and think to some degree, but he won't use any of his magic except his teleportation power, which Virgil commanded him to use on many ocassions to take him to East Zinlasia to collect corpses for his experiments."
  Message 53: "Virgil has since taken up residence in a nearby abandoned tower. He is allowed to visit us, but as long as he continues his mind control experiments, he is not allowed membership in our group."
  Message 54: 
  Message 55: 
  Message 56: "I banished Virgil from our sanctum over two years ago. I did not believe his experiments were for the good of the group. Our goals as Necromancers are to unravel the mysteries of death and to create life after death."
  Message 57: "He wished to create slaves to do his bidding. His goals were selfish and counter intuitive to what the rest of the group was trying to accomplish. I can not help but think that there are ulterior motives to his experiments."
  Message 58: 
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  Message 62: This cave seems unnaturally dark to you, and there is a stillness in the air that makes you feel very uneasy. It must be your imagination, but as you continue deeper into the cave, images of death fill your mind.
  Message 63: You tell him that you need to get past the Mountain Trolls. "Oh, yes, they've taken up residence at the old city of Hanod. I've seen them lumbering about near the entrance. 
  Message 64: Well, I'm afraid I don't know what to tell you. Sorry."
  Message 65: You tell him you need to get past the Mountains Trolls. "I'd stay away from them if I were you," he says. "If they don't want you to pass, there's not much you can do about it."
  Message 66: You tell him that you need to get past the Mountain Trolls. "I wish I could help you, but I'm afraid I can't. As a Necromancer, there's little I can do about getting rid of trolls.
  Message 67: I would suggest that you seek out a powerful mage. There's one who inhabits the ruins of the subterranean city of Dhurnhold, but he's not very sociable.
  Message 68: You ask him if he knows where you can find the Shan-Tu. "They're a devious and dangerous race," he answers. "I've come across them a few times while working on the Fargoth project. Why would you want to get involved with them?"
  Message 69: You tell him you need to find the Scrying Orb that they stole from Bagarnis. "Well, I'm pretty sure I know where they live. Check around the eastmost "finger" of Demonclaw Valley. I've seen them come and go from that area."
  Message 70: "There are some rocks on the ground in the shape of an "X". I believe there is a secret passage near there that leads to their lair. But be warned, before you venture off. There are some things you need to know about the Shan-Tu."
  Message 71: "They are magical creatures that specialize in illusions. There are three types of illusions that they can create. The first is your typical illusionary wall type. This is something that looks solid but can be easily passed through."
  Message 72: "I believe the entrance to their lair is hidden by an illusion of this type. The second type is similar, only this illusion has mass. They can hide a doorway by creating a wall that blocks your way."
  Message 73: "Even if you know it's an illusion, you will not be able to pass through. The only way to dispel this type, is to find the Shan-Tu who is maintaining it and, well, putting it bluntly... kill him."
  Message 74: "The third type of illusion is the most dangerous. They can conjure up any kind of creature they want. Once again, you'll have to find the Shan-Tu responsible. If you kill him, the illusion will vanish."
  Message 75: "You can also fight and destroy the illusion itself, but take my advice... It is usually much easier to kill the Shan-Tu who is maintaining the illusion than to try to kill the illusionary creature. But finding the Shan-Tu can sometimes prove difficult."
  Message 76: "And also, keep in mind that the Shan-Tu also possess the knowledge of some rudimentary spells, including the summoning spell. These summoned creatures will live on, even if the Shan-Tu is killed. And now, are you ready for the worst part?"
  Message 77: "They are well known for their thievery. They have looted all the cities and towns in the vicinity and there is supposedly a huge treasure cache, deep within their lair." You think to yourself, "What's so terrbile about that?"
  Message 78: "From what I've heard, they have created a devilish maze of traps and puzzles, almost as a challenge to any would-be treasure hunter. To the best of my knowledge, no one has ever made it through and lived to tell about it."
  Message 79: "In all probability, you will have to get through this trap-filled maze in order to get to this Scrying Orb that you seek."
  Message 80: "So if you must venture into their lair, you had better be well prepared. But if I were you, I'd stay far, far away from the Shan-Tu."
  Message 81: "The Shan-Tu are a mysterious race that live in Demonclaw Valley. You should stay far away from them."
  Message 82: "I cannot help you with that."
  Message 83: You ask him if he could enchant the Quickfire Orb with a Stay Dead spell. He answers, "We cannot share our magic with outsiders." You tell him how important it is for you to get past the Mountain Trolls so you can get to Lucivius.
  Message 84: "Your situation does sound grave," he says. "And I wish I could help." He pauses for a moment and then says, "Perhaps I could bend the rules, just this one time. But I would ask a favor of you first."
  Message 85: "One of our members has just returned from a visit to Virgil's Tower. He was attacked by skeleton guards as he attempted to enter. He was able to defeat the guards, but he sustained such injuries, that he feared going further into the tower."
  Message 86: "I fear for Virgil's life. It is true, I had him banished from our enclave because of his experiments on mind control of the undead. But he is still my friend, and I am worried that his experiments may have gone wrong."
  Message 87: 
  Message 88: 
  Message 89: "If you were to enter his tower and seek him out, find out what has happened, and return to me with the news of his condition, I will grant the favor you ask of me."
  Message 90: "Go to Virgil's Tower and find out if he is alright. Help him, if he is in danger. Then return to me with news of his condition and I will enchant the Quickfire Orb you possess with the Stay Dead spell."
  Message 91: You tell him about Virgil. "This saddens me greatly," he says. "But in truth, I knew it was Virgil that had gone wrong and not his experiments. I thank you for what you have done.
  Message 92: I will now enchant the Quickfire Orb with the Stay Dead spell." He waves his hands over the orb and it begins to glow. (next)
  Message 93: You tell him that you had to kill Virgil because he was planning on taking over the world with an army of undead. "That is distressing news, indeed," says Morbius.
  Message 94: "I am saddened by the fate that befell Virgil. But you did what had to be done."
  Message 95: "Take the Quickfire Orb to Hanod and use it to kill the Mountain Trolls. Now that it has been enchanted with the Stay Dead spell, it will be most effective against them."
  Message 96: "I cannot help you with that."
  Message 97: You tell Morbius all about the lich and ask him if he knows of any way to help you. "This lich sounds very powerful," says Morbius. "And it sounds like he has placed the city under the spell of a mythal."
  Message 98: "What's that?" you ask him. "A mythal is an extremely powerful spell that encompasses a large area, usually a city or sometimes an entire valley. The mythal is usually contained inside some magic object and well guarded."
  Message 99: "Destroying this object is usually all it takes to lift the mythal. But you'll have to take care of the lich first. This will be quite tricky. Let me think for a minute," he says, rubbing his chin. 
  Message 100: "You say he steals the lifeforce from the living to feed himself and gain power. An idea DOES come to mind, but it won't be fullproof. What if you could trick him into taking the lifeforce from the dead?"
  Message 101: "What do you mean?" you ask. "Have you been to the town of Fargoth...Nathaniel's little project? He has been quite successful at creating a town of the dead. Any number of the inhabitants could pass for a living being."
  Message 102: "If you were to pass off one of the women there as a potential bride for this lich, when he went to drain her of her lifeforce, the results would be quite catastrophic for him. It would probably not destroy him, but would most assuredly weaken him."
  Message 103: "That's about all I can think of that might help. The danger to you will be quite high. Your actions will probably leave you with one very angry lich! 
  Message 104: But if it weakens him enough, you may have a good chance of destroying him yourself."
  Message 105: "I believe that a terrible demon is getting ready to rise from the depths of these caverns and destroy all who live here in San Mortis."
  Message 106: "Many years ago, a group of demonologists lived in these caverns. They supposedly summoned a powerful demon, who then obliterated the entire group. The demon then disappeared, never to be seen again."
  Message 107: "But lately, I have sensed activity in the caverns below. I have heard the inhuman cackling of hordlings. And I can sense the presence of evil growing stronger. I believe the demon is getting ready to return. This time by his own free will."
  Message 108: "The other Necromancers scoff at my predictions, but I cannot help but worry that my feelings are correct. I also have no idea what to do about it." 
  Message 109: "I know a little bit about demonology and I know that demons who come to this plane on their own are much more powerful then if they are summoned here."
  Message 110: "I was thinking, if an expert on demonology could summon it before it is at it's full power, it could possibly be destroyed once and for all. But I know of no such person. What about you? You look experienced in all manner of adventures."
  Message 111: "Do you know of such a person? Or perhaps you could do it yourself? Oh, but are you a strong enough group to vanquish a powerful demon?" You try to answer, but he won't stop babbling.
  Message 112: "Of course, you would need to have knowledge of summoning rituals. Nobody here has any knowledge of that, I can assure you. And then you'd have to get down to the very bottom level of these caverns."
  Message 113: "I tried to make the trip once, but I was not able to get very far. It is not an easy trek, and I lack the skills and equipment necessary to succeed at such a venture. And now, with the sounds of hordlings coming from those caverns..."
  Message 114: 
  Message 115: 
  Message 116: 
  Message 117: 
  Message 118: "Oh, dear. I don't know if anyone could do what needs to be done. If that demon rises on his own at full power, I fear we will all be doomed."
  Message 119: *
  Message 120: 
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  TownDialogue:
  Personality 1310 name: Morbius
  Personality 1310 confused: "I cannot help you with that."
  Personality 1310 look    : This hooded figure wears blood red robes and carries a wooden staff with a skull at the end. His face is a sickly pale color and his overall presence gives you the creeps.
  Personality 1310 ask name: "My name is Morbius," he says. "Welcome to San Mortis."
  Personality 1310 ask job : "I am the leader of the Necromancers," he answers. "We don't get many live visitors these days. But you are welcome, as long as you do not disturb our experiments."
  Personality 1311 name: Santini
  Personality 1311 confused: 
  Personality 1311 look    : This hooded figure wears blood red robes and carries a wooden staff with a skull at the end. His face is a sickly pale color and his overall presence gives you the creeps.
  Personality 1311 ask name: "I am Santini," he says, in a surprisingly pleasant voice.
  Personality 1311 ask job : "I am the historian for this sect of Necromancers. I have chronicled the achievements of our group since its beginnings. Would you care to hear the history of the Necromancers?"
  Personality 1312 name: Necromancer
  Personality 1312 confused: 
  Personality 1312 look    : This hooded figure wears blood red robes and carries a wooden staff with a skull at the end. His face is a sickly pale color and his overall presence gives you the creeps.
  Personality 1312 ask name: "I don't wish to speak with outsiders," he says, not bothering to even look at you.
  Personality 1312 ask job : "I am very busy with my experiments," he says. "Speak with our leader, Morbius, if you insist on conversation."
  Personality 1313 name: Nathaniel
  Personality 1313 confused: 
  Personality 1313 look    : This hooded figure wears blood red robes and carries a wooden staff with a skull at the end. His face is a sickly pale color and his overall presence gives you the creeps.
  Personality 1313 ask name: "My name is Nathaniel, strangers," he says. 
  Personality 1313 ask job : "I am a Necromancer. I am also the chief architect of the Fargoth Project. But I really shouldn't talk to you about that."
  Personality 1314 name: Choppers
  Personality 1314 confused: "Outa my way or I'll bite your knees."
  Personality 1314 look    : This is just the top half of a skeleton. The bottom half either broke off or was burned away.
  Personality 1314 ask name: "I'm not dead!" cries the skeleton. "I feel much better."
  Personality 1314 ask job : "I think I'll go for a walk."
  Personality 1315 name: Sephirus
  Personality 1315 confused: "You are not Virgil. I need not listen to you."
  Personality 1315 look    : This Magite has definately seen better days. Most of his face has rotted off, giving him the appearance of a living corpse. Come to think of it, that's what he is.
  Personality 1315 ask name: "I am called Sephirus," he answers in a gravelly voice.
  Personality 1315 ask job : "I teleport Billings and sometimes the Necromancers to places where they can collect bodies for their experiments. I also wait for my master to return."
  Personality 1316 name: Billings
  Personality 1316 confused: "I don't know nothin' about that."
  Personality 1316 look    : This odd looking man doesn't look like a Necromancer. His clothes are filthy and he doesn't smell very good.
  Personality 1316 ask name: "Billing's me name," he says in a congenial manner.
  Personality 1316 ask job : "I works for them Necermancers, I do. I does the dirty work so they don't got to get their hands dirty. Ye see, it be me job to get the bodies."
  Personality 1317 name: Samuel
  Personality 1317 confused: 
  Personality 1317 look    : This hooded figure wears blood red robes and carries a wooden staff with a skull at the end. His face is a sickly pale color and his overall presence gives you the creeps.
  Personality 1317 ask name: "I am Samuel," he says, in a nervous sounding voice.
  Personality 1317 ask job : "My experiments mostly involve raising the dead. Typical necromancy. But lately, I've been having trouble concentrating. My worries grow stronger these days."
  Personality 1318 name: Unused
  Personality 1318 confused: 
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  Personality 1319 name: Unused
  Personality 1319 confused: 
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  Node 0 person  : 1310- Morbius
  Node 0 keywords: mort sanm
  Node 0 type    : 0
  Node 0 text0   : "This has been the sanctum of the Necromancers for hundreds of years. Our ancestors practiced their arts in this underground location back in the days when this region was still populated."
  Node 0 text1   : 
  Node 1 person  : 1310- Morbius
  Node 1 keywords: regi popu
  Node 1 type    : 0
  Node 1 text0   : "This region is called Demonclaw Valley. It was given that name for two reasons. One, being the shape of this valley. Looking down from the tip of the Halmeni Mountains, the valley is shaped somewhat like a clawed hand." 
  Node 1 text1   : (more)
  Node 2 person  : 1310- Morbius
  Node 2 keywords: more xxxx
  Node 2 type    : 0
  Node 2 text0   : "The other reason is that a group of demon worshippers used to occupy this very location. As the stories go, they supposedly summoned a great demon up from the depths of these caverns.
  Node 2 text1   : It destroyed them all and then disappeared." (keep going)
  Node 3 person  : 1310- Morbius
  Node 3 keywords: demo wors
  Node 3 type    : 0
  Node 3 text0   : "Demon worshippers and those who practice the dark arts are predominantly evil. We are Necromancers. Death fascinates us. It's mysteries intrigue us. There is so much we can learn by bringing the dead back to life.
  Node 3 text1   : But what we do is not evil...just misunderstood."
  Node 4 person  : 1310- Morbius
  Node 4 keywords: misu xxxx
  Node 4 type    : 0
  Node 4 text0   : "Speak with Santini if you wish to learn more about us. He is an historian and has documented this cabal's many accomplishments over the years."
  Node 4 text1   : 
  Node 5 person  : 1310- Morbius
  Node 5 keywords: keep xxxx
  Node 5 type    : 0
  Node 5 text0   : "Our ancestors found this place and decided it was perfect for their experiments. They named it San Mortis, and it's been out sanctum ever since. But there is nothing demonic about what we do here."
  Node 5 text1   : 
  Node 6 person  : 1310- Morbius
  Node 6 keywords: necr expe
  Node 6 type    : 0
  Node 6 text0   : "Most of what we do here involves giving life to the dead. We wish to uncover the mysteries of death and one day to possibly create a race of immortals.
  Node 6 text1   : Unfortunately, we are far from achieving that goal. But we will continue with our experiments for as long as time goes on, here in San Mortis."
  Node 7 person  : 1312- Necromancer
  Node 7 keywords: lead morb
  Node 7 type    : 0
  Node 7 text0   : "He can be found in the center edifice," he says. "Now leave and allow me to return to my work."
  Node 7 text1   : 
  Node 8 person  : 1312- Necromancer
  Node 8 keywords: expe work
  Node 8 type    : 0
  Node 8 text0   : "Our experiments are for the eyes of Necromancers only. We do not share our secrets with outsiders."
  Node 8 text1   : 
  Node 9 person  : 1311- Santini
  Node 9 keywords: hist xxxx
  Node 9 type    : 29
  Node 9 text0   : "Well, that brings us right up to the present. It's all very fascinating, don't you agree? I hope that gives you a more positive picture as to what necromancy is all about."
  Node 9 text1   : 
  Node 10 person  : 1314- Choppers
  Node 10 keywords: dead walk
  Node 10 type    : 0
  Node 10 text0   : "Outa my way or I'll bite your knees."
  Node 10 text1   : 
  Node 11 person  : 1313- Nathaniel
  Node 11 keywords: farg proj
  Node 11 type    : 29
  Node 11 text0   : "Take Sephirus, for example. He is a shining example of what we can achieve when all goes right."
  Node 11 text1   : 
  Node 12 person  : 1313- Nathaniel
  Node 12 keywords: seph xxxx
  Node 12 type    : 0
  Node 12 text0   : "Sephirus is the undead Magite that we created over three years ago. He retained much of his intelligence and magic. And he has lasted longer than any of the others.
  Node 12 text1   : It is unfortunate that Virgil got his hands in him."
  Node 13 person  : 1313- Nathaniel
  Node 13 keywords: virg xxxx
  Node 13 type    : 0
  Node 13 text0   : "Virgil's experiments are based on mind control. His theories are that the brains of the undead are like empty containers in need of filling. 
  Node 13 text1   : And by the use of certain potions, spells, and plain old brainwashing techniques, he can create virtual slaves that will do anything he asks." (more)
  Node 14 person  : 1313- Nathaniel
  Node 14 keywords: more xxxx
  Node 14 type    : 29
  Node 14 text0   : "Talk to Morbius about him if you wish to fully understand the reasons he was banished."
  Node 14 text1   : 
  Node 15 person  : 1313- Nathaniel
  Node 15 keywords: morb xxxx
  Node 15 type    : 0
  Node 15 text0   : "Morbius can be found in the center building of this sanctum."
  Node 15 text1   : 
  Node 16 person  : 1310- Morbius
  Node 16 keywords: virg xxxx
  Node 16 type    : 29
  Node 16 text0   : "I wish him no ill will, but I'd rather he work on his own than risk ruining everything we have accomplished over the years. He resides in the nearby tower and he seems content."
  Node 16 text1   : 
  Node 17 person  : 1310- Morbius
  Node 17 keywords: seph xxxx
  Node 17 type    : 0
  Node 17 text0   : "Sephirus is one of our greatest achievements. He is the only Magite we have ever returned to life. Unfortuantely, Virgil used his mind controlling powers on him without my permission.
  Node 17 text1   : "He now has few thoughts of his own and wishes to serve only Virgil."
  Node 18 person  : 1316- Billings
  Node 18 keywords: bodi xxxx
  Node 18 type    : 0
  Node 18 text0   : "I get most of the bodies by diggin' them up from graveyards. Me friend, Sephirus, over there, teleports us over to the cities what got lots of people. 
  Node 18 text1   : When I find a freshly dug grave, I knows there's a fresh body inside." (more)
  Node 19 person  : 1316- Billings
  Node 19 keywords: more xxxx
  Node 19 type    : 0
  Node 19 text0   : "The Necermancers like the fresh ones. So I digs em up and teleports back here. They give me food and a comfortable place to sleep. It's not a bad life, and it beats prison, that's fer sure."
  Node 19 text1   : 
  Node 20 person  : 1316- Billings
  Node 20 keywords: nece necr
  Node 20 type    : 0
  Node 20 text0   : "At first I thought they were a bit creepy, but they're not a bad bunch of guys. It just took some time to get used to the stiffs walkin' around and stuff."
  Node 20 text1   : 
  Node 21 person  : 1316- Billings
  Node 21 keywords: seph xxxx
  Node 21 type    : 0
  Node 21 text0   : "He's me buddy, he is. He don't say much, but we've been through a lot together. He's pretty ugly lookin', but what do you expect from a dead guy."
  Node 21 text1   : 
  Node 22 person  : 1315- Sephirus
  Node 22 keywords: mast virg
  Node 22 type    : 0
  Node 22 text0   : "Virgil is my master. He helped me after I lost my way. His is the voice that commands me. But he has left and does not return. I need to follow his command."
  Node 22 text1   : 
  Node 23 person  : 1315- Sephirus
  Node 23 keywords: comm xxxx
  Node 23 type    : 0
  Node 23 text0   : "He is the one who told me to use my teleportation powers to help the Necromancers. And this, I continue to do. But I need more orders. I do not listen to the others. Only Virgil.
  Node 23 text1   : I will do anything for Virgil."
  Node 24 person  : 1311- Santini
  Node 24 keywords: moun trol
  Node 24 type    : 29
  Node 24 text0   : "Fascinating creatures," he admits. "But they can be quite nasty. Stay away from them if you can help it."
  Node 24 text1   : 
  Node 25 person  : 1313- Nathaniel
  Node 25 keywords: moun trol
  Node 25 type    : 29
  Node 25 text0   : You get no response.
  Node 25 text1   : 
  Node 26 person  : 1310- Morbius
  Node 26 keywords: moun trol
  Node 26 type    : 29
  Node 26 text0   : "I cannot help you with that."
  Node 26 text1   : 
  Node 27 person  : 1314- Choppers
  Node 27 keywords: farg xxxx
  Node 27 type    : 0
  Node 27 text0   : "Outa my way or I'll bite your knees."
  Node 27 text1   : 
  Node 28 person  : 1311- Santini
  Node 28 keywords: shan xxxx
  Node 28 type    : 0
  Node 28 text0   : "They're a strange race, the Shan-Tu. But I'm afraid I don't know much about them. Ask one of the others."
  Node 28 text1   : 
  Node 29 person  : 1310- Morbius
  Node 29 keywords: shan xxxx
  Node 29 type    : 0
  Node 29 text0   : "We've had some trouble with them in the past," he says. You ask him if he knows where they can be found. "Speak with Nathaniel. He is more familiar with the inhabitants of the valley than I."
  Node 29 text1   : 
  Node 30 person  : 1313- Nathaniel
  Node 30 keywords: shan xxxx
  Node 30 type    : 29
  Node 30 text0   : "The Shan-Tu live in a cave in the eastmost "finger" of Demonclaw Valley. Look for some rocks shaped like an "X" and there should be a secret passage nearby that leads to their lair."
  Node 30 text1   : 
  Node 31 person  : 1310- Morbius
  Node 31 keywords: quic ench
  Node 31 type    : 29
  Node 31 text0   : "There is no more I can do for you."
  Node 31 text1   : 
  Node 32 person  : 1310- Morbius
  Node 32 keywords: next xxxx
  Node 32 type    : 0
  Node 32 text0   : "It is done," he says. "Now do what you have to do. You will only have one chance. Place the orb in the appropriate spot and then activate it. 
  Node 32 text1   : Leave the city immediately and wait for the fire to spread. When you return, the trolls will live no more."
  Node 33 person  : 1310- Morbius
  Node 33 keywords: spel stay
  Node 33 type    : 29
  Node 33 text0   : "There is no more I can do for you."
  Node 33 text1   : 
  Node 34 person  : 1310- Morbius
  Node 34 keywords: lich duke
  Node 34 type    : 29
  Node 34 text0   : "Persuade one of the inhabitants of Fargoth to agree to be the bride of this lich. When he tries to drain her lifeforce, it should weaken him to the point you may be able to destroy him."
  Node 34 text1   : 
  Node 35 person  : 1317- Samuel
  Node 35 keywords: worr stro
  Node 35 type    : 29
  Node 35 text0   : You tell him that you have vanquished the demon. "Oh, thank you so much!" he cries. "My worries are over, now that the demon has been destroyed. Now I can concentrate on my studies once again."
  Node 35 text1   : 
  Node 36 person  : 1317- Samuel
  Node 36 keywords: demo xxxx
  Node 36 type    : 29
  Node 36 text0   : "I can't believe that you have actually destroyed the demon," he says. "I have nothing to give you but my utmost gratitude."
  Node 36 text1   : 
  Node 37 person  : 1317- Samuel
  Node 37 keywords: dept cave
  Node 37 type    : 0
  Node 37 text0   : "There are many tunnels and caverns below this main one that twist and turn and lead deep into the bowels of the earth. Nobody here has ever been down to the bottom."
  Node 37 text1   : 
  Node 38 person  : 1317- Samuel
  Node 38 keywords: mort xxxx
  Node 38 type    : 0
  Node 38 text0   : "That is the name of this small "outpost" as it were. We are a group of Necromancers, lead by our leader, Morbius."
  Node 38 text1   : 
  Node 39 person  : 1317- Samuel
  Node 39 keywords: morb xxxx
  Node 39 type    : 0
  Node 39 text0   : "You can find him in the center building. He is very wise and knows many things. You should speak with him."
  Node 39 text1   : 
  Node 40 person  : 1315- Sephirus
  Node 40 keywords: bill xxxx
  Node 40 type    : 0
  Node 40 text0   : "Billings comes with me to the cities to help collect the dead." 
  Node 40 text1   : 
  Node 41 person  : 1310- Morbius
  Node 41 keywords: sant hist
  Node 41 type    : 0
  Node 41 text0   : "You'll find Santini in the eastern most building in this sanctum. He'll be glad to discuss the history of our sect." 
  Node 41 text1   : 
  Node 42 person  : 1317- Samuel
  Node 42 keywords: pool wate
  Node 42 type    : 0
  Node 42 text0   : "Yes, a pool of water can be a formidable obstacle. Getting one's feet wet is a fate worse than death. I've never been able to get past it."
  Node 42 text1   : 
  Node 43 person  : 1310- Morbius
  Node 43 keywords: nath xxxx
  Node 43 type    : 0
  Node 43 text0   : "You'll find him in the northwest building. He is the most knowledgeable about the inhabitants of the valley."
  Node 43 text1   : 
  Node 44 person  : 1313- Nathaniel
  Node 44 keywords: muta gian
  Node 44 type    : 0
  Node 44 text0   : "Yes, the Mutant Giants make things very dangerous outside in Demonclaw Valley."
  Node 44 text1   : 

  Town = 132: Shan-Tu Caves                 

  Town Messages:
  Message 0: Shan-Tu Caves                 
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
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  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Hee Hee hee hee hee ! ! !
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  Message 120: Hee Hee hee hee hee!!!
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  TownDialogue:
  Personality 1320 name: Unused
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  Town = 133: Shan-Tu Village              

  Town Messages:
  Message 0: Shan-Tu Village              
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There is a strange, tranluscent orb inside this chest. It must be the Scrying Orb you're looking for. You pick it up and hold it in your hands. You wonder if you can get it to work.
  Message 21: You peer into the orb, trying to see an image. You can see nothing but a cloudy haze inside. You wonder if it might work similarly like a talking crystal. Maybe if you concentrate on a place, it might appear inside the orb.
  Message 22: Now, what should you concentrate on? The first thing that enters your head is not a place, but a person... Sister Elysia. You can't help wondering whether she's alive or dead. You fill your mind with thoughts of her.
  Message 23: You close your eyes and try as hard as you can to picture her image in your head. You remember the last time you saw her, in Sariminsum, before the city was frozen and she disappeared. You open your eyes and stare into the orb.
  Message 24: To your amazement, her image is there, inside the orb. She is resting, comfortably in a bed. You can't be sure if she if awake or asleep, but she is definately not dead. The look on her face is one of peace.
  Message 25: Perhaps she's under a spell. Perhaps she's unaware of what's happened to her. You wish you could see more of the room or the location of where she is. But all you can see is her face. And then, her eyes pop open, as if she's heard something.
  Message 26: She rises from the bed and opens her mouth. "Lucivius?" she says. Then the orb goes dark. You can't believe what you've just heard. She called his name, the way one would call to a friend! You look into the orb to see more, but it is dark.
  Message 27: Nothing you do will bring her image back. Well, she seems to be safe. But you can't help being disturbed by what you saw. You are filled with the desire to find her... and Lucivius. Yes, this confirms it!
  Message 28: There are no gods behind the events that have taken place. It IS, indeed, the Magite, Lucivius. This proves it! Doesn't it? Well, whatever it means, you put the orb in your pack and hurry on your way.
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  TownDialogue:
  Personality 1330 name: Unused
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  Personality 1339 name: Unused
  Personality 1339 confused: 
  Personality 1339 look    : 
  Personality 1339 ask name: 
  Personality 1339 ask job : 

  Town = 134: Virgil's Tower L2            

  Town Messages:
  Message 0: Virgil's Tower L2            
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: A bunch of zombies are gathered around a table for a feast. But after one look at you, they lose interest in their meal and cry, "Look! Fresh brains!"
  Message 21: Inside the chest is a single key. It has a slight glow to it and is warm to the touch. You take the Magic Key and put it in your pack.
  Message 22: Before you have a chance to leave, ghostly figures appear around you. "They've got the Master's key," one wails. "We must protect the Master!"
  Message 23: This door won't budge. It appears to have a magical lock, but spells don't work on it.
  Message 24: You insert the Magic Key into the lock and the door opens right up. The key sparkles and then disappears into thin air.
  Message 25: *
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  Message 120: Armory
  Message 121: Mess Hall
  Message 122: Kitchen
  Message 123: Storage
  Message 124: Multi-Purpose Room
  Message 125: 
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  TownDialogue:
  Personality 1340 name: Unused
  Personality 1340 confused: 
  Personality 1340 look    : 
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  Personality 1341 name: Unused
  Personality 1341 confused: 
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  Personality 1342 name: Unused
  Personality 1342 confused: 
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  Personality 1343 name: Unused
  Personality 1343 confused: 
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  Personality 1344 name: Unused
  Personality 1344 confused: 
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  Personality 1345 name: Unused
  Personality 1345 confused: 
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  Personality 1346 name: Unused
  Personality 1346 confused: 
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  Personality 1347 name: Unused
  Personality 1347 confused: 
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  Personality 1348 name: Unused
  Personality 1348 confused: 
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  Personality 1349 name: Unused
  Personality 1349 confused: 
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  Town = 135: Virgil's Tower L3            

  Town Messages:
  Message 0: Virgil's Tower L3            
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: As you step on this spot, you hear a click. There is a floor plate here, under the rug.
  Message 21: You are hit by an electrical shock that comes up through the floor. 
  Message 22: There is an old, worn and faded note in this chest. You can only read the first few words. It says, "To open the gate, step on the plate at 9 o'clock first, then..." 
  Message 23: There is a piece of paper in this chest with some numbers written on it. The paper looks new and was probably put in here quite recently. It says, "9, 1, 5, 11, 7, 3." You wonder what it means.
  Message 24: *
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  Message 120: Archer's Arsenal
  Message 121: Fighter's Arsenal
  Message 122: Fighter's Barracks
  Message 123: Archer's Barracks
  Message 124: Fighter's Barracks
  Message 125: Archer's Barracks
  Message 126: 
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  TownDialogue:
  Personality 1350 name: Unused
  Personality 1350 confused: 
  Personality 1350 look    : 
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  Personality 1351 name: Unused
  Personality 1351 confused: 
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  Personality 1352 name: Unused
  Personality 1352 confused: 
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  Personality 1353 name: Unused
  Personality 1353 confused: 
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  Personality 1354 name: Unused
  Personality 1354 confused: 
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  Personality 1355 name: Unused
  Personality 1355 confused: 
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  Personality 1356 name: Unused
  Personality 1356 confused: 
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  Personality 1357 name: Unused
  Personality 1357 confused: 
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  Personality 1358 name: Unused
  Personality 1358 confused: 
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  Personality 1359 name: Unused
  Personality 1359 confused: 
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  Town = 136: Virgil's Tower L4             

  Town Messages:
  Message 0: Virgil's Tower L4             
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This door won't budge. It appears to have a magical lock, but spells don't work on it.
  Message 21: This door won't budge. It appears to have a magical lock, but spells don't work on it.
  Message 22: You insert the Magic Key into the lock and the door opens right up. The key sparkles and then disappears into thin air.
  Message 23: As the Undead Magite falls to the ground, it drops a small, glowing key. You quickly snatch it up.
  Message 24: This lever is locked in place and won't budge.
  Message 25: *
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  Message 120: Command Headquarters
  Message 121: Command Headquarters
  Message 122: 
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  TownDialogue:
  Personality 1360 name: Unused
  Personality 1360 confused: 
  Personality 1360 look    : 
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  Personality 1361 name: Unused
  Personality 1361 confused: 
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  Personality 1362 name: Unused
  Personality 1362 confused: 
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  Personality 1363 name: Unused
  Personality 1363 confused: 
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  Personality 1364 name: Unused
  Personality 1364 confused: 
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  Personality 1365 name: Unused
  Personality 1365 confused: 
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  Personality 1366 name: Unused
  Personality 1366 confused: 
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  Personality 1367 name: Unused
  Personality 1367 confused: 
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  Personality 1368 name: Unused
  Personality 1368 confused: 
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  Personality 1369 name: Unused
  Personality 1369 confused: 
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  Town = 137: Virgil's Dungeon

  Town Messages:
  Message 0: Virgil's Dungeon
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Help me!" cries the man from inside the cell. His voice is barely a whisper and his skin, a pale green color. "He must be stopped! He's creating an army. An army of the dead!"
  Message 21: You ask him how you can help. "There must be an antidote to what he's given me. But you must hurry. It works quickly. I can feel it coursing through my veins." He grabs at his throat and begins coughing uncontrollably.
  Message 22: The bodies in these cells look like they've been dead only a short time. Maybe only a few hours.
  Message 23: "You shouldn't have come here," says Virgil. "What's going on?" you cry. "Why are you poisoning those people in the cells?"
  Message 24: "How else could I get prime specimens for my project?" he says. "I just can't wait around for strong, able-bodied men to just drop dead. I need only the finest stock for my army."
  Message 25: "The best places to look are in the rural areas of East Zinlasia, away from the big cities. I take those who are in the best shape...usually city guards, hunters, or adventurers, like yourselves."
  Message 26: "My Magite servants teleport me to these areas, where I kidnap each subject and take them back here, to my tower. I've developed a poison that works fast and leaves the body in perfect condition."
  Message 27: "Then, it's just a matter of bringing them back to life and training them to become expert warriors. I will soon have an army large enough to take over all of Zinlasia!" He laughs a sinister, maniacal laugh.
  Message 28: "You're mad!" you cry. "Call it what you like. But the fact is that I have accomplished more than any other Necromancer has ever dreamed of. My name will be remembered for all time. It is unfortunate that you will not live to see any of this."
  Message 29: "My army is still small right now, but it is large enough to destroy the likes of you. And if you're lucky, perhaps I will bring your corpses back to life to serve me." And with that, he rushes off deeper into the cave.
  Message 30: This door won't budge. It appears to have a magical lock, but spells don't work on it.
  Message 31: You insert the Magic Key into the lock and the door opens right up. The key sparkles and then disappears into thin air.
  Message 32: As Virgil falls to the ground, he cries, "No! It can't be! I am not ready to cross over!" He raises his hand up as if trying to grab onto the last bit of life that is seeping out of his body.
  Message 33: Then, his arm goes limp. A small, glowing key falls out of his hand. You quickly snatch it up.
  Message 34: Up ahead, you see a huge gathering of undead creatures. From behind them, you hear a voice cry, "Listen my children. The time is now! Your master's life is being threatened. You must protect your master."
  Message 35: The undead creatures quickly ready their weapons and move into formation. "The live ones, there," cries Virgil, pointing to you. "Destroy them!" The small army advances your way, hatred in their eyes!
  Message 36: As you enter the room, you see zombies, busily forging weapons. They stop when they see you.
  Message 37: *
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  Message 120: Foundry
  Message 121: Poison Application Center
  Message 122: Furnace
  Message 123: Pick up swords here
  Message 124: 
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  TownDialogue:
  Personality 1370 name: Unused
  Personality 1370 confused: 
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  Personality 1371 name: Unused
  Personality 1371 confused: 
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  Personality 1372 name: Unused
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  Personality 1373 name: Unused
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  Personality 1374 name: Unused
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  Personality 1375 name: Unused
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  Personality 1376 name: Unused
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  Personality 1377 name: Unused
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  Personality 1378 name: Unused
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  Personality 1379 name: Unused
  Personality 1379 confused: 
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  Town = 138: Holding Area                   

  Town Messages:
  Message 0: Holding Area                   
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You push the button but nothing happens. Apparently the explosion damaged the mechanism.
  Message 21: The door is locked shut. Being that there's no keyhole or even a handle, you have no idea how to get it open.
  Message 22: You feel a slight vibration and hear the sound of gears turning.
  Message 23: Connecting Corridor Closed
 due to Construction
  Message 24: "DAMN YOU, GRIMLY!"
  Message 25: "Grimly! Don't leave us here!" you cry. 
  Message 26: All of a sudden, an alarm goes off. "Security breach in Holding Area," you hear a loud voice say. "Emergency security systems are being switched on. All personnel evacuate the area immediately."
  Message 27: *
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  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Sensor Crystal Emergency Shut Down
  Message 121: Security Doors Lock/Unlock
  Message 122: Security Room A
  Message 123: Security Room B
  Message 124: Security Room C
  Message 125: Security Room D
  Message 126: Infirmary
  Message 127: <- To Central Operations
To Holding Area ->
  Message 128: To Power Core ->
<- To Holding Area
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1380 name: Unused
  Personality 1380 confused: 
  Personality 1380 look    : 
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  Personality 1381 name: Unused
  Personality 1381 confused: 
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  Personality 1382 name: Unused
  Personality 1382 confused: 
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  Personality 1383 name: Unused
  Personality 1383 confused: 
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  Personality 1384 name: Unused
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  Personality 1385 name: Unused
  Personality 1385 confused: 
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  Personality 1386 name: Unused
  Personality 1386 confused: 
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  Personality 1387 name: Unused
  Personality 1387 confused: 
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  Personality 1388 name: Unused
  Personality 1388 confused: 
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  Personality 1389 name: Unused
  Personality 1389 confused: 
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  Town = 139: Central Operations           

  Town Messages:
  Message 0: Central Operations           
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There are several levers in this room. Since you don't know what any of them do, you feel it's best to leave them alone.
  Message 21: Another alarm goes off and the voice says, "Intruder Alert! Emergency lock down in Central Operations Quadrant! Attention all personnel... Intruders are armed and dangerous and must be apprehended by any means necessary."
  Message 22: The door is locked shut. The emergency lock down is in effect. There must be a control room somewhere that can get the doors operating again.
  Message 23: T'Lanhg Scrier casts:
  Message 24: You feel a slight vibration and hear the sound of gears turning.
  Message 25:   Mind Slap
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
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  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Security Systems
  Message 121: Power Rejuvinator
  Message 122: Health Rejuvinator
  Message 123: Mind Warp Experimental Center
  Message 124: Combat Training
  Message 125: To Living Quarters ->
<- To Central Operations
  Message 126: To Holding Area ->
<- To Central Operations
  Message 127: Command Room
  Message 128: Security Doors Lock/Unlock
  Message 129: Main Power Switch
  Message 130: Study Room
  Message 131: Study Room
  Message 132: Lecture Hall B
  Message 133: Lecture Hall A
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1390 name: Unused
  Personality 1390 confused: 
  Personality 1390 look    : 
  Personality 1390 ask name: 
  Personality 1390 ask job : 
  Personality 1391 name: Unused
  Personality 1391 confused: 
  Personality 1391 look    : 
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  Personality 1391 ask job : 
  Personality 1392 name: Unused
  Personality 1392 confused: 
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  Personality 1393 name: Unused
  Personality 1393 confused: 
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  Personality 1394 name: Unused
  Personality 1394 confused: 
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  Personality 1395 name: Unused
  Personality 1395 confused: 
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  Personality 1396 name: Unused
  Personality 1396 confused: 
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  Personality 1397 name: Unused
  Personality 1397 confused: 
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  Personality 1398 name: Unused
  Personality 1398 confused: 
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  Personality 1399 name: Unused
  Personality 1399 confused: 
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  Personality 1399 ask job : 

  Town = 140: Living Quarters              

  Town Messages:
  Message 0: Living Quarters              
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: T'Lanhg Cafeteria
  Message 21: Magite Cafeteria
  Message 22: You point Volton's Staff at the electric barrier and it disappears.
  Message 23: Reception Room to Lord Volton
  Message 24: First steps to conquering the world....

1) Finish secret underground base.

2) Capture Lucivius and commence mindwashing.
  Message 25: 3) Transfer most powerful wizard savants from Magestica prison to Holding Area.

4) Create army of mindwashed wizard savants.  
  Message 26: 5) Crush Governor Walwick like the bug that he is.

6) Look into a plan to capture this Grimly character.
  Message 27: 7) Do something about that troublesome group of Odashai Guardians who could spoil all my plans!!! 
  Message 28: The door is locked shut. The emergency lock down is in effect.
  Message 29: Once again, an alarm goes off. "Intruder Alert! Emergency lock down in Living Quarters Quadrant! Attention all personnel... Intruders are armed and dangerous and must be apprehended by any means necessary."
  Message 30: You feel a slight vibration and hear the sound of gears turning.
  Message 31: Inside this chest is a small wand. Reaching for it, you find that it is cold to the touch. You wave it in the air to see what it does. 
  Message 32: A stream of white frost sprays out of from the wand, leaving the ground before you covered in ice. This is what they use to keep the food storage area refrigerated. Feeling that it might come in handy, you take the wand and put it in your pack.
  Message 33: You decide that pushing this button would not be a good idea.
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
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  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Main Power Switch
  Message 121: To Power Core ->
<- To Living Quarters
  Message 122: T'Lanhg Quarters
  Message 123: Security Room B
  Message 124: Security Room A
  Message 125:     Kitchen
employees only
  Message 126: Volton's Private Quarters
  Message 127:     Kitchen
employees only
  Message 128: Security Doors Lock/Unlock
  Message 129: Exercise Court
  Message 130: Exercise Court
  Message 131: Exit to Surface
  Message 132: Medical Center
  Message 133: <- To Central Operations
 To Living Quarters ->
  Message 134: Magite Quarters
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1400 name: Unused
  Personality 1400 confused: 
  Personality 1400 look    : 
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  Personality 1400 ask job : 
  Personality 1401 name: Unused
  Personality 1401 confused: 
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  Personality 1402 name: Unused
  Personality 1402 confused: 
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  Personality 1403 name: Unused
  Personality 1403 confused: 
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  Personality 1404 name: Unused
  Personality 1404 confused: 
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  Personality 1405 name: Unused
  Personality 1405 confused: 
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  Personality 1406 name: Unused
  Personality 1406 confused: 
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  Personality 1407 name: Unused
  Personality 1407 confused: 
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  Personality 1408 name: Unused
  Personality 1408 confused: 
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  Personality 1409 name: Unused
  Personality 1409 confused: 
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  Town = 141: Power Core                   

  Town Messages:
  Message 0: Power Core                   
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You got wand
  Message 21: Connection Corridor Closed
 due to Construction
  Message 22: The furnace burns with a magical fire. You would need some sort of magical device if you wanted to put it out.
  Message 23: The furnace burns with a magical fire. You point the Wand of Refrigeration at the flames and they turn to ice. The Sensor Crystal in the other room goes dark.
  Message 24: You did it!
  Message 25: You expect to hear the alarm go off once more. Instead, you hear Volton's voice echoing throughout the halls. "Enough of this foolishness," he bellows. "You must think yourselves pretty smart to have gotten this far."
  Message 26: "It is only by the incompetence of my followers that you have so far prevailed. I have sealed off the exit, tiny mundanes! So if you have plans to leave my base, you'll have to face ME!  I await you in the center of this quadrant."
  Message 27: Prime Minister Volton is waiting for you inside this chamber. Are you sure that you're ready to face him?
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: As you prepare to enter the chamber, you once again feel yourself the target of a teleportation spell.
  Message 34: The door is locked shut. A magic force is holding it closed.
  Message 35: "I am VERY disappointed in you," says Volton. "You could have been generals in my army. But now, it is too late. Your insolence must be punished. Your days as Odashai Guardians are over. So is your little quest to find Lucivius."
  Message 36: "And your little lives have come to an end as well. Prepare to experience the wrath of Lord Volton!" He raises his arms into the air and you brace yourselves for the spell he is about to send your way.
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: "What is this?" he cries. "What has happened to my power?" He looks at you with rage in his eyes. "What have you done?" Then, looking at the darkened crystals around the room, he cries, "The furnaces have gone out! You did this!!!"
  Message 42: "Well, you may think that I am powerless now, but I hate to disappoint you. You may have shut down my magnification altar, but I am still more powerful than you. I don't need it to take care of the likes of you."
  Message 43: "It just may take a little longer to squash the life out of you. But that will indeed be the outcome of these final minutes of your pathetic, little lives!"
  Message 44: 
  Message 45: 
  Message 46: 
  Message 47: Prm Minister Volton casts:
  Message 48: Prm Minister Volton casts: 
  Message 49: Volton's lifeless body falls to the floor. His eyes remain wide open, displaying a look of utter disbelief. Seeing that their leader has been slain, the guards quickly disperse. You're not sure if they left out of fear or out of joy over their freedom.
  Message 50: Looking back at Volton's limp body, you notice his staff lying nearby. You pick it up and examine it. There is an image of a lightning bolt engraved along the shaft. 
  Message 51: As you know he didn't use it as a weapon during the battle, you assume it has another use. You pick it up and place it in your pack. Now it's time to get out of here. You can hardly wait to tell General Vargas about this!
  Message 52: 
  Message 53: 
  Message 54: 
  Message 55: The book atop this pedestal is titled, "Crystal Harvesting." It appears to be a manual outlining the procedures of capturing and containing the Forest Wisps of the region and how to extract the Essence Crystals from them without harm.
  Message 56: The extraction procedure is quite complex and you don't really have the time or interest to read through all of it.
  Message 57: The book atop this pedestal is titled, "Ether Magnification." It explains how the Essence Crystals are put into the furnaces, which then give off pure ether as they are burned. The focusing crystals send the ether directly to the absorbsion crystals.
  Message 58: And they, in turn, charge the altar with magical energy. It discusses how the furnaces burn with fire that can only be extinguished by magical means. Everything in the book is pretty much what Volton already told you himself.
  Message 59:   Power Drain
  Message 60:   Magic Blast
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
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  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Ether Magnification Room
  Message 121: Ether Magnification Room
  Message 122: Ether Magnification Room
  Message 123: Ether Magnification Room
  Message 124: <- To Holding Area
To Power Core ->
  Message 125: <- To Living Quarters
To Power Core ->
  Message 126: Essence Crystal Harvesting Enclosure
  Message 127: Essence Crystal Harvesting Enclosure
  Message 128: Furnace Room A
  Message 129: Furnace Room B
  Message 130: Furnace Room C
  Message 131: Furnace Room D
  Message 132: Gumby Repair
  Message 133: Gumby Repair
  Message 134: Break Room
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1410 name: Gumby
  Personality 1410 confused: "I don't know."
  Personality 1410 look    : This is one of the Magite's servant golems. It is tall and green and made out of clay.
  Personality 1410 ask name: "I'm Gumby," he says, cheerfully.
  Personality 1410 ask job : "I put the Essense Crystals onto the moving belt which sends them to the furnace. That keeps the Sensor Crystals glowing brightly."
  Personality 1411 name: Unused
  Personality 1411 confused: 
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  Personality 1412 name: Unused
  Personality 1412 confused: 
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  Personality 1413 name: Unused
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  Personality 1414 name: Unused
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  Personality 1415 name: Unused
  Personality 1415 confused: 
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  Personality 1416 name: Unused
  Personality 1416 confused: 
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  Personality 1417 name: Unused
  Personality 1417 confused: 
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  Personality 1418 name: Unused
  Personality 1418 confused: 
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  Personality 1419 name: Unused
  Personality 1419 confused: 
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  Node 0 person  : 1410- Gumby
  Node 0 keywords: sens crys
  Node 0 type    : 0
  Node 0 text0   : "They're in the other room, behind the window."
  Node 0 text1   : 
  Node 1 person  : 1410- Gumby
  Node 1 keywords: furn xxxx
  Node 1 type    : 0
  Node 1 text0   : "We're not supposed to let the furnaces ever go out."
  Node 1 text1   : 
  Node 2 person  : 1410- Gumby
  Node 2 keywords: esse crys
  Node 2 type    : 0
  Node 2 text0   : "They are the blue, sparkly objects that the Magites get from the wisps. They have magic inside them that keeps Prime Minister Volton's altar charged up."
  Node 2 text1   : 
  Node 3 person  : 1410- Gumby
  Node 3 keywords: volt xxxx
  Node 3 type    : 0
  Node 3 text0   : "He's mean."
  Node 3 text1   : 
  Node 4 person  : 1410- Gumby
  Node 4 keywords: alta xxxx
  Node 4 type    : 0
  Node 4 text0   : "It gives him really strong magic powers."
  Node 4 text1   : 

  Town = 142: Central Operations                   

  Town Messages:
  Message 0: Central Operations                   
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Welcome to my secret base," says Volton. "This is the Central Operations Quadrant...and more specifically, the Command Room. "As you can see, I have my own T'Lanhg scriers working for me."
  Message 21: "You've gotta love the Rogue T'Lanhg. Offer them enough gold and they'll work for anyone."  He laughs for a moment and then continues. "But seriously, the T'Lanhg powers combined with Magite technology have resulted in some great advances." 
  Message 22: "Now, you may be asking yourselves, why have I brought you here? Well, I'll tell you. I have been watching you on your little quest for Governor Walwick. And to be honest, I am very impressed by your progress."
  Message 23: "You're not the first group he's sent out here. No one has gotten any way near as far as you have. You are definitely a force to be reckoned with. And I may have use for you. So I wanted to show you this base and let you in on my plans."
  Message 24: "We are very near Lucivius as you may or may not know. My scriers have been tracking him ever since he escaped from the Magestica prison. I admit, I am guilty of trying to keep the incident quiet."
  Message 25: "But my reason was just to give me time to come up with a plan to deal with the situation. Lucivius is indeed a powerful and very dangerous man. He could easily destroy all of Zinlasia with his tempest powers."
  Message 26: "I needed to wait until this base was completed before any action could be taken. And luckily, that time is now. The Power Core has only just been completed and works better than I could ever have hoped."
  Message 27: You ask him what the Power Core is. "All in good time," he says. I'll show that to you in a minute. For now, take some time to look around. When you're finished, let me know and I'll take you on the rest of the tour."
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: The guard stops you from entering. "That area is off limits," he says, politely.
  Message 33: "Are you ready to move on and continue with our tour," asks Volton.
  Message 34: 
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: "You dare to attack Lord Volton!!!???" he cries. "Die, mundanes!"
  Message 40: *
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  Message 66: *
  Message 67: *
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  Message 69: *
  Message 70: *
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  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Security Systems
  Message 121: Power Rejuvinator
  Message 122: Health Rejuvinator
  Message 123: Mage Test Course
  Message 124: Combat Training
  Message 125: To Living Quarters
  Message 126: To Holding Area
  Message 127: Command Room
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 1420 name: Prm. Minister Volton
  Personality 1420 confused: "I'll answer  your questions all in good time."
  Personality 1420 look    : The man before you is dressed in long, flowing robes. His face is somewhat hidden beneath an ornate hood, but you can see his eyes peering out at you. It makes him look a bit sinister.
  Personality 1420 ask name: "I am Prime Minister Volton."
  Personality 1420 ask job : "I am the ruler of Magestica, the finest city in the land. And with your help, I'll soon rule all of Zinlasia."
  Personality 1421 name: Unused
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  Personality 1422 name: Unused
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  Personality 1423 name: Unused
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  Personality 1424 name: Unused
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  Personality 1425 name: Unused
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  Personality 1426 name: Unused
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  Personality 1427 name: Unused
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  Personality 1428 name: Unused
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  Personality 1429 name: Unused
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  Node 0 person  : 1420- Prm. Minister Volton
  Node 0 keywords: read tour
  Node 0 type    : 6
  Node 0 text0   : "Come closer if you're ready to continue the tour."
  Node 0 text1   : "Come stand in front of the altar if you're ready to continue the tour."
  Node 1 person  : 1420- Prm. Minister Volton
  Node 1 keywords: leav xxxx
  Node 1 type    : 6
  Node 1 text0   : "Come closer if you're ready to continue the tour."
  Node 1 text1   : "Come stand in front of the altar if you're ready to continue the tour."

  Town = 143: Power Core                   

  Town Messages:
  Message 0: Power Core                   
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You got wand
  Message 21: Connection Corridor Closed
 due to Construction
  Message 22: "This is the Power Core," says Volton. "This is my greatest achievement! See the altar that you're standing next to. It's not an actual altar, but I designed it to look like one as homage to the altars our ancesters created to enhance their magic power."
  Message 23: "I'm sure you're aware of the ones I'm referring to. Over two hundred years ago, the Magites who lived in West Zinlasia created altars to absorb and magnify the ether in the air to give themselves even stronger powers."
  Message 24: "These altars were created with magic only. And magic, as we've come to discover, can be unstable. As you discovered in your previous adventures, the Magites created a vast, underground city and set up these altars there."
  Message 25: "Unfortunately, magnifying the ether in a closed in area was not a good idea. Imagine if you will, a crystal orb that has the air inside it doubled in volume. Well, you know the result."
  Message 26: "A chain reaction occured that destroyed the entire city and almost every living Magite in the area. This was definitely a low point in Magite history. An event I dare not repeat."
  Message 27: "But with new Magite Technology, I have created a way to do what my ancestors were trying to do in a much more reliable, and stable, way. Please, have a look around the room and revel in my genius." 
  Message 28: "Come back to this spot near the altar when you're ready to continue the tour."
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: 
  Message 34: "Don't wander too far away," says Volton. "I wouldn't want you to get lost. Come back to the altar if you're ready to move on."
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: "Now, as you can see, there are six blue crystals situated around the perimeter of this room. These are the focusing crystals. Now take a closer look at one. Step up to it so you can see the room through the portal behind it."
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: 
  Message 46: "Now, you see the furnace behind the crystal? Those flames are created magically. They burn hotter and cleaner than normal fire. Essence Crystals, harvested from the Forest Wisps that live in this area, are put into the furnaces."
  Message 47: "The Essence Crystals give off pure ether as they are burned. The focusing crystals send the ether directly to the red absorption crystals that surround the altar. And they, in turn, "charge" the altar with magical energy."
  Message 48: "As long as the furnaces remain lit, the altar stays charged. In fact, it really only takes one furnace going to keep the altar charged. But I've installed six, just to be safe. And the furnaces can only be extinguished by magical means."
  Message 49: 
  Message 50: 
  Message 51: 
  Message 52: "Are you ready to continue the tour?" asks Volton.
  Message 53: 
  Message 54: 
  Message 55: 
  Message 56: 
  Message 57: 
  Message 58: "I haven't told you how the focusing crystals work yet," says Volton. "Please, go take a closer look at one."
  Message 59: 
  Message 60: 
  Message 61: 
  Message 62: 
  Message 63: 
  Message 64: "Oh, before we go, I forgot to tell you how much more precise my system is. The old altars just magnified the ether in the air so all Magites in the vicinity could enhance their magic powers."
  Message 65: "The altar before you is tuned to me, and me alone! I can control the flow of magic energy and alter its "frequency". I can give myself a small boost of power, or a really huge dose."
  Message 66: "It's all done by a little device implanted into my brain by the T'Lanhg. That way, no one can control the altar but me. I can even set the thing in reverse...to remove magic energy from whoever I choose."
  Message 67: "For example, I could remove all of YOUR magic power, with just a glance in your direction. As long as I'm in this room. That's the only drawback. But this technology is still in its infancy. Given a few years, who knows what I could accomplish."
  Message 68: Volton's words are beginning to make you a little uneasy. You're a bit unsure whether he's the type of person who should have this kind of power available. Before you have time to ponder this, he says, "Okay, on we go."
  Message 69: 
  Message 70: "You dare to attack Lord Volton!!!???" he cries. "Die, mundanes!"
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
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  Message 119: *
  Message 120: Ether Magnification Room
  Message 121: Ether Magnification Room
  Message 122: Ether Magnification Room
  Message 123: Ether Magnification Room
  Message 124: To Holding Area
  Message 125: To Living Quarters
  Message 126: 
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  TownDialogue:
  Personality 1430 name: Unused
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  Personality 1432 name: Unused
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  Personality 1433 name: Unused
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  Personality 1434 name: Unused
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  Personality 1435 name: Unused
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  Personality 1436 name: Unused
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  Personality 1437 name: Unused
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  Town = 144: Holding Area                   

  Town Messages:
  Message 0: Holding Area                   
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You push the button but nothing happens. Apparently the explosion damaged the mechanism.
  Message 21: The door is locked shut. Being that there's no keyhole or even a handle, you have no idea how to get it open.
  Message 22: You feel a slight vibration and hear the sound of gears turning.
  Message 23: Connecting Corridor Closed
 due to Construction
  Message 24: "Welcome to the Holding Area," says Volton. "This area will probably remind you a lot of Magestica Prison. It has the same security measures installed here and then some. This is where I plan to transfer the most powerful prisoners." 
  Message 25: "The next step will be to use the T'Lanhg's mindwashing technique to wipe their memories clean and to turn them into obedient servants whose prime directive will be to obey my every command."
  Message 26: "It is in this way that I will crush that wretched mundane, Governor Walwick and take my rightful seat as leader of Zinlasia! It is time to put the subservient humans in their place. The Magites are the superior race and must lead this nation!"
  Message 27: "I had planned to capture Lucivius and make him the first to undergo the T'Lanhg's mindwash. But I believe I have now found a much better test subject. YOU shall be the first!" 
  Message 28: "What better group to have by my side than Zinlasia's best unit of Odashai Guardians!"
  Message 29: 
  Message 30: "Ha ha ha ha!" Volton's laughter echoes throughout the Holding Area. "Oh, don't look so upset," he says. "You will be the first to become soldiers in my new army. That is a great honor."
  Message 31: "So relax, and enjoy your new surroundings. Tomorrow, the T'Lanhg will come and you will undergo their mindwashing technique. After that, you will feel pride at having the privilege to work for me."
  Message 32: "Oh, and one more thing. There's no need to contact your General Vargas with your talking crystal. It won't work inside my base. Well, I guess it's 'so long, for now.' Enjoy your last day as Odashai Guardians."
  Message 33: 
  Message 34: 
  Message 35: 
  Message 36: Well, it looks like there's no escape from this prison cell. You might as well get some rest. Maybe after a good night's sleep an idea might come to mind. Do you want to go to sleep now?
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: 
  Message 42: When you awaken, you see that the T'Lanhg have already arrived to begin the mindwashing.
  Message 43: You see their eyes begin to glow. You are immediately paralyzed. You cannot move from the bed. It feels like electrical currents are swimming through your head. 
  Message 44: This looks like the end for you. 
  Message 45: You begin to wonder what it's going to be like, working as a soldier for Volton, obeying his every command...
  Message 46: "Me can't bare to watch," cries Grimly. The T'Lanhg stop what they're doing, startled at Grimly's appearance. "You guys sure get into a lot of trouble," Grimly says to you.
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: 
  Message 51: 
  Message 52: "Me never liked T'Lanhg. Why they hide beneath robes, me wonder." Grimly waves his hand in the air. "Me find out!"
  Message 53: 
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  Message 57: 
  Message 58: "Oh, Grimly see. It because they so UGLY! Well, gotta go. Ta ta"
  Message 59: 
  Message 60: 
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  Message 63: 
  Message 64: "Grimly! Don't leave us here!" you cry. 
  Message 65: 
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  Message 119: *
  Message 120: Sensor Crystal Emergency Shut Down
  Message 121: Security Doors Lock/Unlock
  Message 122: Security Room A
  Message 123: Security Room B
  Message 124: Security Room C
  Message 125: Security Room D
  Message 126: Infirmary
  Message 127: To Central Operations
  Message 128: To Power Core
  Message 129: 
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  Message 139: 

  TownDialogue:
  Personality 1440 name: Unused
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  Town = 145: Pelzbarii                    

  Town Messages:
  Message 0: Pelzbarii                    
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There is a plaque on the lid of this chest. You rub off the dust and read the words, "Shrine Donations."
  Message 21: One lever, three doors. Open, close, open. Or close, open, close. Not both.
  Message 22: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time. You attempt to read it, but unfortunately, your mage lore is not high enough.
  Message 23: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time.
  Message 24: "You carefully read over the page and learn the spell, "Death Arrows."
  Message 25: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time. You attempt to read it, but unfortunately, your mage lore is not high enough.
  Message 26: An old tome sits atop this pedestal. You open the book and find most of it too faded to read. But one page has held up to ravages of time.
  Message 27: You carefully read over the page and learn the spell, "Ravage Spirit."
  Message 28: The first thing you notice are some notes written in the margin. They read, "Not only is this spell helpful against demons, but I have found it equally as effective against elementals."
  Message 29: Despite the years of neglect, the statue of Odashai still looks quite impressive. Just looking at it fills you with feelings of hope and courage. Do you wish to pray to  Odashai?
  Message 30: 
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  Message 34: 
  Message 35: Nothing happens. Your faith in Odashai must not be strong enough.
  Message 36: *
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  Message 120: Shrine of Odashai
  Message 121: Reset Lever
  Message 122: Shrine of Odashai
  Message 123: City Hall
  Message 124: 
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  TownDialogue:
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  Town = 146: Beneath San Mortis               

  Town Messages:
  Message 0: Beneath San Mortis               
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Your path is blocked by a pool of water. You could ponder the notion as to why a small pool of water would pose such an obstacle. But instead, you accept this fact, and decide the only thing to do now is to come up with a solution to get past it.
  Message 21: Thinking quickly, you pull out your handy Wand of Refrigeration, and point it at the pool of water, instantly freezing it solid.
  Message 22: It appears that what was once ice, has now thawed back into the insurmountable pool of water! Thinking quickly, you whip out your Wand of Refrigeration and refrigerate it once again.
  Message 23: This crevass is almost narrow enough to jump across... Almost. Too bad you don't have anything to use to get across.
  Message 24: This crevass is almost narrow enough to jump across... Almost. But you could use the Graviton. Do you want to cross?
  Message 25: 
  Message 26: 
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  Message 30: Do you want to use the Graviton to cross the crevasse?
  Message 31: 
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  Message 36: A small pool has formed here from water dripping from the ceiling of the cave. Looking up, you can see a hairline crack has formed. The water may be coming from one of the larger pools in the chamber above. 
  Message 37: As you peer into the large, gaping crevasse before you, an idea occurs to you. If the bottom fell out of the pool up above, the water would drain out and pour into the crevasse. Maybe that would open up another path in the above chamber.
  Message 38: Unfortunately, the ceiling is much too high to reach, and even if you could, what would you use to break through?
  Message 39: 
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  Message 42: A small pool has formed here from water dripping from the ceiling of the cave. Looking up, you can see a hairline crack has formed. The water may be coming from one of the larger pools in the chamber above. 
  Message 43: As you peer into the large, gaping crevasse before you, an idea occurs to you. If the bottom fell out of the pool up above, the water would drain out and pour into the crevasse. Maybe that would open up another path in the above chamber.
  Message 44: You wonder if the Laser that you got from Agent Savel would work. Do you want to try?
  Message 45: 
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  Message 48: Looking across this large pool of water, you can see a path leading off from the other side. Unfortunately, you can't get to the path. In all your years of adventuring, it's too bad you never learned to swim. 
  Message 49: You point the Laser up at the ceiling, at a space directly above the crevasse. You adjust it to 'wide angle' and press the button. A beam of light shoots out of the device and blasts a hole in the top of the cave.
  Message 50: Instantly, a torrent of water comes gushing out of the ceiling. It empties into the crevasse before you. After what seems like forever, the flow begins to dwindle and soon the water stops falling. The pool above must be completely drained.
  Message 51: This is the hole you made with your Laser. Looking down, you can see the chamber below. You are directly above the crevasse that the water drained into. 
  Message 52: You could jump down, but you'd fall into the crevasse and most probably, be killed... or drowned. Better just continue on your way.
  Message 53: A small pool has formed here from water dripping from the ceiling of the cave. Looking up, you can see a hairline crack has formed. The water may be coming from a larger pool in the chamber above. 
  Message 54: Up ahead, you notice a small pool of water near a large crevasse.
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  TownDialogue:
  Personality 1460 name: Unused
  Personality 1460 confused: 
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  Personality 1461 name: Unused
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  Personality 1462 name: Unused
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  Personality 1463 name: Unused
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  Personality 1464 name: Unused
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  Personality 1465 name: Unused
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  Personality 1466 name: Unused
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  Personality 1467 name: Unused
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  Personality 1468 name: Unused
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  Personality 1469 name: Unused
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  Town = 147: Demon's Furnace              

  Town Messages:
  Message 0: Demon's Furnace              
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
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  Message 7: Rectangle 7
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There is an altar situated in the center of a huge pentagram made of fire. This must be where a summoning ritual could take place. Do you want to attempt such a ritual?
  Message 21: 
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  Message 26: Do you want read the passage in "Demonology 101" about the placement of the reagents?
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  Message 32: It reads, "Blood Moss must connect along the line of the star to Sulfurous Ash. Nightshade cannot be near Black Pearl on the perimeter. Blood Moss cannot be placed at the top. Mandrake cannot connect to Black Pearl. Nightshade must be at the bottom."
  Message 33: 
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  Message 38: Are you ready to begin the ritual, or do you need to place the reagents"
  Message 39: 1) Ready to begin.
  Message 40: 2) Need to place the reagents.
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  Message 44: You open the book and look over the various rituals. Some are for small minor demons, such as imps and hordlings. Others are for your standard, every day demons. And the last group are for summoning super, powerful demons.
  Message 45: You assume that the ritual you will need to perform will be among the latter. The first ritual listed is for summoning a Balrog. You figure you might as well try that one. You read the passages from the book and make dramatic gestures with your hands.
  Message 46: Nothing happens.
  Message 47: You try another ritual, and again, nothing happens. Then you come to a ritual for summoning a Cacodemon. This one sounds really nasty and you kind of hope this ritual doesn't work either.
  Message 48: You follow the ritual exactly as it is spelled out in the book. You wait a few moments and then...
  Message 49: 
  Message 50: The fires in the braziers begin to glow brighter. Then, flames burst out of them, straight up to the ceiling. You begin to hear a rumbling sound that slowly gets louder and louder.
  Message 51: The whole cavern begins to shake and an explosion of flame bursts out of the ground in front of the altar. As the flames subside, you can barely make out a figure through all the smoke.
  Message 52: As the smoke clears, it reveals a huge demon, the biggest you've ever seen. He twists his head back and forth as if trying to find those responsible for bringing him here.
  Message 53: Then he looks down and his black eyes focus on you. You have never seen such a look of hatred before. This is one angry demon! He opens his mouth, and in an inhuman voice cries, "You have made a very big mistake!!"
  Message 54: He waves a clawed hand in the air, and with a flash, you are surrounded by lesser demons. This is going to be one nasty battle."
  Message 55: 
  Message 56: Nothing happens. 
  Message 57: You try the rest of the rituals and have no luck whatsoever. You must have done something wrong. Perhaps the reagents aren't placed properly.
  Message 58: 
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  Message 61: 
  Message 62: There is an altar situated in the center of a huge pentagram made of fire. This must be where a summoning ritual could take place. Do you want to attempt such a ritual?
  Message 63: 
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  Message 68: You speak magical sounding words and wave your arms about, but unfortunately, you have no idea how to summon a demon.
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  Message 74: A strange force keeps you from going forward. You don't know what it is, but you can sense the presence of evil.
  Message 75: It is beginning to get warm in here. As you continue deeper into the bowels of the earth, it is becoming more difficult to breath, as the air becomes heavy with the smell of sulfur.
  Message 76: With a scream that sounds more like one of anger than pain, the Cacodemon collapses onto the ground, and then disappears. Simutaneously, the other creatures disappear as well.
  Message 77: *
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  TownDialogue:
  Personality 1470 name: Unused
  Personality 1470 confused: 
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  Personality 1471 name: Unused
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  Personality 1472 name: Unused
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  Personality 1473 name: Unused
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  Personality 1474 name: Unused
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  Personality 1475 name: Unused
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  Personality 1476 name: Unused
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  Personality 1477 name: Unused
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  Personality 1479 name: Unused
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  Town = 148: Dark Cave                    

  Town Messages:
  Message 0: Dark Cave                    
  Message 1: Gumby Sanctuary              
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Stand on platform for identity scan.
  Message 21: This door is magically sealed. 
  Message 22: A soft light envelopes you. After a few moments, it goes out. "Scan complete," says a strange sounding voice. "Non clay-based entity detected. Access denied."
  Message 23: Gumby steps up onto the platform. A soft light envelops him for a moment and then goes out. "Scan complete," says a strange sounding voice. "Clay-based entity confirmed. Access granted."
  Message 24: "The door opened!" cries Gumby. "I've made it to Gumby Sanctuary at last! Oh thank you, thank you!" he says to you. Then he jumps off the platform and runs through the door.
  Message 25: 
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  Message 30: Gumby leaves your party.
  Message 31: Catching up with Gumby, you find him standing in the center of the cave, with a tear rolling down his cheek. Surrounding him are the broken bodies of other Gumbies. There are scorch marks all around the floor of the cave... and on the bodies.
  Message 32: "Why would someone do this?" he sobs. "Why?" He turns to you and asks, "Who would do a thing like this?" You don't have an answer for him, but you definately have your suspicions. 
  Message 33: Whoever it was, obviously had teleportation powers, as the entrance security door had not been breached.
  Message 34: 
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  Message 37: 
  Message 38: This is a human body. It must have been one of the members of the Greenball Express. This is why they never returned.
  Message 39: Inside this chest is a small, green key. You have no idea what it's for, but you take it just the same.
  Message 40: Inside this chest is a small diary. You open it up and read the last entry. "I miss Gumby Island. And the ferry captain on Hollis Island that was so kind to take us there. But since our haven was discovered, we were forced to move to this unpleasant spot
  Message 41: Still, it beats being slaves to those mean old Magites. They say we will get used to this cave, but I don't think I ever will."
  Message 42: Inside this chest, there is a journal. There are only a few entries. The last one reads, "We must find a better place to live. Gumbies need sunlight to live, and going outside is just too dangerous in the Untamed Region.
  Message 43: Perhaps someplace on top of a mountain would be nice. But it must be far away from the Magites, and NOT in the Untamed Region."
  Message 44: "I suppose this cave will do, after a little cleaning up. But whoever killed my brothers could come back. 
  Message 45: If you find a better place for Gumby Sanctuary, please come and tell me."
  Message 46: You tell him that you've found a great place for a new Gumby Sanctuary. "Where?" he asks, excitedly. You tell him on top of Mt. Zsarnek in Zenarbial. "Oh," he says, a little disappointed.
  Message 47: "But Gumbies can't climb very well. And how would we get to Zenarbial? The only way is by ferry and we'd get caught."
  Message 48: You tell him you've found a great place for a new Gumby Sanctuary. And Quintus has agreed to create a portal to get you there.
  Message 49: "Oh, that's wonderful!" he cries. "My good friends, you have been so kind to me. I thank you."
  Message 50: You tell him that there may be another place to create a new Gumby Santuary... On a mountain top in the province of Zenarbial. "That might be a good place," he says. "But how would the Gumbies get there?"
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  TownDialogue:
  Personality 1480 name: Gumby
  Personality 1480 confused: "I don't know."
  Personality 1480 look    : This is your friend, Gumby. He's one of the Magite's servant golems. He is tall and green and made out of clay.
  Personality 1480 ask name: "I'm Gumby," he says, sadly.
  Personality 1480 ask job : "I think I will just stay here and clean up this mess," he says. "Don't worry about me. I'll be okay. But maybe, during your travels, you could look for another place where Gumbies can go to be safe."
  Personality 1481 name: Unused
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  Personality 1482 name: Unused
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  Personality 1483 name: Unused
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  Personality 1484 name: Unused
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  Personality 1485 name: Unused
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  Personality 1486 name: Unused
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  Personality 1487 name: Unused
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  Personality 1488 name: Unused
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  Personality 1489 name: Unused
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  Node 0 person  : 1480- Gumby
  Node 0 keywords: plac safe
  Node 0 type    : 0
  Node 0 text0   : "This place is not a very good sanctuary," he says. "Even before all this happened. It's not what I expected at all. I thought it would be a beautiful place to live. Not a dark, ugly old cave."
  Node 0 text1   : 
  Node 1 person  : 1480- Gumby
  Node 1 keywords: gumb zena
  Node 1 type    : 29
  Node 1 text0   : "You have been so kind to help me the way you have. And now, when the portal is complete, I will be the first to travel to the new Gumby Sanctuary. And I will start a new Greenball Express.
  Node 1 text1   : Or maybe I'll call it the Gumball Express."
  Node 2 person  : 1480- Gumby
  Node 2 keywords: ther xxxx
  Node 2 type    : 1
  Node 2 text0   : "I don't know."
  Node 2 text1   : "We can't take the ferry. And Gumbies aren't very good climbers. Have you seen this place?" he asks. You tell him no. "Well, if you find it and have a good way for Gumbies to get there, then come tell me."
  Node 3 person  : 1480- Gumby
  Node 3 keywords: plat ente
  Node 3 type    : 1
  Node 3 text0   : You ask Gumby if he'd step on the platform so you can enter. "I'm sorry," he says. "I don't want the bodies of my brothers to be disturbed. Please understand."
  Node 3 text1   : "I don't know."
  Node 4 person  : 1480- Gumby
  Node 4 keywords: sanc moun
  Node 4 type    : 29
  Node 4 text0   : "You have been so kind to help me the way you have. And now, when the portal is complete, I will be the first to travel to the new Gumby Sanctuary. And I will start a new Greenball Express.
  Node 4 text1   : Or maybe I'll call it the Gumball Express."
  Node 5 person  : 1480- Gumby
  Node 5 keywords: zsar xxxx
  Node 5 type    : 29
  Node 5 text0   : "You have been so kind to help me the way you have. And now, when the portal is complete, I will be the first to travel to the new Gumby Sanctuary. And I will start a new Greenball Express.
  Node 5 text1   : Or maybe I'll call it the Gumball Express."

  Town = 149: Summoning Chamber            

  Town Messages:
  Message 0: Summoning Chamber            
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
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  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
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  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Now I leave you to my earthy friends," he says. "Ta ta."
  Message 21: 
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  Message 26: The entire chamber is transformed into a huge, rocky, cave-like structure. Lucivius waves his hands in the air and the ground begins to shake with the force of an earthquake. Rocks and debris come raining down upon you from the ceiling.
  Message 27: Another quake rips through the chamber, sending debris falling down upon your heads.
  Message 28: "Are you looking for me?" you hear a voice say. "I'm in the center of this chamber."
  Message 29: "Well, you think you're real clever, destroying my Earth Elementals," says Lucivius. "Perhaps you need a harder challenge. How would you like to fight inside the bowels of a volcano?" He raises his hands and utters a string of magic words.
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  Message 120: Summoning Chamber
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  TownDialogue:
  Personality 1490 name: Unused
  Personality 1490 confused: 
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  Town = 150: Summoning Chamber            

  Town Messages:
  Message 0: Summoning Chamber            
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Instantly, the chamber is transformed into a lava filled pool with you standing on a small island in the center. You hear a rumbling, and then there is an eruption of hot, molten lava spraying down upon you.
  Message 21: "I doubt you'll fare as well against them," cries Lucivius. And with a flash, he disappears once again.
  Message 22: 
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  Message 24: 
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  Message 26: 
  Message 27: "Yoo hoo," you hear Lucivius call. "Come and find me."
  Message 28: "So, my Fire Elementals weren't tough enough for you? I'll have to come up with a tougher challenge. Gee, this is starting to be fun." Lucivius pauses to think, and then says, "I know! Let's cool things off for you a bit."
  Message 29: 
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  Message 34: A rumbling fills the chamber and then another eruption douses you with molten lava.
  Message 35: "And what better to fill a volcano, than some hot tempered Fire Elementals."
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  Message 120: Summoning Chamber
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  TownDialogue:
  Personality 1500 name: Unused
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  Town = 151: Summoning Chamber            

  Town Messages:
  Message 0: Summoning Chamber            
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Add some frosty Air Elementals to the mix, and we'll have a truly unpleasant environment."
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: "Bye-bye."
  Message 27: 
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: "Instantly, the temperature drops to below freezing. An icy wind that chills you to the bone, rips through the chamber.
  Message 33: An icy wind once again rips through the chamber.
  Message 34: "You know where to find me," says Lucivius.
  Message 35: You turn to Tiberius and say, "Any time you want to jump in and and help us, feel free to do so."
  Message 36: "I'm saving my strength," he answers. "He's very powerful, but a bit predictable. This just might be his undoing."
  Message 37: "Your excellent combat skills are quite commendable, if somewhat annoying. I think I'll thaw things out for you."
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: "I'm saving my strength," he answers. "He's very powerful, but a bit predictable. This just might be his undoing."
  Message 44: 
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  Message 120: Summoning Chamber
  Message 121: 
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  TownDialogue:
  Personality 1510 name: Unused
  Personality 1510 confused: 
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  Town = 152: Summoning Chamber            

  Town Messages:
  Message 0: Summoning Chamber            
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
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  Message 11: Rectangle 11
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  Message 13: Rectangle 13
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  Message 15: Rectangle 15
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You find yourself completely surrounded by water. On the island where you stand, bubbling pools of noxious liquid send poisonous fumes into the air.
  Message 21: "Nothing like being stranded on a toxic island, heh?" laughs Lucivius. "Oh, look," he points to the water. "Thar be elementals."
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: 
  Message 27: "Have fun."
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: Once again you succumb to the effects of the noxious fumes in the air.
  Message 34: Lucivius cries out in pain.
  Message 35: Lucivius reluctantly obliges."
  Message 36: Lucivius quickly waves his arms in the air and a protective barrier appears around him.
  Message 37: Tiberius raises his hand and sends a bolt of energy directly to the center of the island.
  Message 38: "It may appear that Lucivius is teleporting in and out of this chamber," Tiberius continues to whisper. "But in reality, he has never left. He is making himself invisible." 
  Message 39: "If my assumptions are correct, he is at this very minute, standing right in the middle of the island." Tiberius raises his hand and sends a bolt of energy directly to the center of the island.
  Message 40: 
  Message 41: 
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  Message 43: 
  Message 44: "Wait," whispers Tiberius. "I have a plan. Go stand over at the southern point of the island."
  Message 45: 
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  Message 50: "What's this?" cries Lucivius. "What have you done?"
  Message 51: 
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  Message 55: 
  Message 56: "I have severed your ability to disappear," says Tiberius. "Now, stand and face us like a man."
  Message 57: 
  Message 58: 
  Message 59: 
  Message 60: 
  Message 61: 
  Message 62: "Well, you caught me off guard, and I give you credit for that. But now I am prepared for you. Your magic can't harm me, Grimly."
  Message 63: 
  Message 64: 
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  Message 67: 
  Message 68: "You wanna bet?" he cries. "And my name is NOT Grimly. It's Tiberius!"
  Message 69: 
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  Message 74: "Aha! It seems you underestimate MY powers!" cries Tiberius.
  Message 75: 
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  Message 79: 
  Message 80: "Now, try and hurt me," cries Lucivius. "Nothing can penetrate my barrier."
  Message 81: 
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  Message 84: 
  Message 85: 
  Message 86: "Dispelling barriers is my specialty," says Tiberius. "Of course, you realize that as long as you stay inside there, we're just as safe from your magic out here as you are from ours."
  Message 87: "Now, unless you plan to stay inside that barrier for the rest of your life, do us all a favor and put the summoning chamber back the way it was." 
  Message 88: 
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  Message 120: Summoning Chamber
  Message 121: 
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  TownDialogue:
  Personality 1520 name: Unused
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  Town = 153: Summoning Chamber            

  Town Messages:
  Message 0: Summoning Chamber            
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
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  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: "Now, I'll strip you of your coward's shield," says Tiberius.
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: You notice sweat appearing over Tiberius' brow. Lucivius notices it too.
  Message 27: "What's the matter, Grimly? Are you getting a little tuckered out? Maybe this will invigorate you."
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: Tiberius looks to be seriously hurt. His body is burnt and bleeding. He slumps down on his knees and struggles for each breath.
  Message 34: "Oh, poor Grimly? You don't look too happy. I thought you wanted to die. Cheer up, I'm giving you what you want."
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: "I told you, my name is NOT Grimly!" he cries with his last breath. "I'm Tiberius Grimstone!"
  Message 41: 
  Message 42: 
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  Message 45: 
  Message 46: Lucivius reels back in pain from the electric jolt he received. But its affect seems minimal. He raises his staff and points it at Tiberius. "Goodbye Tiberius Grimstone!" he cries. 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: 
  Message 51: 
  Message 52: Tiberius is dead.
  Message 53: "Oh, so now it's just you against me?" cries Lucivius. "Except you've run out of tricks. And I have one more up my sleeve." He raises his staff into the air and swirls it around.
  Message 54: "Come forth, creature of the most powerful element... Master of all elementals. I summon you, oh Lord of the Ethereal. Come to my aid and destroy these retched mundanes once and for all!"
  Message 55: 
  Message 56: 
  Message 57: 
  Message 58: 
  Message 59: A mass of energy begins to materialize in the chamber.
  Message 60: "I hope you're happy," cries Lucivius. "I would have left you alone, had you done the same to me. But now you've made me angry. So now, you will never leave this chamber alive."
  Message 61: Ethereal Elemental casts: 
  Message 62: Ethereal Elemental casts:
  Message 63: Ethereal Elemental casts:
  Message 64: Ethereal Elemental casts:
  Message 65: "Noooooooo!!!" cries Lucivius. "I can't die!!!! IT'S NOT FAIR!"
  Message 66: Fair or not, Lucivius' lifeless body slumps to the floor. Then, a loud crackle of magic energy resonates throughout the chamber, and all monsters and active spells disappear. All is quiet. And you have won.
  Message 67: 
  Message 68: 
  Message 69: 
  Message 70: 
  Message 71: And so ends the tales of the Adventurer's Club. When you started this journey, many years ago, who could have thought it would have led to this. What started as a nightly gathering of role-playing games, soon became real and exciting adventures.
  Message 72: From your early escapades in Harper on the island of Lohkit, to the grand, Independence City and off to the wild shores of the West Zinlasian mainland, you fought many a battle and saved many a life.
  Message 73: And as you explored the valley of Mulysia and moved on to East Zinlasia and finally, the Untamed Region, your adventures took you to many exotic places where you met many interesting and memorable people.
  Message 74: But your time in Zinlasia has come to an end. You decide you will not return to Zenith again. When Lucivius died, the barrier that had trapped Governor Walwick and the others was dispelled.
  Message 75: They immediately went back to their respected duties. No credit was ever publicly given to you for the death of Lucivius. General Vargas and his Odashai Guardians were officially named heroes of the day.
  Message 76: And what became of Sister Elysia? The last that you heard, she had taken up a new mission... Traveling the world, healing the sick and the dying. And rumor has it, she has never been happier in her life. 
  Message 77:   Cloud Cover
  Message 78:   Toxic Vapors
  Message 79:   Rain of Pestilence
  Message 80:   Burning Haze
  Message 81: "I hope you're happy," cries Lucivius. "I would have left you alone, had you done the same to me. But now you've made me angry. So now, you will never leave this chamber alive."
  Message 82: 
  Message 83: 
  Message 84: 
  Message 85: 
  Message 86: 
  Message 87: Ethereal Elemental casts:
  Message 88:   Armor Melt
  Message 89: And what will you do next? A nice long vacation from adventuring might be nice. Maybe even retirement. But could you really give this all up? Especially when there are so many other exciting places in the world to visit and explore?
  Message 90: No, you could never live a quiet and peaceful life. It's just not in you. Adventures await you around every corner. You are drawn to them, like moths to a flame. You love the challenge and the excitement. You could never live a "normal" life.
  Message 91: 
  Message 92:           You will always be "The Adventurers Club."
  Message 93: 
  Message 94:                                   The End
  Message 95: *
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  Message 120: Clinic
  Message 121: Chapel
  Message 122: Kitchen
  Message 123: Dining Room
  Message 124: Guest Quarters
  Message 125: Library
  Message 126: The Master's Bed Chamber
  Message 127: Summoning Chamber
  Message 128: Castle of Lucivius
  Message 129: The Grand Hallway
  Message 130: 
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  TownDialogue:
  Personality 1530 name: Lucivius
  Personality 1530 confused: "Not at dinner time," he says. "Sit down and join us."
  Personality 1530 look    : This balding, middle-aged man sits at the head of the table. He wears the robes of a powerful wizard. Yet he looks tired and frail. The whites of his eyes have a yellow tint to them and his skin is quite pale.
  Personality 1530 ask name: "I am Lucivius," he says. "It is an absolute honor to finally meet you."
  Personality 1530 ask job : "At the moment, I'm hosting an intimate dinner party. But there's always room for more. Please, take a seat and join us."
  Personality 1531 name: Sister Elysia
  Personality 1531 confused: "I don't wish to speak of that."
  Personality 1531 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 1531 ask name: "I am Sister Elysia," she says in a quiet voice. "It is good to see you again."
  Personality 1531 ask job : "Right now, I am enjoying this delicious meal. You should take a seat and do the same." 
  Personality 1532 name: Dr. Quinonis
  Personality 1532 confused: "We can talk later, after dinner."
  Personality 1532 look    : "This conservative looking man is wearing the garb of a physician. He tends to avoid eye contact when you talk to him.
  Personality 1532 ask name: "My name is Doctor Quinonis," he answers. 
  Personality 1532 ask job : "I am the personal physician to Lucivius. I take care of his medical needs as well as the needs of his guests."
  Personality 1533 name: Ethel
  Personality 1533 confused: "I'm not sure I can answer that."
  Personality 1533 look    : This plump, middle-aged woman is busily putting away pots and pans. She wipes the sweat from her brow as she gets ready to clean out one of the black cauldrons that she used to cook tonight's sumptuous dinner.
  Personality 1533 ask name: "I'm Ethel," she says in a friendly tone.
  Personality 1533 ask job : "I prepare all the meals for Lucivius and his guests. I hope you enjoyed tonight's fish."
  Personality 1534 name: Gunther
  Personality 1534 confused: 
  Personality 1534 look    : This man looks gravely ill. He can barely lift his head to look at you. You don't think he has much longer to live. 
  Personality 1534 ask name: "I'm Gunther," he says, his voice barely a whisper.
  Personality 1534 ask job : "I'm not well," he says, stating the obvious. "I have bloodgrave disease. I expect I'll die very soon."
  Personality 1535 name: Sister Elysia
  Personality 1535 confused: "I don't wish to speak of that."
  Personality 1535 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 1535 ask name: "I am Sister Elysia," she says in a quiet voice. "It is good to see you again."
  Personality 1535 ask job : "I have decided to stay here with Lucivius and keep him well with my healing powers."
  Personality 1536 name: Dr. Quinonis
  Personality 1536 confused: "I can't talk about that."
  Personality 1536 look    : "This conservative looking man is wearing the garb of a physician. He tends to avoid eye contact when you talk to him.
  Personality 1536 ask name: "My name is Doctor Quinonis," he answers. 
  Personality 1536 ask job : "I am the personal physician to Lucivius. I take care of his medical needs as well as the needs of his guests. Presently, I have been taking care of Gunther."
  Personality 1537 name: Dr. Quinonis
  Personality 1537 confused: "Now is not the time to discuss such things."
  Personality 1537 look    : "This conservative looking man is wearing the garb of a physician. He tends to avoid eye contact when you talk to him.
  Personality 1537 ask name: "My name is Doctor Quinonis," he answers. 
  Personality 1537 ask job : "I am the personal physician to Lucivius. I take care of his medical needs as well as the needs of his guests."
  Personality 1538 name: Sister Elysia
  Personality 1538 confused: "I don't wish to speak right now."
  Personality 1538 look    : The young woman before you is dressed conservatively and looks to be a little on the reserved side. Yet, there is a passion in her eyes that says otherwise.
  Personality 1538 ask name: "I am Sister Elysia," she says in a quiet voice. 
  Personality 1538 ask job : "I think I will stay here with Gunther for a little while. You should go now and do what you think is best."
  Personality 1539 name: Lucivius
  Personality 1539 confused: 
  Personality 1539 look    : This balding, middle-aged man sits at the head of the table. He wears the robes of a powerful wizard. He looks much healthier today than he did before. 
  Personality 1539 ask name: "I am your new friend, Lucivius," he says.
  Personality 1539 ask job : "I am planning on studying the art of specialized summoning. Conjuring up the Homonculi was my first attempt and I've mastered that. Now it's time for bigger and better things."
  Node 0 person  : 903- Ethel
  Node 0 keywords: fish xxxx
  Node 0 type    : 29
  Node 0 text0   : You tell her it was very good. "Oh, thank you," she says, looking genuinely pleased. "I always try to do my best. Lucivius has been very kind to me since he brought me to the castle."
  Node 0 text1   : 
  Node 1 person  : 903- Ethel
  Node 1 keywords: luci xxxx
  Node 1 type    : 29
  Node 1 text0   : "He took me out of Freeberg. Teleported me away, right in the middle of making breakfast. He offered me this job and a nice please to sleep. Well, it sure beat living in that swamp, so naturally, I accepted."
  Node 1 text1   : 
  Node 2 person  : 903- Ethel
  Node 2 keywords: swam free
  Node 2 type    : 0
  Node 2 text0   : "I probably wouldn't be alive today, if it wasn't for Lucivius. I'd probably be a meal for one of those swamp creatures... that is if that Lich didn't get me first."
  Node 2 text1   : 
  Node 3 person  : 903- Ethel
  Node 3 keywords: lich xxxx
  Node 3 type    : 0
  Node 3 text0   : "He killed most of the women in Freeberg. And many of the men as well." You tell her that you took care of him. "Well, good for you," she says.
  Node 3 text1   : 
  Node 4 person  : 904- Gunther
  Node 4 keywords: bloo dise
  Node 4 type    : 0
  Node 4 text0   : "It's an incurable disease. I used my healing powers on Lucivius and absorbed the disease into my own body."
  Node 4 text1   : 
  Node 5 person  : 904- Gunther
  Node 5 keywords: luci xxxx
  Node 5 type    : 0
  Node 5 text0   : "He abducted me from the Slith city of Kunisulitz. Then, he told me if I did not help him, hundreds of people would perish at his hands. I had no choice." He begins to cough uncontrollably.
  Node 5 text1   : 
  Node 6 person  : 904- Gunther
  Node 6 keywords: kuni slit
  Node 6 type    : 0
  Node 6 text0   : "It's a beautiful city. I was visiting there to see how the Slith people live. And to admire the magnificent architecture of the place." You tell him that it is just rubble now, thanks to Lucivius.
  Node 6 text1   : He looks at you, his eyes pleading. "Have you come to stop him?" Before you can answer, he breaks out in another fit of coughing.
  Node 7 person  : 904- Gunther
  Node 7 keywords: stop xxxx
  Node 7 type    : 25
  Node 7 text0   : You tell him, "yes", you have come here to stop him. He doesn't answer. He seems to have fallen unconscious. You decide to let him rest.
  Node 7 text1   : 
  Node 8 person  : 905- Sister Elysia
  Node 8 keywords: luci xxxx
  Node 8 type    : 0
  Node 8 text0   : "I know you've been sent here to stop him. But don't you see, you CAN stop him. Just bring Grimly here and everything will work out just fine."
  Node 8 text1   : 
  Node 9 person  : 905- Sister Elysia
  Node 9 keywords: grim fine
  Node 9 type    : 0
  Node 9 text0   : "Once I've cured Grimly, I will become immortal and then I won't be in danger when I try to heal Lucivius." You're still not convinced. 
  Node 9 text1   : "How do you know you will be able to cure Grimly?" you ask. "And furthermore, how do you know what the effect will be on you?"
  Node 10 person  : 905- Sister Elysia
  Node 10 keywords: effe xxxx
  Node 10 type    : 0
  Node 10 text0   : "Lucivius is sure it will work. And Dr. Quinonis is pretty sure, too. Grimly will get what he wants, I will become immortal, Lucivius will stay healthy, and as a result, your mission will be a success."
  Node 10 text1   : 
  Node 11 person  : 906- Dr. Quinonis
  Node 11 keywords: luci xxxx
  Node 11 type    : 29
  Node 11 text0   : "I have been his physician ever since he took me out of Freeberg. At first, I was upset. But being a doctor in a town with almost no people wasn't very fulfilling. I sure had my work cut out for me when I got here."
  Node 11 text1   : (more)
  Node 12 person  : 906- Dr. Quinonis
  Node 12 keywords: more xxxx
  Node 12 type    : 0
  Node 12 text0   : "He pleaded with me to cure his disease, but when I told him it was incurable, I thought he would kill me. But then he came up with the idea of abducting the Empaths. I myself, thought it would work. 
  Node 12 text1   : But bloodgrave disease can never be eradicated from the body. It is a congenital disease."
  Node 13 person  : 906- Dr. Quinonis
  Node 13 keywords: bloo cong
  Node 13 type    : 0
  Node 13 text0   : "He was born with it. It lays dormant until adulthood and then it spreads through the system, killing the blood cells. Death usual occurs within a year of the first symptoms. 
  Node 13 text1   : The Empaths were able to cleanse his system, but it remained intact at the cellular level." (continue)
  Node 14 person  : 906- Dr. Quinonis
  Node 14 keywords: cont xxxx
  Node 14 type    : 0
  Node 14 text0   : "It's too bad the Empaths can't heal mental illness, because that's what he really needs. He's like a child, sometimes. I honestly don't think he knows right from wrong.
  Node 14 text1   : And watch out for his temper. He gets completely out of control when he's angered. That's what got him in put away in the first place."
  Node 15 person  : 906- Dr. Quinonis
  Node 15 keywords: ange away
  Node 15 type    : 0
  Node 15 text0   : "I wish he'd never escaped. But if Sister Elysia's idea works, he may become manageable."
  Node 15 text1   : 
  Node 16 person  : 906- Dr. Quinonis
  Node 16 keywords: gunt xxxx
  Node 16 type    : 0
  Node 16 text0   : "He's the last Empath to attempt to heal Lucivius. The other two died not long ago. They are buried on the castle grounds."
  Node 16 text1   : 
  Node 17 person  : 905- Sister Elysia
  Node 17 keywords: immo xxxx
  Node 17 type    : 0
  Node 17 text0   : You ask her if she WANTS to be immortal. "How bad can it be?" she says. "Grimly sure doesn't like it," you tell her. "That's because Grimly hates himself," she answers.
  Node 17 text1   : "He's ugly, he's an outcast, he has no friends, and he's quite mad. I am VERY different than Grimly."
  Node 18 person  : 906- Dr. Quinonis
  Node 18 keywords: sist elys
  Node 18 type    : 0
  Node 18 text0   : "She has a heart of gold. I think her idea has a good chance of working, and it may be the only solution to keep Lucivius pacified. I just hate to see her spend the rest of her life trapped in this castle."
  Node 18 text1   : 
  Node 19 person  : 906- Dr. Quinonis
  Node 19 keywords: trap xxxx
  Node 19 type    : 0
  Node 19 text0   : "If she can keep him well, he'll never let her set foot outside this castle. She'll be a prisoner here, like the rest of us."
  Node 19 text1   : 
  Node 20 person  : 906- Dr. Quinonis
  Node 20 keywords: pris xxxx
  Node 20 type    : 0
  Node 20 text0   : "We're all prisoners here. Lucivius hasn't said so in so many words, but we all know that he'd never let us leave. He needs us... like a child who needs to be taken care of."
  Node 20 text1   : 
  Node 21 person  : 909- Lucivius
  Node 21 keywords: homo xxxx
  Node 21 type    : 0
  Node 21 text0   : "A Homonculus is a small imp-like creature that is perfect for spying. I am able to see through it's eyes and hear through it's ears. I used them to find the Empaths."
  Node 21 text1   : 
  Node 22 person  : 909- Lucivius
  Node 22 keywords: spec summ
  Node 22 type    : 0
  Node 22 text0   : "Specialized summoning involves conjuring up unique creatures, unlike the typical ones that all Magites can do. It takes a lot more concentration and energy. I plan to use my tempest powers to help me.
  Node 22 text1   : In that respect, I should be able to summon creatures from each realm of the four elements."
  Node 23 person  : 909- Lucivius
  Node 23 keywords: temp elem
  Node 23 type    : 0
  Node 23 text0   : "I can control the powers of nature and the five elements. You know... earth, wind, fire, water, and the arcane element of ether. Each of the disasters I sent to your cities was based on one of these elements."
  Node 23 text1   : 
  Node 24 person  : 909- Lucivius
  Node 24 keywords: disa xxxx
  Node 24 type    : 0
  Node 24 text0   : "The flood in Minobi, the volcano in Kunjirra, the earthquake in Kunisulitz, and the frozen winds in Saraminsum. Let's hope I won't have to do destroy any more cities. I'm running out of elements."
  Node 24 text1   : 
  Node 25 person  : 909- Lucivius
  Node 25 keywords: ethe xxxx
  Node 25 type    : 0
  Node 25 text0   : "Ether is the most powerful element of them all. Without ether, there would be no magic."
  Node 25 text1   : 
