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		<id>http://4dimensions.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Isidora</id>
		<title>4Dimensions - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://4dimensions.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Isidora"/>
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		<updated>2026-05-02T09:21:48Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Maps&amp;diff=978</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Maps&amp;diff=978"/>
				<updated>2017-02-09T20:11:27Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: /* Old West */ Added Maco's Victorian England map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''UNDER CONSTRUCTION'''&lt;br /&gt;
&lt;br /&gt;
== Zone Maps ==&lt;br /&gt;
&lt;br /&gt;
The Maps provided on this page are pretty accurate, although not very detailed. They are meant to present a general lay-out of the 4 Realms, without revealing the deeper secrets of the zones - for those you still have to explore.&lt;br /&gt;
&lt;br /&gt;
There are also some maps available on line. Those can be found in the Old Yorke Map Shop, The Library of Light in Fenizia, the island Kea in the Greek Archipelago and the Federation Hall on Pleasure Planet.&lt;br /&gt;
&lt;br /&gt;
In addition to these maps we use the Wilderness Grid for large grid zones. You will mainly find these in Prehistoric (the Sea, the Greek Mainland and the desert of Wawat) and in Future (the Outer Space Grid). If you type MAP in a Wilderness area, it will display a map of 11x11 rooms, with yourself in the centre. The same MAP command in an ordinary room, will only display the exits of that room.&lt;br /&gt;
&lt;br /&gt;
More maps might be added later, as the world grows.&lt;br /&gt;
&lt;br /&gt;
=== Central Area ===&lt;br /&gt;
&lt;br /&gt;
==== Recall Area ====&lt;br /&gt;
&lt;br /&gt;
[[File:RecallArea.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Gladiator Arena ====&lt;br /&gt;
&lt;br /&gt;
[[File:GladiatorArena.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Prehistoric ===&lt;br /&gt;
&lt;br /&gt;
==== Prehistoric Global ====&lt;br /&gt;
&lt;br /&gt;
[[File:PrehistoricGlobal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age ====&lt;br /&gt;
&lt;br /&gt;
[[File:stoneage.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Old Carthage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Carthage.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Egypt ====&lt;br /&gt;
&lt;br /&gt;
[[File:Egypt.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Greek Mainland ====&lt;br /&gt;
&lt;br /&gt;
[[File:GreekMainland.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Aegean Sea ====&lt;br /&gt;
&lt;br /&gt;
[[File:AegeanSea.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Troy and Kolchis ====&lt;br /&gt;
&lt;br /&gt;
[[File:Troy&amp;amp;Kolchis.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of Hades ====&lt;br /&gt;
&lt;br /&gt;
[[File:RealmsofHades.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Cyclades ====&lt;br /&gt;
&lt;br /&gt;
[[File:Cyclades.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Land Of Kush ====&lt;br /&gt;
&lt;br /&gt;
[[File:LandofKush.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Kerma and Napata ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kerma&amp;amp;Napata.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Medieval ===&lt;br /&gt;
&lt;br /&gt;
==== Global Medieval map ====&lt;br /&gt;
&lt;br /&gt;
[[File:Medieval.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
====Olde Yorke ====&lt;br /&gt;
&lt;br /&gt;
[[File:OldeYorke.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fenizia ====&lt;br /&gt;
&lt;br /&gt;
[[File:Fenizia.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dun-Shivaar ====&lt;br /&gt;
&lt;br /&gt;
[[File:DunShivaar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== East of Olde Yorke ====&lt;br /&gt;
&lt;br /&gt;
[[File:EastofOldeYorke.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== North-Eastern Medieval Realms ====&lt;br /&gt;
&lt;br /&gt;
[[File:NEMedievalRealms.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Odessin ====&lt;br /&gt;
&lt;br /&gt;
[[File:Odessin.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Enchanted Lands ====&lt;br /&gt;
&lt;br /&gt;
[[File:EnchantedLands.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== A Rip in Time ====&lt;br /&gt;
&lt;br /&gt;
[[File:RipInTime.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Old West ===&lt;br /&gt;
&lt;br /&gt;
==== Oldwest Global map ====&lt;br /&gt;
&lt;br /&gt;
[[File:OldWest.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dodge City ====&lt;br /&gt;
&lt;br /&gt;
[[File:DodgeCity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Tombstone ====&lt;br /&gt;
&lt;br /&gt;
[[File:Tombstone.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch ====&lt;br /&gt;
&lt;br /&gt;
[[File:DryGulch.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Legend ====&lt;br /&gt;
&lt;br /&gt;
[[File:Legend.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Hole in the Wall ====&lt;br /&gt;
&lt;br /&gt;
[[File:HoleInTheWall.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Llano Estacado ====&lt;br /&gt;
&lt;br /&gt;
[[File:Llano.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Victorian England ===&lt;br /&gt;
&lt;br /&gt;
[[File:Victorian England - With Legend.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Future ===&lt;br /&gt;
&lt;br /&gt;
==== Overall Future Galaxy Map ====&lt;br /&gt;
&lt;br /&gt;
[[File:Future.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Sectors ====&lt;br /&gt;
&lt;br /&gt;
[[File:Sectors.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Necromunda ====&lt;br /&gt;
&lt;br /&gt;
[[File:Necromunda.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmo Canyon ====&lt;br /&gt;
&lt;br /&gt;
[[File:CosmoCanyon.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Planet ====&lt;br /&gt;
&lt;br /&gt;
===== Pleasure Planet 1 (oversight) =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasurePlanet1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Pleasure Planet 2 (central area) =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasurePlanet2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Pleasure City =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasureCity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Alpha Centauri Planets ====&lt;br /&gt;
&lt;br /&gt;
===== Poon and Yudore =====&lt;br /&gt;
&lt;br /&gt;
[[File:Poon&amp;amp;Yudore.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Poon Towers =====&lt;br /&gt;
&lt;br /&gt;
[[File:PoonTowers.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Lovenbroy and Asteroid =====&lt;br /&gt;
&lt;br /&gt;
[[File:Lovenbroy&amp;amp;Asteroid.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Yalc and Slunch =====&lt;br /&gt;
&lt;br /&gt;
[[File:Yalc&amp;amp;Slunch.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Maps&amp;diff=971</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Maps&amp;diff=971"/>
				<updated>2016-08-29T08:26:46Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Reverted edits by Isidora (talk) to last revision by Pix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''UNDER CONSTRUCTION'''&lt;br /&gt;
&lt;br /&gt;
== Zone Maps ==&lt;br /&gt;
&lt;br /&gt;
The Maps provided on this page are pretty accurate, although not very detailed. They are meant to present a general lay-out of the 4 Realms, without revealing the deeper secrets of the zones - for those you still have to explore.&lt;br /&gt;
&lt;br /&gt;
There are also some maps available on line. Those can be found in the Old Yorke Map Shop, The Library of Light in Fenizia, the island Kea in the Greek Archipelago and the Federation Hall on Pleasure Planet.&lt;br /&gt;
&lt;br /&gt;
In addition to these maps we use the Wilderness Grid for large grid zones. You will mainly find these in Prehistoric (the Sea, the Greek Mainland and the desert of Wawat) and in Future (the Outer Space Grid). If you type MAP in a Wilderness area, it will display a map of 11x11 rooms, with yourself in the centre. The same MAP command in an ordinary room, will only display the exits of that room.&lt;br /&gt;
&lt;br /&gt;
More maps might be added later, as the world grows.&lt;br /&gt;
&lt;br /&gt;
=== Central Area ===&lt;br /&gt;
&lt;br /&gt;
==== Recall Area ====&lt;br /&gt;
&lt;br /&gt;
[[File:RecallArea.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Gladiator Arena ====&lt;br /&gt;
&lt;br /&gt;
[[File:GladiatorArena.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Prehistoric ===&lt;br /&gt;
&lt;br /&gt;
==== Prehistoric Global ====&lt;br /&gt;
&lt;br /&gt;
[[File:PrehistoricGlobal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age ====&lt;br /&gt;
&lt;br /&gt;
[[File:stoneage.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Old Carthage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Carthage.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Egypt ====&lt;br /&gt;
&lt;br /&gt;
[[File:Egypt.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Greek Mainland ====&lt;br /&gt;
&lt;br /&gt;
[[File:GreekMainland.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Aegean Sea ====&lt;br /&gt;
&lt;br /&gt;
[[File:AegeanSea.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Troy and Kolchis ====&lt;br /&gt;
&lt;br /&gt;
[[File:Troy&amp;amp;Kolchis.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of Hades ====&lt;br /&gt;
&lt;br /&gt;
[[File:RealmsofHades.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Cyclades ====&lt;br /&gt;
&lt;br /&gt;
[[File:Cyclades.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Land Of Kush ====&lt;br /&gt;
&lt;br /&gt;
[[File:LandofKush.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Kerma and Napata ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kerma&amp;amp;Napata.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Medieval ===&lt;br /&gt;
&lt;br /&gt;
==== Global Medieval map ====&lt;br /&gt;
&lt;br /&gt;
[[File:Medieval.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
====Olde Yorke ====&lt;br /&gt;
&lt;br /&gt;
[[File:OldeYorke.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fenizia ====&lt;br /&gt;
&lt;br /&gt;
[[File:Fenizia.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dun-Shivaar ====&lt;br /&gt;
&lt;br /&gt;
[[File:DunShivaar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== East of Olde Yorke ====&lt;br /&gt;
&lt;br /&gt;
[[File:EastofOldeYorke.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== North-Eastern Medieval Realms ====&lt;br /&gt;
&lt;br /&gt;
[[File:NEMedievalRealms.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Odessin ====&lt;br /&gt;
&lt;br /&gt;
[[File:Odessin.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Enchanted Lands ====&lt;br /&gt;
&lt;br /&gt;
[[File:EnchantedLands.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== A Rip in Time ====&lt;br /&gt;
&lt;br /&gt;
[[File:RipInTime.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Old West ===&lt;br /&gt;
&lt;br /&gt;
==== Oldwest Global map ====&lt;br /&gt;
&lt;br /&gt;
[[File:OldWest.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dodge City ====&lt;br /&gt;
&lt;br /&gt;
[[File:DodgeCity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Tombstone ====&lt;br /&gt;
&lt;br /&gt;
[[File:Tombstone.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch ====&lt;br /&gt;
&lt;br /&gt;
[[File:DryGulch.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Legend ====&lt;br /&gt;
&lt;br /&gt;
[[File:Legend.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Hole in the Wall ====&lt;br /&gt;
&lt;br /&gt;
[[File:HoleInTheWall.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Llano Estacado ====&lt;br /&gt;
&lt;br /&gt;
[[File:Llano.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Future ===&lt;br /&gt;
&lt;br /&gt;
==== Overall Future Galaxy Map ====&lt;br /&gt;
&lt;br /&gt;
[[File:Future.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Sectors ====&lt;br /&gt;
&lt;br /&gt;
[[File:Sectors.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Necromunda ====&lt;br /&gt;
&lt;br /&gt;
[[File:Necromunda.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmo Canyon ====&lt;br /&gt;
&lt;br /&gt;
[[File:CosmoCanyon.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Planet ====&lt;br /&gt;
&lt;br /&gt;
===== Pleasure Planet 1 (oversight) =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasurePlanet1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Pleasure Planet 2 (central area) =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasurePlanet2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Pleasure City =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasureCity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Alpha Centauri Planets ====&lt;br /&gt;
&lt;br /&gt;
===== Poon and Yudore =====&lt;br /&gt;
&lt;br /&gt;
[[File:Poon&amp;amp;Yudore.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Poon Towers =====&lt;br /&gt;
&lt;br /&gt;
[[File:PoonTowers.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Lovenbroy and Asteroid =====&lt;br /&gt;
&lt;br /&gt;
[[File:Lovenbroy&amp;amp;Asteroid.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Yalc and Slunch =====&lt;br /&gt;
&lt;br /&gt;
[[File:Yalc&amp;amp;Slunch.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Maps&amp;diff=970</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Maps&amp;diff=970"/>
				<updated>2016-08-29T08:25:21Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''UNDER CONSTRUCTION'''&lt;br /&gt;
&lt;br /&gt;
== Zone Maps ==&lt;br /&gt;
&lt;br /&gt;
The Maps provided on this page are pretty accurate, although not very detailed. They are meant to present a general lay-out of the 4 Realms, without revealing the deeper secrets of the zones - for those you still have to explore.&lt;br /&gt;
&lt;br /&gt;
There are also some maps available on line. Those can be found in the Old Yorke Map Shop, The Library of Light in Fenizia, the island Kea in the Greek Archipelago and the Federation Hall on Pleasure Planet.&lt;br /&gt;
&lt;br /&gt;
In addition to these maps we use the Wilderness Grid for large grid zones. You will mainly find these in Prehistoric (the Sea, the Greek Mainland and the desert of Wawat) and in Future (the Outer Space Grid). If you type MAP in a Wilderness area, it will display a map of 11x11 rooms, with yourself in the centre. The same MAP command in an ordinary room, will only display the exits of that room.&lt;br /&gt;
&lt;br /&gt;
More maps might be added later, as the world grows.&lt;br /&gt;
&lt;br /&gt;
=== Central Area ===&lt;br /&gt;
&lt;br /&gt;
==== Recall Area ====&lt;br /&gt;
&lt;br /&gt;
[[File:RecallArea.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Gladiator Arena ====&lt;br /&gt;
&lt;br /&gt;
[[File:GladiatorArena.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Prehistoric ===&lt;br /&gt;
&lt;br /&gt;
==== Prehistoric Global ====&lt;br /&gt;
&lt;br /&gt;
[[File:PrehistoricGlobal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age ====&lt;br /&gt;
&lt;br /&gt;
[[File:stoneage.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Old Carthage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Carthage.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Egypt ====&lt;br /&gt;
&lt;br /&gt;
[[File:Egypt.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Greek Mainland ====&lt;br /&gt;
&lt;br /&gt;
[[File:GreekMainland.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Aegean Sea ====&lt;br /&gt;
&lt;br /&gt;
[[File:AegeanSea.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Troy and Kolchis ====&lt;br /&gt;
&lt;br /&gt;
[[File:Troy&amp;amp;Kolchis.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of Hades ====&lt;br /&gt;
&lt;br /&gt;
[[File:RealmsofHades.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Cyclades ====&lt;br /&gt;
&lt;br /&gt;
[[File:Cyclades.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Land Of Kush ====&lt;br /&gt;
&lt;br /&gt;
[[File:LandofKush.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Kerma and Napata ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kerma&amp;amp;Napata.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Medieval ===&lt;br /&gt;
&lt;br /&gt;
==== Global Medieval map ====&lt;br /&gt;
&lt;br /&gt;
[[File:Medieval.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
====Olde Yorke ====&lt;br /&gt;
&lt;br /&gt;
[[File:OldeYorke.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fenizia ====&lt;br /&gt;
&lt;br /&gt;
[[File:Fenizia.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dun-Shivaar ====&lt;br /&gt;
&lt;br /&gt;
[[File:DunShivaar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== East of Olde Yorke ====&lt;br /&gt;
&lt;br /&gt;
[[File:EastofOldeYorke.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== North-Eastern Medieval Realms ====&lt;br /&gt;
&lt;br /&gt;
[[File:NEMedievalRealms.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Odessin ====&lt;br /&gt;
&lt;br /&gt;
[[File:Odessin.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Enchanted Lands ====&lt;br /&gt;
&lt;br /&gt;
[[File:EnchantedLands.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== A Rip in Time ====&lt;br /&gt;
&lt;br /&gt;
[[File:RipInTime.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Old West ===&lt;br /&gt;
&lt;br /&gt;
==== Oldwest Global map ====&lt;br /&gt;
&lt;br /&gt;
[[File:OldWest.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dodge City ====&lt;br /&gt;
&lt;br /&gt;
[[File:DodgeCity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Tombstone ====&lt;br /&gt;
&lt;br /&gt;
[[File:Tombstone.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch ====&lt;br /&gt;
&lt;br /&gt;
[[File:DryGulch.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Legend ====&lt;br /&gt;
&lt;br /&gt;
[[File:Legend.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Hole in the Wall ====&lt;br /&gt;
&lt;br /&gt;
[[File:HoleInTheWall.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Llano Estacado ====&lt;br /&gt;
&lt;br /&gt;
[[File:Llano.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Victorian England ====&lt;br /&gt;
&lt;br /&gt;
[[File:Victorian England - With Legend.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Future ===&lt;br /&gt;
&lt;br /&gt;
==== Overall Future Galaxy Map ====&lt;br /&gt;
&lt;br /&gt;
[[File:Future.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Sectors ====&lt;br /&gt;
&lt;br /&gt;
[[File:Sectors.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Necromunda ====&lt;br /&gt;
&lt;br /&gt;
[[File:Necromunda.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmo Canyon ====&lt;br /&gt;
&lt;br /&gt;
[[File:CosmoCanyon.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Planet ====&lt;br /&gt;
&lt;br /&gt;
===== Pleasure Planet 1 (oversight) =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasurePlanet1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Pleasure Planet 2 (central area) =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasurePlanet2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Pleasure City =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasureCity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Alpha Centauri Planets ====&lt;br /&gt;
&lt;br /&gt;
===== Poon and Yudore =====&lt;br /&gt;
&lt;br /&gt;
[[File:Poon&amp;amp;Yudore.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Poon Towers =====&lt;br /&gt;
&lt;br /&gt;
[[File:PoonTowers.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Lovenbroy and Asteroid =====&lt;br /&gt;
&lt;br /&gt;
[[File:Lovenbroy&amp;amp;Asteroid.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Yalc and Slunch =====&lt;br /&gt;
&lt;br /&gt;
[[File:Yalc&amp;amp;Slunch.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=File:Victorian_England_-_With_Legend.jpg&amp;diff=969</id>
		<title>File:Victorian England - With Legend.jpg</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=File:Victorian_England_-_With_Legend.jpg&amp;diff=969"/>
				<updated>2016-08-29T08:24:01Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=DAMAGE_ODAMAGE_MDAMAGE_WDAMAGE&amp;diff=647</id>
		<title>DAMAGE ODAMAGE MDAMAGE WDAMAGE</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=DAMAGE_ODAMAGE_MDAMAGE_WDAMAGE&amp;diff=647"/>
				<updated>2016-01-26T08:31:15Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Created page with &amp;quot;'''%DAMAGE% ODAMAGE MDAMAGE WDAMAGE''' Category:Help Files  %DAMAGE% ODAMAGE MDAMAGE WDAMAGE  %DAMAGE% ODAMAGE MDAMAGE WDAMAGE  %DAMAGE% ODAMAGE MDAMAGE WDAMAGE  %damage% ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''%DAMAGE% ODAMAGE MDAMAGE WDAMAGE'''&lt;br /&gt;
[[Category:Help Files]]&lt;br /&gt;
&lt;br /&gt;
%DAMAGE% ODAMAGE MDAMAGE WDAMAGE&lt;br /&gt;
&lt;br /&gt;
%DAMAGE% ODAMAGE MDAMAGE WDAMAGE&lt;br /&gt;
&lt;br /&gt;
%DAMAGE% ODAMAGE MDAMAGE WDAMAGE&lt;br /&gt;
&lt;br /&gt;
%damage% %victim% amount&lt;br /&gt;
&lt;br /&gt;
Cause amount points of damage to victim. The amount can be negative, to &lt;br /&gt;
&lt;br /&gt;
create a healing effect.&lt;br /&gt;
&lt;br /&gt;
%damage% %actor% -20          - cause 20 points of healing &lt;br /&gt;
&lt;br /&gt;
%damage% %actor% 20           - cause 20 points damage&lt;br /&gt;
&lt;br /&gt;
%damage% %actor% %random.20%  - cause 1-20 points damage randomly&lt;br /&gt;
&lt;br /&gt;
eval stunned %actor.hitp%     - evaluate all hitpoints and then damage&lt;br /&gt;
&lt;br /&gt;
%damage% %actor% %stunned%    - leaving the player stunned, but will recover &lt;br /&gt;
&lt;br /&gt;
eval num_hitp %actor.hitp%/2  - calculate half of hitpoints and then damage&lt;br /&gt;
&lt;br /&gt;
%damage% %actor% %num_hitp% &lt;br /&gt;
&lt;br /&gt;
Example: TSTAT 16&lt;br /&gt;
&lt;br /&gt;
TSTAT 3008&lt;br /&gt;
&lt;br /&gt;
See Also: [[DEATH]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Re-strings&amp;diff=197</id>
		<title>Re-strings</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Re-strings&amp;diff=197"/>
				<updated>2016-01-19T19:53:06Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This is a guide for the new way to do restrings, it is not in game yet.'''&lt;br /&gt;
&lt;br /&gt;
===Imm's===&lt;br /&gt;
&lt;br /&gt;
==== Guidelines ====&lt;br /&gt;
&lt;br /&gt;
*They cost one brass no more no less.&lt;br /&gt;
&lt;br /&gt;
*Do not use old method of doing restrings(the string command) there's a new and much safer way to do them.&lt;br /&gt;
&lt;br /&gt;
*Do not use special characters in the namelist.&lt;br /&gt;
&lt;br /&gt;
*Do not use blinking text.&lt;br /&gt;
&lt;br /&gt;
*Do not allow profanity, racial or sexual slurs.&lt;br /&gt;
&lt;br /&gt;
*Do not feel obligated to make items that make you feel uncomfortable, you can refuse.&lt;br /&gt;
&lt;br /&gt;
*Do use discretion with sexual items.&lt;br /&gt;
&lt;br /&gt;
==== Howto ====&lt;br /&gt;
&lt;br /&gt;
===== Name =====&lt;br /&gt;
&lt;br /&gt;
 string name &amp;lt;name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;name&amp;quot; is really an alias for the object, this is what you would type to interact with it.&lt;br /&gt;
&lt;br /&gt;
*Multi word names do not work, only the first word does.&lt;br /&gt;
&lt;br /&gt;
*Do not use special characters in the name.&lt;br /&gt;
&lt;br /&gt;
===== Short =====&lt;br /&gt;
&lt;br /&gt;
 string short &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The short desc is the the desc you see in your inventory and when you interact with the object.&lt;br /&gt;
&lt;br /&gt;
*The short desc should not start with a capital letter or end with a period.&lt;br /&gt;
&lt;br /&gt;
===== Long =====&lt;br /&gt;
&lt;br /&gt;
 string long &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The long desc is the description you see when the object is on the ground.&lt;br /&gt;
&lt;br /&gt;
*The long desc should begin with a capital letter and end with a period.&lt;br /&gt;
&lt;br /&gt;
===== Extra =====&lt;br /&gt;
&lt;br /&gt;
 string extra &amp;lt;alias&amp;gt; &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The alias should be one word, see next point for multiple alias descs.&lt;br /&gt;
&lt;br /&gt;
*You can have several extra descs, simply repeat for each on you want.&lt;br /&gt;
&lt;br /&gt;
*You can in practice have extra descs that have multiple aliases, you need to repeat the command using the same description but with a different alias.&lt;br /&gt;
&lt;br /&gt;
*You can not delete extra descs, if you make a mistake start again or, you can overwrite by using the same alias again or, you can replace the aliases desc with &amp;quot;you do not see that here.&amp;quot;, without the quotes.&lt;br /&gt;
=== Players ===&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Re-strings&amp;diff=196</id>
		<title>Re-strings</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Re-strings&amp;diff=196"/>
				<updated>2016-01-18T20:33:06Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: it costs one brass not bronze&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Imm's===&lt;br /&gt;
&lt;br /&gt;
==== Guidelines ====&lt;br /&gt;
&lt;br /&gt;
*They cost one brass no more no less.&lt;br /&gt;
&lt;br /&gt;
*Do not use old method of doing restrings(the string command) there's a new and much safer way to do them.&lt;br /&gt;
&lt;br /&gt;
*Do not use special characters in the namelist.&lt;br /&gt;
&lt;br /&gt;
*Do not use blinking text.&lt;br /&gt;
&lt;br /&gt;
*Do not allow profanity, racial or sexual slurs.&lt;br /&gt;
&lt;br /&gt;
*Do not feel obligated to make items that make you feel uncomfortable, you can refuse.&lt;br /&gt;
&lt;br /&gt;
*Do use discretion with sexual items.&lt;br /&gt;
&lt;br /&gt;
==== Howto ====&lt;br /&gt;
&lt;br /&gt;
===== Name =====&lt;br /&gt;
&lt;br /&gt;
 string name &amp;lt;name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;name&amp;quot; is really an alias for the object, this is what you would type to interact with it.&lt;br /&gt;
&lt;br /&gt;
*Multi word names do not work, only the first word does.&lt;br /&gt;
&lt;br /&gt;
*Do not use special characters in the name.&lt;br /&gt;
&lt;br /&gt;
===== Short =====&lt;br /&gt;
&lt;br /&gt;
 string short &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The short desc is the the desc you see in your inventory and when you interact with the object.&lt;br /&gt;
&lt;br /&gt;
*The short desc should not start with a capital letter or end with a period.&lt;br /&gt;
&lt;br /&gt;
===== Long =====&lt;br /&gt;
&lt;br /&gt;
 string long &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The long desc is the description you see when the object is on the ground.&lt;br /&gt;
&lt;br /&gt;
*The long desc should begin with a capital letter and end with a period.&lt;br /&gt;
&lt;br /&gt;
===== Extra =====&lt;br /&gt;
&lt;br /&gt;
 string extra &amp;lt;alias&amp;gt; &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The alias should be one word, see next point for multiple alias descs.&lt;br /&gt;
&lt;br /&gt;
*You can have several extra descs, simply repeat for each on you want.&lt;br /&gt;
&lt;br /&gt;
*You can in practice have extra descs that have multiple aliases, you need to repeat the command using the same description but with a different alias.&lt;br /&gt;
&lt;br /&gt;
*You can not delete extra descs, if you make a mistake start again or, you can overwrite by using the same alias again or, you can replace the aliases desc with &amp;quot;you do not see that here.&amp;quot;, without the quotes.&lt;br /&gt;
=== Players ===&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Re-strings&amp;diff=195</id>
		<title>Re-strings</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Re-strings&amp;diff=195"/>
				<updated>2016-01-18T10:50:57Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Start of help page for the new and improved restring feature.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Imm's===&lt;br /&gt;
&lt;br /&gt;
==== Guidelines ====&lt;br /&gt;
&lt;br /&gt;
*They cost one bronze no more no less.&lt;br /&gt;
&lt;br /&gt;
*Do not use old method of doing restrings(the string command) there's a new and much safer way to do them.&lt;br /&gt;
&lt;br /&gt;
*Do not use special characters in the namelist.&lt;br /&gt;
&lt;br /&gt;
*Do not use blinking text.&lt;br /&gt;
&lt;br /&gt;
*Do not allow profanity, racial or sexual slurs.&lt;br /&gt;
&lt;br /&gt;
*Do not feel obligated to make items that make you feel uncomfortable, you can refuse.&lt;br /&gt;
&lt;br /&gt;
*Do use discretion with sexual items.&lt;br /&gt;
&lt;br /&gt;
==== Howto ====&lt;br /&gt;
&lt;br /&gt;
===== Name =====&lt;br /&gt;
&lt;br /&gt;
 string name &amp;lt;name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;name&amp;quot; is really an alias for the object, this is what you would type to interact with it.&lt;br /&gt;
&lt;br /&gt;
*Multi word names do not work, only the first word does.&lt;br /&gt;
&lt;br /&gt;
*Do not use special characters in the name.&lt;br /&gt;
&lt;br /&gt;
===== Short =====&lt;br /&gt;
&lt;br /&gt;
 string short &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The short desc is the the desc you see in your inventory and when you interact with the object.&lt;br /&gt;
&lt;br /&gt;
*The short desc should not start with a capital letter or end with a period.&lt;br /&gt;
&lt;br /&gt;
===== Long =====&lt;br /&gt;
&lt;br /&gt;
 string long &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The long desc is the description you see when the object is on the ground.&lt;br /&gt;
&lt;br /&gt;
*The long desc should begin with a capital letter and end with a period.&lt;br /&gt;
&lt;br /&gt;
===== Extra =====&lt;br /&gt;
&lt;br /&gt;
 string extra &amp;lt;alias&amp;gt; &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The alias should be one word, see next point for multiple alias descs.&lt;br /&gt;
&lt;br /&gt;
*You can have several extra descs, simply repeat for each on you want.&lt;br /&gt;
&lt;br /&gt;
*You can in practice have extra descs that have multiple aliases, you need to repeat the command using the same description but with a different alias.&lt;br /&gt;
&lt;br /&gt;
*You can not delete extra descs, if you make a mistake start again or, you can overwrite by using the same alias again or, you can replace the aliases desc with &amp;quot;you do not see that here.&amp;quot;, without the quotes.&lt;br /&gt;
=== Players ===&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=4Dimensions:Copyrights&amp;diff=186</id>
		<title>4Dimensions:Copyrights</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=4Dimensions:Copyrights&amp;diff=186"/>
				<updated>2015-12-18T23:56:12Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Talk:Currency&amp;diff=185</id>
		<title>Talk:Currency</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Talk:Currency&amp;diff=185"/>
				<updated>2015-12-18T23:54:17Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Talk:Currency&amp;diff=184</id>
		<title>Talk:Currency</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Talk:Currency&amp;diff=184"/>
				<updated>2015-12-18T23:37:52Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Reverted edits by Isidora (talk) to last revision by 221.178.182.19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Business games and entertainment to cpraorote events   sporting or social nature. Their main role is in addition to entertainment and building good relations and to promote healthy lifestyles. These games will not only build good relations between employees and their family members, but also between trading partners.&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Talk:Currency&amp;diff=183</id>
		<title>Talk:Currency</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Talk:Currency&amp;diff=183"/>
				<updated>2015-12-18T23:37:29Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=2_BUILDRULES&amp;diff=182</id>
		<title>2 BUILDRULES</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=2_BUILDRULES&amp;diff=182"/>
				<updated>2015-12-18T23:36:43Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Reverted edits by 221.178.182.88 (talk) to last revision by Isidora&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----------------------------------------------------------------------------&lt;br /&gt;
BUILDRULES&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
1. NO profanity is allowed in the names or descriptions of rooms, mobs or objects. &lt;br /&gt;
   All racist expressions are strictly forbidden too.&lt;br /&gt;
2. ALL directions in which a player can go in a room MUST have a direction &lt;br /&gt;
   description (this is set under 2 in the exit editor). &lt;br /&gt;
3. ALL rooms MUST have a description. All descriptions must be formatted and in good &lt;br /&gt;
   English, i.e. grammar, punctuation, and no typos. Each descriptions should be &lt;br /&gt;
   2-7 lines, describing the room, NOT the exits to it. No indent.&lt;br /&gt;
   Don't hyphenate words in the descriptions.&lt;br /&gt;
   Try to avoid using expressions like &amp;quot;You are standing&amp;quot; or &amp;quot;You are walking&amp;quot;.&lt;br /&gt;
   Avoid repeated descriptions, except in mazes.&lt;br /&gt;
4. Every Word In The Room Name Must Be Capitalised (like this).&lt;br /&gt;
5. NO colouring of room name or descriptions, except for important signs. &lt;br /&gt;
   NO colouring of mob short or long descriptions.&lt;br /&gt;
   Colouring of object short and long descriptions is fine, but don't overdo it! &lt;br /&gt;
6. All Mobs and Objects MUST have a long, short and look description. &lt;br /&gt;
   (The Look description for objects is set under option E)&lt;br /&gt;
7. The alias list of a Mob/Object and the short and long description MUST contain &lt;br /&gt;
   basically the same wording, unless there is a very good reason not to.&lt;br /&gt;
8. Listen/smell/taste/feel descriptions must be set in all rooms and on all objects&lt;br /&gt;
   with a TAKE flag. These descriptions may be mainly generic.&lt;br /&gt;
*&lt;br /&gt;
See also: BUILDAWARDS, BUILDPOLICY, COLOURLIST, DOORS&lt;br /&gt;
See also: REDIT, MEDIT, OEDIT, ZEDIT, RESET, SEDIT&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=User:Isibot&amp;diff=175</id>
		<title>User:Isibot</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=User:Isibot&amp;diff=175"/>
				<updated>2015-11-21T15:42:43Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Created page with &amp;quot;User:Isibot/Sandbox&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Isibot/Sandbox]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=165</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=165"/>
				<updated>2015-11-15T17:08:38Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
&lt;br /&gt;
* Information&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Zones|Zones&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Maps|Maps&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Quests|Quests&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Currency|Currency&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Races|Races&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Background_Story|Background Story&lt;br /&gt;
&lt;br /&gt;
* Ways to Play&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/MUSHclient|MUSHclient&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/TinTin%2B%2B|TinTin++&lt;br /&gt;
&lt;br /&gt;
* How to help&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Wiki_Projects|Projects&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=164</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=164"/>
				<updated>2015-11-15T17:07:58Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
&lt;br /&gt;
* Information&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Zones|Zones&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Maps|Maps&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Quests|Quests&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Currency|Currency&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Races|Races&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Background_Story|Background Story&lt;br /&gt;
&lt;br /&gt;
* Ways to Play&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/MUSHclient|MUSHclient&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/TinTin%2B%2B|TinTin++&lt;br /&gt;
&lt;br /&gt;
* How to help&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/Wiki_Projects&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Help_topics&amp;diff=163</id>
		<title>Help topics</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Help_topics&amp;diff=163"/>
				<updated>2015-11-15T16:55:00Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[1_BUILDPOLICY|1 - BUILDPOLICY]] &lt;br /&gt;
&lt;br /&gt;
[[2_BUILDRULES|2 - BUILDRULES]] &lt;br /&gt;
&lt;br /&gt;
[[3_COLORLIST|3 - COLORLIST]] &lt;br /&gt;
&lt;br /&gt;
[[4_DOORS|4 - DOORS]] &lt;br /&gt;
&lt;br /&gt;
[[5|5]] &lt;br /&gt;
&lt;br /&gt;
[[6|6]] &lt;br /&gt;
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[[750|750]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Wiki_Projects&amp;diff=162</id>
		<title>Wiki Projects</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Wiki_Projects&amp;diff=162"/>
				<updated>2015-11-15T16:53:42Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Created page with &amp;quot;This page discusses current, future and purposed projects for the wiki.  == Projects ==  === Port old website ===  We should port the old websites info over to the wiki. Chang...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page discusses current, future and purposed projects for the wiki.&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
=== Port old website ===&lt;br /&gt;
&lt;br /&gt;
We should port the old websites info over to the wiki. Change it to the wiki format, and make sure it's up to date.&lt;br /&gt;
&lt;br /&gt;
[http://4dimensions.org/Backgroundstory.html http://4dimensions.org/Backgroundstory.html]&lt;br /&gt;
&lt;br /&gt;
[http://4dimensions.org/Features.html http://4dimensions.org/Features.html]&lt;br /&gt;
&lt;br /&gt;
[http://4dimensions.org/Races.html http://4dimensions.org/Races.html]&lt;br /&gt;
&lt;br /&gt;
[http://4dimensions.org/Zones.html http://4dimensions.org/Zones.html]&lt;br /&gt;
&lt;br /&gt;
[http://4dimensions.org/Maps.html http://4dimensions.org/Maps.html]&lt;br /&gt;
&lt;br /&gt;
[http://4dimensions.org/zones%20and%20quests.html http://4dimensions.org/zones%20and%20quests.html]&lt;br /&gt;
&lt;br /&gt;
[http://4dimensions.org/Ingamecurrency.html http://4dimensions.org/Ingamecurrency.html]&lt;br /&gt;
&lt;br /&gt;
=== Port in-game documentation ===&lt;br /&gt;
&lt;br /&gt;
We could port the in game docs to the wiki. Many of the docs could use updating and expanding. And it may be useful to have them on the wiki anyway.&lt;br /&gt;
&lt;br /&gt;
[[help_topics|Help topics]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=4_DOORS&amp;diff=161</id>
		<title>4 DOORS</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=4_DOORS&amp;diff=161"/>
				<updated>2015-11-15T16:43:46Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Created page with &amp;quot;---------------------------------------------------------------------------- DOORS  ---------------------------------------------------------------------------- The following ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----------------------------------------------------------------------------&lt;br /&gt;
DOORS &lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
The following info is for Builders. Players had better check HELP EXITS.&lt;br /&gt;
- The exits from a room can only be set AFTER the new rooms are created.&lt;br /&gt;
- Exits must be set from BOTH sides, unless you want them to be one-way&lt;br /&gt;
First in Redit, chose one of the directions under 6-B.&lt;br /&gt;
This takes you to the Exit Editor:&lt;br /&gt;
- Choose 1 and set the vnum of the room the exit goes to.&lt;br /&gt;
- Under 2 type in the exit desc (obligatory!)&lt;br /&gt;
- If the exit is a door, set the door name under 3. Example: Door west&lt;br /&gt;
- If you want a key for the door, type in the vnum of it under 4.&lt;br /&gt;
  (You have to make the key as an object first)&lt;br /&gt;
- Under 5 set the Door Flags, 1) Closeable door or 2) Pickproof&lt;br /&gt;
Make the doors similar from both sides, or they won't work properly.&lt;br /&gt;
A door set as pickproof from one side and just closeable from the other &lt;br /&gt;
side will not open and close automatically on both sides as it should. &lt;br /&gt;
Doors must also be set in Zedit, as well as in Redit.&lt;br /&gt;
- In zedit, type N, D and choose one of the directions 1-5&lt;br /&gt;
- Then chose one of the five options:  0) open, 1) closed, 2) locked, &lt;br /&gt;
  3) closed, hidden, 4) closed, hidden, locked.&lt;br /&gt;
This must be done from both sides in Zedit too.&lt;br /&gt;
*&lt;br /&gt;
See also: EXITS, BUILDRULES, BUILDPOLICY, BUILDAWARDS, COLOURLIST&lt;br /&gt;
See also: REDIT, MEDIT, OEDIT, ZEDIT, RESET, SEDIT, OLC, TRIGEDIT&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=3_COLORLIST&amp;diff=160</id>
		<title>3 COLORLIST</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=3_COLORLIST&amp;diff=160"/>
				<updated>2015-11-15T16:41:58Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Created page with &amp;quot;---------------------------------------------------------------------------- COLORLIST COLOURLIST ---------------------------------------------------------------------------- ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----------------------------------------------------------------------------&lt;br /&gt;
COLORLIST COLOURLIST&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
Below are the colour codes for 4 Dimensions:&lt;br /&gt;
red is: {cr&lt;br /&gt;
Red is: {cR&lt;br /&gt;
blue is: {cb&lt;br /&gt;
Blue is: {cB&lt;br /&gt;
yellow is: {cy&lt;br /&gt;
Yellow is: {cY&lt;br /&gt;
magenta is: {cm&lt;br /&gt;
Magenta is: {cM&lt;br /&gt;
green is: {cg&lt;br /&gt;
Green is: {cG&lt;br /&gt;
white is: {cw&lt;br /&gt;
White is: {cW&lt;br /&gt;
cyan is: {cc&lt;br /&gt;
Cyan is: {cC&lt;br /&gt;
grey is {cL&lt;br /&gt;
black is {cl&lt;br /&gt;
blinking is: {cf&lt;br /&gt;
underlined is: {cu&lt;br /&gt;
ending the color is: {cx&lt;br /&gt;
&lt;br /&gt;
Please don't use blinking text, it gets too annoying.&lt;br /&gt;
And please show some restraint in choosing colours, or you'll be asked to&lt;br /&gt;
modify them.&lt;br /&gt;
*&lt;br /&gt;
See also: COLOR, COLOUR, ANSI&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=2_BUILDRULES&amp;diff=159</id>
		<title>2 BUILDRULES</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=2_BUILDRULES&amp;diff=159"/>
				<updated>2015-11-15T16:39:40Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: raw copy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----------------------------------------------------------------------------&lt;br /&gt;
BUILDRULES&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
1. NO profanity is allowed in the names or descriptions of rooms, mobs or objects. &lt;br /&gt;
   All racist expressions are strictly forbidden too.&lt;br /&gt;
2. ALL directions in which a player can go in a room MUST have a direction &lt;br /&gt;
   description (this is set under 2 in the exit editor). &lt;br /&gt;
3. ALL rooms MUST have a description. All descriptions must be formatted and in good &lt;br /&gt;
   English, i.e. grammar, punctuation, and no typos. Each descriptions should be &lt;br /&gt;
   2-7 lines, describing the room, NOT the exits to it. No indent.&lt;br /&gt;
   Don't hyphenate words in the descriptions.&lt;br /&gt;
   Try to avoid using expressions like &amp;quot;You are standing&amp;quot; or &amp;quot;You are walking&amp;quot;.&lt;br /&gt;
   Avoid repeated descriptions, except in mazes.&lt;br /&gt;
4. Every Word In The Room Name Must Be Capitalised (like this).&lt;br /&gt;
5. NO colouring of room name or descriptions, except for important signs. &lt;br /&gt;
   NO colouring of mob short or long descriptions.&lt;br /&gt;
   Colouring of object short and long descriptions is fine, but don't overdo it! &lt;br /&gt;
6. All Mobs and Objects MUST have a long, short and look description. &lt;br /&gt;
   (The Look description for objects is set under option E)&lt;br /&gt;
7. The alias list of a Mob/Object and the short and long description MUST contain &lt;br /&gt;
   basically the same wording, unless there is a very good reason not to.&lt;br /&gt;
8. Listen/smell/taste/feel descriptions must be set in all rooms and on all objects&lt;br /&gt;
   with a TAKE flag. These descriptions may be mainly generic.&lt;br /&gt;
*&lt;br /&gt;
See also: BUILDAWARDS, BUILDPOLICY, COLOURLIST, DOORS&lt;br /&gt;
See also: REDIT, MEDIT, OEDIT, ZEDIT, RESET, SEDIT&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Help_topics&amp;diff=158</id>
		<title>Help topics</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Help_topics&amp;diff=158"/>
				<updated>2015-11-15T16:38:50Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: &lt;/p&gt;
&lt;hr /&gt;
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[[750|750]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=1_BUILDPOLICY&amp;diff=157</id>
		<title>1 BUILDPOLICY</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=1_BUILDPOLICY&amp;diff=157"/>
				<updated>2015-11-15T16:37:53Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Created page with &amp;quot;---------------------------------------------------------------------------- BUILDPOLICY ---------------------------------------------------------------------------- The Build...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----------------------------------------------------------------------------&lt;br /&gt;
BUILDPOLICY&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
The Building standard is very high in 4D and we aim to keep it that way.&lt;br /&gt;
This is why each prospective Builder must fulfil some minimum requirements.&lt;br /&gt;
Info about this is in the Builder's Application Room, 3s, 1e of Recall.&lt;br /&gt;
All building takes place in the separate Port 6002, where the applicant &lt;br /&gt;
will be given a level 53 Builder with the commands they need for the job.&lt;br /&gt;
For a zone to be accepted in the Gameport it needs to have correct grammar&lt;br /&gt;
and spelling, and the Builder must be prepared to correct any mistakes &lt;br /&gt;
on their own.&lt;br /&gt;
No immediate rewards will be given in the Game Port for having a Builder.&lt;br /&gt;
On addition of a zone with 100 rooms minimum, the player will be offered&lt;br /&gt;
a level 52 Immortal in the Gameport, which is a probation position. Any&lt;br /&gt;
further advancement from that depends on what behaviour and initiative&lt;br /&gt;
you show.&lt;br /&gt;
A Builder can reject the Imm, and instead choose to be paid in tokens. &lt;br /&gt;
For a 100 room zone of 'normal' quality, you will get 5 Silver Tokens. &lt;br /&gt;
If the zone is good enough to win the Builder of The Month Award, you get&lt;br /&gt;
1 Gold Token.&lt;br /&gt;
Zones that are added to the Game Port, become the property of 4D, and will&lt;br /&gt;
NOT be removed, if the Builder later should demand that. The zones should&lt;br /&gt;
not be used in any other Muds, without permission from the Imps.&lt;br /&gt;
The Mud has the right to change and/or add to the zone, if that is needed&lt;br /&gt;
for Game balance or to make it fit the overall World. The original Builder&lt;br /&gt;
always keeps the credits, whatever changes are made.&lt;br /&gt;
The Builder retains the copyright for their zone, and will be sent a copy &lt;br /&gt;
of their zone on request.&lt;br /&gt;
*&lt;br /&gt;
See also: BUILDRULES, BUILDPOLICY, COLOURLIST, DOORS&lt;br /&gt;
See also: REDIT, MEDIT, OEDIT, ZEDIT, RESET, SEDIT&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Help_topics&amp;diff=156</id>
		<title>Help topics</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Help_topics&amp;diff=156"/>
				<updated>2015-11-15T16:36:27Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Isidora moved page Help files to Help topics without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
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[[750|750]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Help_topics&amp;diff=155</id>
		<title>Help topics</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Help_topics&amp;diff=155"/>
				<updated>2015-11-15T16:35:17Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: this will be a list of help topics in the game.&lt;/p&gt;
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[[749|749]] &lt;br /&gt;
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[[750|750]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Building&amp;diff=154</id>
		<title>Building</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Building&amp;diff=154"/>
				<updated>2015-11-13T13:17:36Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Protected &amp;quot;Building&amp;quot; (‎[edit=autoconfirmed] (indefinite) ‎[move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Extremely wip, thanks to Kvetch for the guides'''  &lt;br /&gt;
&lt;br /&gt;
== Room editing ==&lt;br /&gt;
&lt;br /&gt;
So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D.  I'm always glad to help, but I'm not always around, so here you go!&lt;br /&gt;
&lt;br /&gt;
This is what you will see when you first redit a room:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Room number : [4400]     Room zone: [44]&lt;br /&gt;
&lt;br /&gt;
1) Name         : An unfinished room&lt;br /&gt;
&lt;br /&gt;
2) Description  :&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
3) Room flags   : NOBITS &lt;br /&gt;
&lt;br /&gt;
4) Sector type  : Inside&lt;br /&gt;
&lt;br /&gt;
5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
6) Exit east    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
7) Exit south   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
8) Exit west    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
9) Exit up      : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
A) Exit down    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
B) Descriptions : Extra&lt;br /&gt;
&lt;br /&gt;
C) Descriptions : night description&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
E) Descriptions : Look under&lt;br /&gt;
&lt;br /&gt;
F) Descriptions : Look behind&lt;br /&gt;
&lt;br /&gt;
G) Descriptions : Look above&lt;br /&gt;
&lt;br /&gt;
H) Smell        :&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
I) Listen       :&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
J) Mine         : Num: -1 Level: -1 Tool: None&lt;br /&gt;
&lt;br /&gt;
R) Descriptions : Quests flagged - NOT SET&lt;br /&gt;
&lt;br /&gt;
S) Script       : Not Set.&lt;br /&gt;
&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we will change these one by one and show you how to do it.&lt;br /&gt;
&lt;br /&gt;
'''-- Room number : [4400]     Room zone: [44]'''&lt;br /&gt;
&lt;br /&gt;
The room number and room zone can not be changed.  This is the room you are editing and the zone it is in – hopefully your zone.&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : An unfinished room'''&lt;br /&gt;
&lt;br /&gt;
Let’s change the name of the room.  This is what will be at the top of the screen when someone walks into that room.  This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in.  Room 4400 is one of the rooms that’s around the path of the Dragon &lt;br /&gt;
&lt;br /&gt;
Master’s fort (zone 44).  So, we’ll change this to:&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : Dragon Fort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
This tells us exactly where it is in the Dragon Fort zone.&lt;br /&gt;
&lt;br /&gt;
'''2) Description  :'''&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
This is the actual description of the room.  As you see, it starts out with “You are in an unfinished room.”  Well, we want to make the room finished.  This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area.  Remember that small details can be added later.  So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here.  If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object.  For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:&lt;br /&gt;
&lt;br /&gt;
The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west.  The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life.  Not that there is any plant life around here to speak of as its all been&lt;br /&gt;
worn away.&lt;br /&gt;
&lt;br /&gt;
Always use /f when you’re finished with your description.  This will format it to the screen without the indent (Molly doesn’t like the indent).&lt;br /&gt;
&lt;br /&gt;
'''3) Room flags   : NOBITS''' &lt;br /&gt;
&lt;br /&gt;
This is where you get to make your room special by adding flags to it.  Is it dark so you need a light source or infravision to see in it?  Is it a deathtrap so anyone entering automatically falls to their death?  The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) DARK                  2) DEATH                &lt;br /&gt;
 3) !MOB                  4) INDOORS              &lt;br /&gt;
 5) PEACEFUL              6) SOUNDPROOF           &lt;br /&gt;
 7) !TRACK                8) !MAGIC               &lt;br /&gt;
 9) TUNNEL               10) PRIVATE              &lt;br /&gt;
11) GODROOM              12) HOUSE                &lt;br /&gt;
13) HCRSH                14) ATRIUM               &lt;br /&gt;
15) OLC                  16) *                    &lt;br /&gt;
17) VEHICLE              18) !RECALL              &lt;br /&gt;
19) ARENA                20) GOOD                 &lt;br /&gt;
21) EVIL                 22) HP                   &lt;br /&gt;
23) MANA                 24) MOVE                 &lt;br /&gt;
25) ROLEPLAY             26) !TELEPORT IN         &lt;br /&gt;
27) !TELEPORT OUT        28) !SUMMON IN           &lt;br /&gt;
29) !SUMMON OUT          30) WILDERNESS           &lt;br /&gt;
31) !VIEW                32) DO_NOT_USE           &lt;br /&gt;
33) GOLD DEPOSIT         34) SILVER DEPOSIT       &lt;br /&gt;
35) COPPER DEPOSIT       36) IRON DEPOSIT         &lt;br /&gt;
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT     &lt;br /&gt;
39) QUARRY               40) COAL MINE            &lt;br /&gt;
41) SPRING               42) PASTURE              &lt;br /&gt;
43) DRAGONPORT           44) TIN DEPOSIT          &lt;br /&gt;
45) PLASTONIUM DEPOSIT   46) BURNING  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path around Dragon Fort has nothing special to it, so we made no changes.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Inside'''&lt;br /&gt;
&lt;br /&gt;
There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside.  The default is inside.  Here is the list of choices you will come across:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Inside                1) City                 &lt;br /&gt;
 2) Field                 3) Forest               &lt;br /&gt;
 4) Hills                 5) Mountains            &lt;br /&gt;
 6) Water (Swim)          7) Water (No Swim)      &lt;br /&gt;
 8) Underwater            9) Air                  &lt;br /&gt;
10) Desert               11) Space                &lt;br /&gt;
12) Road                 13) Entrance             &lt;br /&gt;
14) Atmosphere           15) Sun                  &lt;br /&gt;
16) Black Hole           17) Vehicle(coded)       &lt;br /&gt;
18) Swamp                19) Reef                 &lt;br /&gt;
20) Tundra               21) Snow                 &lt;br /&gt;
22) Ice                  23) Prairie              &lt;br /&gt;
24) Badlands             25) Rail    &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work.  The best I could come up with at this point of time was “Field” so we’ll enter that.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Field'''&lt;br /&gt;
&lt;br /&gt;
'''5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
'''6) Exit east    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''7) Exit south   : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''8) Exit west    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''9) Exit up      : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''A) Exit down    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together.  I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8.  When you first open up the exit number, you get this table:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : -1 - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Like the main room, this too has to be filled out as much as you need to.  First is the exit to – this is the room vnum that the exit goes to.  For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : 4497 - DragonFort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
But, that’s not the only part that *has* to be filled out.  The second step is filling out a description of what someone sees if they look in that direction.  It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important.  In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
The path continues around the fort and you can see a rock in the distance.&lt;br /&gt;
Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you.  This is what *you* see when *you* look there.&lt;br /&gt;
&lt;br /&gt;
There is no door, keys or door flags for this room so we don’t need to use those.  But, in case you need those, you do it this way:&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word.  So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it.  So if you put in trap door and the player opens door, the player will see that s/he opens the trap.&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the vnum of the object you have created to be the key for this door.  It can seriously be anything and doesn’t even need to look like a key.&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
When you open up this choice, you get these options:&lt;br /&gt;
&lt;br /&gt;
'''0) No door'''&lt;br /&gt;
&lt;br /&gt;
'''1) Closeable door'''&lt;br /&gt;
&lt;br /&gt;
'''2) Pickproof'''&lt;br /&gt;
&lt;br /&gt;
No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice.&lt;br /&gt;
Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter.&lt;br /&gt;
Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made.  Use this sparingly though as picking lock can be one of the useful skills for thieves.  A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Purge exit is used if you realize the mistake that the western exit was supposed to be to the north.  This gets rid of the everything you’ve done in the exit choice.&lt;br /&gt;
&lt;br /&gt;
'''B) Descriptions : Extra'''&lt;br /&gt;
&lt;br /&gt;
This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like.  This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object).  If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there.  I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…&lt;br /&gt;
&lt;br /&gt;
'''C) Descriptions : night description'''&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
Night descriptions are something new to 4D and have been used rarely.  These are best used when the lighting would make the room look quite different than it would in the daytime.  For example, you have a forest.  In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister.  It’s all in the lighting.&lt;br /&gt;
&lt;br /&gt;
'''E) Descriptions : Look under'''&lt;br /&gt;
&lt;br /&gt;
'''F) Descriptions : Look behind'''&lt;br /&gt;
&lt;br /&gt;
'''G) Descriptions : Look above'''&lt;br /&gt;
&lt;br /&gt;
E, F, and G are all like B, except you are looking under, behind, or above the object.  So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something.  These are used for good places to hide things.&lt;br /&gt;
&lt;br /&gt;
'''H) Smell        :'''&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
This is the smell that is in the room.  All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something.  This could also be used to go into detail about a smell you have touched on briefly in the room description.  For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west.  This is one of the extra items that Molly wants filled out for a complete zone.&lt;br /&gt;
&lt;br /&gt;
'''I) Listen       :'''&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
Like smell, but the player is listening for some clues.  Again, every room has a sound whether it’s created in the room, or by things close to the room.  Be careful using this to let players know there is a mob nearby as that mob could have been killed.  Again, you can use *you* in this as the player is actively listening for sounds.  And you can use it to describe a sound in detail that you briefly touched on in the room description.  For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room.  Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over.  They do like shiny things.&lt;br /&gt;
&lt;br /&gt;
'''J) Mine         : Num: -1 Level: -1 Tool: None'''&lt;br /&gt;
&lt;br /&gt;
I’ve never used this myself and taking a look at it really doesn’t explain it.&lt;br /&gt;
&lt;br /&gt;
'''R) Descriptions : Quests flagged - NOT SET'''&lt;br /&gt;
&lt;br /&gt;
This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not.  For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed.  Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description.  Let’s look at our choices here:&lt;br /&gt;
&lt;br /&gt;
'''1) Quest Type: 0'''&lt;br /&gt;
&lt;br /&gt;
This is the type of quest – whether it affects a player or the whole zone.  Let’s look at the options:&lt;br /&gt;
&lt;br /&gt;
'''1) Zone wide quest flag'''&lt;br /&gt;
&lt;br /&gt;
'''2) Player only quest flag'''&lt;br /&gt;
&lt;br /&gt;
A zone wide quest flag would affect the whole zone once the quest is completed.  Let’s say to complete a quest, someone has to blow up a dam.  They do so and the affect is that the area is flooded.  Everyone who then comes into the area sees the area as flooded – because the quest had been done.&lt;br /&gt;
The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen.  The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.&lt;br /&gt;
&lt;br /&gt;
'''2) Quest Keywords:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the flag that the player has from completing the quest.&lt;br /&gt;
&lt;br /&gt;
'''3) Room Description:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the description the player (or the room if zone quest) will have if they’ve completed the quest.&lt;br /&gt;
&lt;br /&gt;
'''4) Goto next quest description: &amp;lt;NOT SET&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As you can see, there can be many different descriptions for a multi-layered quest.  Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to&lt;br /&gt;
Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together).  Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''S) Script       : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is for the scripts set on the room.  Each script is its own vnum.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
Erm… obviously when you’re done editing your room.&lt;br /&gt;
&lt;br /&gt;
== Object editing ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Item number : [30100]&lt;br /&gt;
1) Namelist : unfinished object&lt;br /&gt;
2) S-Desc   : an unfinished object&lt;br /&gt;
3) L-Desc   :-&lt;br /&gt;
An unfinished object is lying here.&lt;br /&gt;
4) A-Desc   :-&lt;br /&gt;
&amp;lt;not set&amp;gt;&lt;br /&gt;
5) Type        : UNDEFINED&lt;br /&gt;
6) Extra flags : NOBITS &lt;br /&gt;
7) Wear flags  : TAKE &lt;br /&gt;
8) Weight      : 0&lt;br /&gt;
9) Cost        : 0&lt;br /&gt;
A) Cost/Day    : 0&lt;br /&gt;
B) Timer       : -1&lt;br /&gt;
C) Values      : &lt;br /&gt;
D) Menu ---&amp;gt;   : Applies&lt;br /&gt;
E) Menu ---&amp;gt;   : Extra Desc&lt;br /&gt;
F) Innate      : (0) UNDEFINED&lt;br /&gt;
G) Smell Desc  :&lt;br /&gt;
It doesn't smell too interesting.&lt;br /&gt;
&lt;br /&gt;
H) Taste Desc  :&lt;br /&gt;
It tastes just like it should.&lt;br /&gt;
&lt;br /&gt;
I) Feel Desc   :&lt;br /&gt;
It feels normal, as far as you can tell.&lt;br /&gt;
&lt;br /&gt;
J) Crafting&lt;br /&gt;
M) Min Level   : 0&lt;br /&gt;
S) Script      : Not Set.&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''KVETCH POST START'''&lt;br /&gt;
&lt;br /&gt;
I did this for Rooms so thought I should continue for objects.  Careful, this is a very long post.  Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #&lt;br /&gt;
&lt;br /&gt;
'''1) Namelist :''' &lt;br /&gt;
&lt;br /&gt;
These are the words that can activate the object.  For example: pile hay – for a pile of hay.  That way the player can look at pile or hay to get the description for the pile of hay.&lt;br /&gt;
&lt;br /&gt;
'''2) S-Desc   :''' &lt;br /&gt;
&lt;br /&gt;
This is the description that is use when the object is being used.   For example let’s use that pile of hay.  If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”.  Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B.  You’d rather have Player A gives a pile of hay to player B.&lt;br /&gt;
&lt;br /&gt;
'''3) L-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description of the object as it’s lying in a room.  Using our pile of hay for example: A pile of hay lies here.  You don’t have to go so basic, but you should always use the main words that are in your namelist.   We could say: A pile of hay lies upon the loft.  But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.&lt;br /&gt;
&lt;br /&gt;
'''4) A-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description that’s given as the object is used.  And I never use this choice.&lt;br /&gt;
&lt;br /&gt;
'''5) Type        :''' &lt;br /&gt;
&lt;br /&gt;
This is the list of things this item can be.  The list is quite extensive and is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) light             2) scroll                3) wand                  4) staff                 5) weapon               &lt;br /&gt;
 6) &amp;lt;NOT USED&amp;gt;            7) &amp;lt;NOT USED&amp;gt;            ￼ treasure              9) armor                10) potion              &lt;br /&gt;
 11) worn                 12) other                13) trash                14) trap                 15) container            &lt;br /&gt;
16) note                 17) liquid container     18) key                  19) food                 20) money               &lt;br /&gt;
 21) pen                  22) boat                 23) fountain             24) throw                25) grenade              &lt;br /&gt;
26) bow                  27) sling                28) crossbow             29) bolt                 30) arrow                31) rock                 &lt;br /&gt;
32) vehicle              33) vehicle control      34) vehicle exit         35) vehicle window        36) room portal&lt;br /&gt;
37) gun                  38) ammo                 39) wings                40) spacesuit            41) aqualung             &lt;br /&gt;
42) climbable            43) level 1 poison       44) level 2 poison       45) level 3 poison       &lt;br /&gt;
46) level 4 poison       47) level 1 antidote     48) level 2 antidote     49) level 3 antidote     &lt;br /&gt;
50) descendable          51) bush portal          52) water portal         53) hole portal          &lt;br /&gt;
54) meat                 55) nugget               56) metal detector       57) tree                 &lt;br /&gt;
58) bark                 59) anvil                60) hammer               61) grindstone           &lt;br /&gt;
62) oil                  63) ore                  64) axe                  65) gem cluster          &lt;br /&gt;
66) element              67) shovel         68) wood                 69) machine              70) pickaxe             &lt;br /&gt;
71) nut                  72) skin                 73) furniture            74) portal hurdle        75) thermal protection   &lt;br /&gt;
76) radio                77) minor focus          78) major focus          79) lightsaber hilt      &lt;br /&gt;
80) zone flag            81) locker               82) garotte              83) vial                 84) bankbook             &lt;br /&gt;
85) spacebike            86) vehicle2  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''6) Extra flags :''' &lt;br /&gt;
&lt;br /&gt;
Again, an extensive list on what flags can be put on the object:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glowing               2) humming               3) unrentable            4) undonateable         &lt;br /&gt;
 5) anti-invisible        6) invisible             7) magic                 ￼ cursed               &lt;br /&gt;
 9) blessed              10) anti-good           11) anti-evil            12) anti-neutral         &lt;br /&gt;
13) anti-mage            14) anti-priest      15) anti-thief           16) anti-warrior         &lt;br /&gt;
17) unsellable           18) anti-faun         19) anti-centaur         20) anti-elf             &lt;br /&gt;
21) anti-dwarf           22) Live Grenade 23) anti-indian          24) anti-gringo          &lt;br /&gt;
25) anti-martian         26) anti-spacewolf 27) anti-hunter          28) anti-ranger          &lt;br /&gt;
29) anti-gypsy           30) anti-esper           31) melt-on-drop         32) (buried)             &lt;br /&gt;
33) player corpse        34) mob corpse     35) artifact             36) unique               &lt;br /&gt;
37) unlocateable         38) hidden              39) poison type 1        40) poison type 2        &lt;br /&gt;
41) poison type 3        42) poison type 4  43) edible               44) skinable             &lt;br /&gt;
45) anti-disarm          46) anti-male           47) anti-female          48) contraceptive        &lt;br /&gt;
49) &amp;lt;UNUSED&amp;gt;             50) &amp;lt;UNUSED&amp;gt;      51) tinkered             52) randomized           &lt;br /&gt;
53) enhanced             54) modified            55) lightsaber           56) two-handed           &lt;br /&gt;
57) &amp;lt;UNUSED&amp;gt;             58) &amp;lt;UNUSED&amp;gt;      59) life-stealing        60) mana-stealing        &lt;br /&gt;
61) move-stealing        62) undisplayed    63) extracting-(CODE)    64) shiftable            &lt;br /&gt;
65) key-rent             &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''7) Wear flags  :'''&lt;br /&gt;
&lt;br /&gt;
Where you want the player to be able to wear an item (if it’s a wearable/wieldable item).  This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off.  Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight.  Please note that certain areas are only for Clan items.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
  1) TAKE                  2) FINGER                3) NECK                  4) BODY                 &lt;br /&gt;
 5) HEAD                  6) LEGS                  7) FEET                  ￼ HANDS                &lt;br /&gt;
 9) ARMS                 10) SHIELD           11) ABOUT                12) WAIST                &lt;br /&gt;
13) WRIST                14) WIELD           15) HOLD                 16) FACE                 &lt;br /&gt;
17) EYES                 18) HIPS                 19) EAR                  20) ANKLE                &lt;br /&gt;
21) HORNS                22) ANTENNA    23) TAIL                 24) FOCUS                &lt;br /&gt;
25) SHOULDER             26) CREST       27) THIGH                28) KNEE                 &lt;br /&gt;
29) FLOATING&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;￼&lt;br /&gt;
&lt;br /&gt;
'''8)Weight      :''' &lt;br /&gt;
&lt;br /&gt;
The weight of an item.  There is nothing that weighs less than 1.&lt;br /&gt;
&lt;br /&gt;
'''9) Cost        :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost of the item if it was sold in a store.&lt;br /&gt;
&lt;br /&gt;
'''A) Cost/Day    :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost per day for the player to keep the item.  Most items have 0 cost.&lt;br /&gt;
'''B) Timer       : -1'''&lt;br /&gt;
&lt;br /&gt;
This would be how long the item exists in mud time after it is picked up.  Usually only used on major items or season items.  Most items would have a timer of -1 which is indefinite.&lt;br /&gt;
&lt;br /&gt;
'''C) Values      : 0 0 0 0 0 0'''&lt;br /&gt;
&lt;br /&gt;
The C values change depending on the TYPE of item it is.&lt;br /&gt;
&lt;br /&gt;
'''D) Menu ---&amp;gt;   : Applies'''&lt;br /&gt;
&lt;br /&gt;
This is any bonuses or negatives you want to apply to the item.  When you first enter this screen you will see this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) None.&lt;br /&gt;
 2) None.&lt;br /&gt;
 3) None.&lt;br /&gt;
 4) None.&lt;br /&gt;
 5) None.&lt;br /&gt;
 6) None.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is for the 6 stats you want to apply bonus/negs to.  Right now there are none.  When you hit 1 for the first state to apply, you enter this screen:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Nothing               1) Strength            2) Dexterity             3) Intelligence         &lt;br /&gt;
 4) Wisdom                5) Constitution   6) Charisma              7) Health-regen         &lt;br /&gt;
 ￼ Move-regen            9) Age              10) Weight               11) Height               &lt;br /&gt;
12) Maxmana              13) Maxhit       14) Maxmove              15) Mana-regen           &lt;br /&gt;
16) Experience           17) Armor         18) Hitroll              19) Damroll              &lt;br /&gt;
20) Paralyze Defence     21) Rod Defence         22) Petrify Defence      23) Breath Defence       &lt;br /&gt;
24) Spell Defence        25) Race                 26) Speed                27) Coolness             &lt;br /&gt;
28) Tunnel-Speed         29) Tunnel-Bonus  30) Tunnel-Stealth       31) Tunnel-Protection  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you choose which of those stats you want to apply a bonus/neg to.  Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1).  Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide&lt;br /&gt;
&lt;br /&gt;
'''E) Menu ---&amp;gt;   : Extra Desc'''&lt;br /&gt;
&lt;br /&gt;
This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther.   The first screen you see is this:&lt;br /&gt;
&lt;br /&gt;
'''1) Keyword: &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Like the namelist of the object itself, your keyword is the word used to look at the object.  For our pile of hay, you would again use pile hay as the keywords&lt;br /&gt;
&lt;br /&gt;
'''2) Description:'''&lt;br /&gt;
&lt;br /&gt;
This is the actually description of the keyword item.  For our pile of hay example, I have this:&lt;br /&gt;
This pile of hay has been sitting here for a long time.  So long, it's hard to say it's really a pile, but it isn't flat onto the ground.&lt;br /&gt;
3) Goto next description: &amp;lt;Not set&amp;gt;&lt;br /&gt;
This is in case I have something else I want to describe about this object.  Like maybe I’d said there was a green leaf in the pile of hay.  Well then I’d go to the next description and start all over with the keywords green leaf and enter that description&lt;br /&gt;
&lt;br /&gt;
'''0) Quit'''&lt;br /&gt;
&lt;br /&gt;
This is for once you’re done with all of your extra descriptions.&lt;br /&gt;
&lt;br /&gt;
'''F) Innate      :''' &lt;br /&gt;
&lt;br /&gt;
Innates are any skill/spell in the game that the object gives to the player that holds/wields it.  They player will always have that ability until they no longer hold/wield the object.  This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) armor                 2) teleport              3) bless                 4) blindness             &lt;br /&gt;
5) burning hands         6) call lightning        7) charm                 ￼ chill touch           9) clone                &lt;br /&gt;
10) colour spray         11) control weather      12) create food          13) create water         14) cure blind           &lt;br /&gt;
15) cure critic          16) cure light           17) curse 18) detect alignment     19) detect invisibility  &lt;br /&gt;
20) detect magic         21) detect poison        22) dispel evil          23) earthquake           &lt;br /&gt;
24) enchant weapon       25) energy drain         26) fireball             27) harm                 28) heal                 &lt;br /&gt;
29) invisibility         30) lightning bolt       31) locate object        32) magic missile        33) poison               &lt;br /&gt;
34) protection from evil 35) remove curse         36) sanctuary            37) shocking grasp       38) sleep                &lt;br /&gt;
39) strength             40) summon               41) suffocate            42) word of recall       43) antidote 1           &lt;br /&gt;
44) sense life           45) animate dead         46) dispel good          47) group armor          48) group heal           &lt;br /&gt;
49) group recall         50) infravision          51) waterwalk            52) gate                 53) minor identify       &lt;br /&gt;
54) remove alignment     55) locate person        56) poison 2             57) poison 3             58) poison 4             &lt;br /&gt;
59) antidote 2           60) antidote 3           61) evil eye             62) absolve              63) chain lightning      &lt;br /&gt;
64) recharge             65) meteor shower        66) stoneskin            67) steelskin            68) hold person          &lt;br /&gt;
69) paralyze             70) holy word            71) holy shout           72) haste                73) shield               &lt;br /&gt;
74) group shield         75) acid arrow           76) flame arrow          77) cone of cold         78) knock&lt;br /&gt;
 79) protection from fire 80) protection from cold 81) earth elemental      82) water elemental      &lt;br /&gt;
83) air elemental        84) fire elemental       85) fire shield          86) life transfer        87) mana transfer &lt;br /&gt;
88) protection from good 89) mind fire            90) mind electricity     91) mind water           92) mind ice             &lt;br /&gt;
93) ice shield           94) thorn shield         95) mana shield          96) mirror shield        97) holy shield          &lt;br /&gt;
98) static shield        99) fortify mind         100) fortify body         101) sweet dreams         102) divine mind          &lt;br /&gt;
103) numb mind            104) slowness             105) flight               106) battle rage          107) embue armor          &lt;br /&gt;
108) magic bubble         109) psi panic            110) nightmare            111) vitalize             &lt;br /&gt;
112) dispel sanctuary     113) forsee               114) mana blast           115) confuse             &lt;br /&gt;
116) corrupt armor        117) weaken               118) soulsmash            119) demonshriek          120) lifesuck             &lt;br /&gt;
121) burning skull        122) heart squeeze        123) facemelt             124) electric blast       125) inferno              &lt;br /&gt;
126) water to wine        127) midas touch          128) polymorph            129) darkness             131) backstab             &lt;br /&gt;
132) bash                 133) hide                 134) kick                 135) pick lock            136) flank               &lt;br /&gt;
 137) rescue               138) sneak                139) steal                140) track                141) mount                &lt;br /&gt;
142) riding               143) tame                 144) snare                145) throw                146) bow                  &lt;br /&gt;
147) sling                148) crossbow             149) dual                 150) encircle             151) blackjack            &lt;br /&gt;
152) advanced melee       153) firearm              154) push                 155) scan                 156) brew                 &lt;br /&gt;
157) scribe               158) tinker               159) poison weapon        160) retreat              161) filet                &lt;br /&gt;
162) disarm               163) forage               164) trap aware           165) parry                166) mounted combat       &lt;br /&gt;
167) trample              168) joust                169) grapple              170) drunk                171) hand-to-hand         &lt;br /&gt;
172) melee                173) master melee         174) hamstring            175) short blade          176) dodge                &lt;br /&gt;
177) phase                178) charge               179) grip                 180) face                 181) focus                &lt;br /&gt;
182) martial arts         183) slip                 184) manipulate           185) holy strength        186) berserk              &lt;br /&gt;
187) meditate             188) woodsing             189) hyperactivity        190) true strike          191) strangle             &lt;br /&gt;
192) fortify              193) manifest             194) scalp                195) brace                196) behead               &lt;br /&gt;
197) bladedance           198) longarm              199) cleave               200) smash                201) identify             &lt;br /&gt;
202) fire breath          203) gas breath           204) frost breath         205) acid breath          &lt;br /&gt;
206) lightning breath     207) burn                 208) freeze               209) acid                 210) resist fire          &lt;br /&gt;
211) resist cold          212) resist electricity   213) wall of fire         214) wall of force        215) dispel bubble        &lt;br /&gt;
216) slit                 217) thrust               218) bleed                219) embowel              293) Silenced             &lt;br /&gt;
294) Imm Freeze           295) Malactation          299) OUTCAST   &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''G) Smell Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object smells like: ie: it smells like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''H) Taste Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object tastes like, should someone try to taste it:  ie: No way you're tasting that.  Well, ok, it tastes like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''I) Feel Desc   :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object feels like: ie: It feels as if it's been in the elements for quite a while.  And by elements we do mean rain, sun, rain, etc.&lt;br /&gt;
*Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*&lt;br /&gt;
&lt;br /&gt;
'''J) Material    : base-material'''&lt;br /&gt;
&lt;br /&gt;
This is the base material that the object is made out of.  This is not used very often, but can be useful if you want your item to be made out of something specific.  The list of materials we have are:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glass                 2) iron                  3) gold          4) silver                5) copper                6) zinc                 &lt;br /&gt;
 7) cromium               ￼ tungsten              9) carbon               10) coal                 11) basalt              &lt;br /&gt;
 12) silica               13) diamond              14) plastic              15) tin                  16) leather              17) hair                 &lt;br /&gt;
18) wool                 19) wood                 20) magic-wood&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''M) Min Level   : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum level someone has to be to use that object.  As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.&lt;br /&gt;
&lt;br /&gt;
'''S) Script      : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is so you can put scripts on your objects so they can do special things.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For when you are done.&lt;br /&gt;
&lt;br /&gt;
== Mob editing ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Mob Number:  [30108]&lt;br /&gt;
1) Sex: male           2) Alias: mob unfinished&lt;br /&gt;
3) S-Desc: the unfinished mob&lt;br /&gt;
4) L-Desc:-&lt;br /&gt;
An unfinished mob stands here.&lt;br /&gt;
5) D-Desc:-&lt;br /&gt;
It looks unfinished.&lt;br /&gt;
6) Level:       [   0],  7) Alignment:    [   0]&lt;br /&gt;
8) Hitroll:     [   0],  9) Damroll:      [   0]&lt;br /&gt;
A) NumDamDice:  [   1],  B) SizeDamDice:  [   1]&lt;br /&gt;
C) Num HP Dice: [   0],  D) Size HP Dice: [   0],  E) HP Bonus: [    0]&lt;br /&gt;
F) Armor Class: [ 100],  G) Exp:     [        0],  H) Gold:  [       0]&lt;br /&gt;
I) Position  : Standing  J) Default   : Standing&lt;br /&gt;
K) Attack    : hit&lt;br /&gt;
L) NPC Flags : ISNPC &lt;br /&gt;
M) AFF Flags : NOBITS &lt;br /&gt;
N) Segments  : Not set        X) Training List : Not Set&lt;br /&gt;
R) Mob Race  : Humanoid       V) Mob Class     : Normal&lt;br /&gt;
T) Tier      : 0              O) Subskill      : UNUSED&lt;br /&gt;
U) Charisma  : 11             W) Skin Vnum     : -1&lt;br /&gt;
S) Script    : Not Set.       Y) Owner     : (null)&lt;br /&gt;
P) Arrive    : (null)&lt;br /&gt;
Z) Leave     : (null)&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1) Sex'''&lt;br /&gt;
&lt;br /&gt;
The mobs sex.&lt;br /&gt;
&lt;br /&gt;
'''2) Alias'''&lt;br /&gt;
&lt;br /&gt;
Key words for interacting with the mob (look, kill, etc).&lt;br /&gt;
&lt;br /&gt;
'''3) S-Desc'''&lt;br /&gt;
&lt;br /&gt;
Effectively the name of the mob.&lt;br /&gt;
&lt;br /&gt;
'''4) L-Desc'''&lt;br /&gt;
&lt;br /&gt;
The desc you see in the room.&lt;br /&gt;
&lt;br /&gt;
'''5) D-Desc'''&lt;br /&gt;
&lt;br /&gt;
The desc you see when you &amp;quot;look&amp;quot; at the mob.&lt;br /&gt;
&lt;br /&gt;
'''6) Level'''&lt;br /&gt;
&lt;br /&gt;
The level of the mob, affects 8 through G.&lt;br /&gt;
&lt;br /&gt;
'''7) Alignment'''&lt;br /&gt;
&lt;br /&gt;
Alignment of the mob: &amp;gt;350 is good, -350 - 350 is neutral, &amp;lt; 350 is evil align.&lt;br /&gt;
&lt;br /&gt;
'''8) Hitroll'''&lt;br /&gt;
&lt;br /&gt;
Hitroll determines how many times they'll penetrate. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''9) Damroll'''&lt;br /&gt;
&lt;br /&gt;
determines damage. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''A) NumDamDice'''&lt;br /&gt;
&lt;br /&gt;
determines damage. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''B) SizeDamDice'''&lt;br /&gt;
&lt;br /&gt;
determines damage. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''C) Num HP Dice&lt;br /&gt;
&lt;br /&gt;
determines hp. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''D) Size HP Dice'''&lt;br /&gt;
&lt;br /&gt;
determines hp. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''E) HP Bonus'''&lt;br /&gt;
&lt;br /&gt;
determines hp. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''F) Armor Class'''&lt;br /&gt;
&lt;br /&gt;
determines ac, lower is better. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''G) Exp'''&lt;br /&gt;
&lt;br /&gt;
exp received on mob death.&lt;br /&gt;
&lt;br /&gt;
'''H) Gold'''&lt;br /&gt;
&lt;br /&gt;
gold dropped on death&lt;br /&gt;
&lt;br /&gt;
'''I) Position'''&lt;br /&gt;
&lt;br /&gt;
State the mob is in: sleeping, sitting, standing etc.&lt;br /&gt;
&lt;br /&gt;
'''J) Default'''&lt;br /&gt;
&lt;br /&gt;
Default position? Not seeing what this does in tests? Some info would be nice.&lt;br /&gt;
&lt;br /&gt;
'''K) Attack'''&lt;br /&gt;
&lt;br /&gt;
Attack type. Choose something that makes sense for the mob.&lt;br /&gt;
&lt;br /&gt;
'''L) NPC Flags'''&lt;br /&gt;
&lt;br /&gt;
These have various affects on what the mob can and can't do. What you can do with it. Behavior etc.&lt;br /&gt;
&lt;br /&gt;
'''M) AFF Flags'''&lt;br /&gt;
&lt;br /&gt;
Certain active affects like buffs the mob has.&lt;br /&gt;
&lt;br /&gt;
'''N) Segments'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;segments&amp;quot; of your mob, things like multiple heads etc? They move and die with the &amp;quot;host&amp;quot; mob.&lt;br /&gt;
&lt;br /&gt;
'''X) Training List'''&lt;br /&gt;
&lt;br /&gt;
Skills the mob can train.&lt;br /&gt;
&lt;br /&gt;
'''R) Mob Race'''&lt;br /&gt;
&lt;br /&gt;
Determines whether the mob has gold or not.&lt;br /&gt;
&lt;br /&gt;
'''V) Mob Class'''&lt;br /&gt;
&lt;br /&gt;
A mobs class defines how it attacks and the skills it knows.&lt;br /&gt;
&lt;br /&gt;
'''T) Tier'''&lt;br /&gt;
&lt;br /&gt;
The tier adds a difficulty modifier to the mob, the higher the tier the stronger it is.       &lt;br /&gt;
&lt;br /&gt;
'''O) Subskill'''&lt;br /&gt;
&lt;br /&gt;
The mob will use the given subskill appropriately when needed.&lt;br /&gt;
&lt;br /&gt;
'''U) Charisma'''&lt;br /&gt;
&lt;br /&gt;
for shopkeepers the higher it is the more they'll sell things for.&lt;br /&gt;
&lt;br /&gt;
'''W) Skin Vnum'''&lt;br /&gt;
&lt;br /&gt;
Item received when skinning?&lt;br /&gt;
&lt;br /&gt;
'''S) Script'''&lt;br /&gt;
&lt;br /&gt;
Used for scripts&lt;br /&gt;
&lt;br /&gt;
'''Y) Owner'''&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
'''P) Arrive'''&lt;br /&gt;
&lt;br /&gt;
Message you see on the mob arriving in the room you're in.&lt;br /&gt;
&lt;br /&gt;
'''Z) Leave'''&lt;br /&gt;
&lt;br /&gt;
Message you see on the mob leaves the room you're in.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For exiting :P&lt;br /&gt;
&lt;br /&gt;
'''KVETCH POST START'''&lt;br /&gt;
&lt;br /&gt;
I can't find any specific guides on these.  I think I asked Molly a while back (we're talking years here) and I believe I got some answers, though where those answers have disappeared to, who knows.  I also know I pestered Horus about something and will post his answer here to help out everyone possible.&lt;br /&gt;
&lt;br /&gt;
My main questions concern the NPC flags.  The ones I know, I'll fill out.  The ones I don't, I'll put question marks (??) and a note by it and hopefully someone can answer.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) SPEC  (?? You know, I never use this and have no idea what it is)                 &lt;br /&gt;
2) SENTINEL    - this means that 1) the mob will stay where it loads or 2) if it's following someone it will not wander&lt;br /&gt;
3) SCAVENGER  - It picks EVERYTHING it can up off the ground.  Good for those sweepers.            &lt;br /&gt;
4) ISNPC  - every mob IS an NPC so this should be on every mob - btw: what happens if you don't put this on a mob?&lt;br /&gt;
5) AWARE (?? - not quite sure what this flag is for or when to use it)                  &lt;br /&gt;
6) AGGR   - this mob would be aggro to everyone.              &lt;br /&gt;
7) STAY-ZONE  - This mob obviously will not leave it's zone (?? does this mean it cannot be charmed to leave its zone?)            &lt;br /&gt;
8) WIMPY  - mob is a wimp, will flee once it hits a certain amount of hp (?? does anyone know the exact amount of hp?)               &lt;br /&gt;
9) AGGR_EVIL - mob is aggro to anyone with alignment between -1000 and -350 (considered evil)            &lt;br /&gt;
10) AGGR_GOOD   - mob is aggro to anyone with alignment between 350 and 1000 (considered good)&lt;br /&gt;
11) AGGR_NEUTRAL   - mob is aggro to anyone with alignment between -350 and 350 (considered neutral)&lt;br /&gt;
12) MEMORY  (?? I think this is that the mob remembers the player that attacked it - but is it only the last and am I right at all about that?)&lt;br /&gt;
13) HELPER  - mob helps the person/mob in the room that is the closest in alignment to it (yes, this means there are ways around this if you want a mob to help a specific mob in the room you better script it)             &lt;br /&gt;
14) !CHARM   - mob can not be charmed             &lt;br /&gt;
15) !SUMMN   - mob can not be summoned             &lt;br /&gt;
16) !SLEEP     - mob can not be put to sleep (?? does this include sweetdreams?)&lt;br /&gt;
17) !BASH     - mob can not be bashed            &lt;br /&gt;
18) !BLIND     - this mob can not be blinded           &lt;br /&gt;
19) MOUNTABLE  - mob can be mounted (get your mind outta the gutters!) and rode as a mount           &lt;br /&gt;
20) !PUSH      - mob can not be pushed           &lt;br /&gt;
21) REMOVE-THIS-FLAG  - I'm just assuming this is a &amp;quot;do not use&amp;quot; flag so don't put it on any mob.&lt;br /&gt;
22) !SHOOT    - mob can not be shot (?? does this include ranged spells AND bows/guns?)&lt;br /&gt;
23) !POISON    - mob can not be poisoned&lt;br /&gt;
24) EDIBLE     (?? I'm guessing that you would be able to eat the mob, but what exactly would that do?)&lt;br /&gt;
25) SKINABLE   - mob can be skinned (if you use this you must have a skin object made that the player would get if they skinned the mob - yes, anyone CAN use the skill skin).&lt;br /&gt;
26) UNUSED   - empty for future use?             &lt;br /&gt;
27) UNUSED   - empty for future use?&lt;br /&gt;
28) UNDEAD   - Mob is undead (?? there is also a mob:class undead - how do these relate?)&lt;br /&gt;
29) !FREEZE   - Mob can not be frozen&lt;br /&gt;
30) CAN_MATE    - Mob can mate (and produce baby mobs).  Last I knew, was not implemented yet so do not use.&lt;br /&gt;
31) NOTDEADYET  (?? REally?  why put this on a living mob?)&lt;br /&gt;
32) POISONS 1  - I'm assuming that mob has the ability to poison using poison1 (like small snakes)&lt;br /&gt;
33) POISONS 2  - I'm assuming that mob has the ability to poison using poison2 (like larger snakes)           &lt;br /&gt;
34) AIR       -(???)                 &lt;br /&gt;
35) WATER   - (???)&lt;br /&gt;
36) FIRE      - (???)    &lt;br /&gt;
37) EARTH   -(???)              &lt;br /&gt;
38) HERD    (???)              &lt;br /&gt;
39) SWIMS  - the mob swims (assume this is needed for those mobs in water like fish?)               &lt;br /&gt;
40) WIZINVIS  - the mob is wizinvis which means no-one will see it other than immorts - though if they react to a trigger or anything, players can find out about them.&lt;br /&gt;
41) STAY_SECTOR   - mob stays in the sector type it loads in (this is actually stronger than a !mob room.  Mobs can actually flee into !mob rooms but will not flee into different sector rooms (if I remember something Mord said correctly))&lt;br /&gt;
42) HEALER  - Mob is a healer (what exactly does this mean?  Are there specific spells it casts?  Is it like the healer in the  4D Inn where you can pay to have it cast certain spells?  Is there any way to change the spells the healer mob casts - and the cost of them?)               &lt;br /&gt;
43) POSTMASTER - mob is a postmaster - like Barts dog east of recall           &lt;br /&gt;
44) QUESTMOB   - (??? - really not sure when to use this or if there is any special meaning behind it.  I don't put questmob on my mobs that have quests.  Should I be?)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other things of note:&lt;br /&gt;
&lt;br /&gt;
Mob Class:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Normal - I assume there is nothing special about this mob and it will do no special attacks&lt;br /&gt;
 1) Undead - mob is undead - certain things do not affect it (will be listed at the end of this)&lt;br /&gt;
 2) Caster - mob casts spells (what spells and is there any reason to really use this?  Anything in the code to back up using this?  You still seem to need to use dg_cast to actually cast a spell - at least that was my experiance when I tried to use this.)&lt;br /&gt;
 3) Fighter - mob is a fighter class (?? He can do fighter type skills?  but I've had class fighters do rogue type skills as well)&lt;br /&gt;
 4) Rogue - mob is a rogue (?? but seems to be able to do some fighter type skills)&lt;br /&gt;
 5) Animal - mob is an animal (?? - nope, other than the fact it's not humanoid I don't know why to place this on an animal instead of normal)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undead mobs are not affected by:&lt;br /&gt;
&lt;br /&gt;
soul smash, demon shreak, burning skull, heart squeeze, facemelt&lt;br /&gt;
&lt;br /&gt;
I dont' know if this means under mob class (which is what I'd asked the person that looked it up) or choice #28 in the NPC flags.  Or if you need both to have a real undead.&lt;br /&gt;
&lt;br /&gt;
I'd like to have a real &amp;quot;how to build mobs&amp;quot; guidelines, but can't do it without answers.  &lt;br /&gt;
Thanks to all that read this.&lt;br /&gt;
&lt;br /&gt;
Kvetch&lt;br /&gt;
&lt;br /&gt;
== Zone editing ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
Room number: 30117      Room zone: 301&lt;br /&gt;
1) Builders       : &lt;br /&gt;
Z) Zone name      : &lt;br /&gt;
X) Dimension      : General&lt;br /&gt;
L) Lifespan       : 5 minutes&lt;br /&gt;
B) Bottom of zone : 30100&lt;br /&gt;
T) Top of zone    : 30199&lt;br /&gt;
R) Reset Mode     : Normal reset.&lt;br /&gt;
F) Zone Flags     : NOBITS &lt;br /&gt;
[Command list]&lt;br /&gt;
0 - &amp;lt;END OF LIST&amp;gt;&lt;br /&gt;
N) Insert new command.&lt;br /&gt;
E) Edit a command.&lt;br /&gt;
D) Delete a command.&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=TinTin%2B%2B&amp;diff=153</id>
		<title>TinTin++</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=TinTin%2B%2B&amp;diff=153"/>
				<updated>2015-11-13T13:17:30Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Protected &amp;quot;TinTin++&amp;quot; (‎[edit=autoconfirmed] (indefinite) ‎[move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This is all very wip.'''&lt;br /&gt;
&lt;br /&gt;
== What is Tintin++? ==&lt;br /&gt;
&lt;br /&gt;
TinTin++ (from now on called tt) is a mud client, dating back over 20 years, making it one of the oldest mud clients around.&lt;br /&gt;
&lt;br /&gt;
Website: http://tintin.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
=== Why TinTin++? ===&lt;br /&gt;
&lt;br /&gt;
Cross platform, runs on Windows, Mac OSX, Gnu/Linux, BSD, Soloris.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Started as 700 lines of c code, posted on Usenet by Peter Unold on April 1, 1992.&lt;br /&gt;
&lt;br /&gt;
== Installing ==&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
It's suggested on windows 7 and above that you install and use it under cygwin. Get cygwin from [https://cygwin.com/index.html here]. For those on Vista and lower download the WinTin++ installer from [http://tintin.sourceforge.net/download.php here].&lt;br /&gt;
&lt;br /&gt;
=== Mac OSX ===&lt;br /&gt;
&lt;br /&gt;
=== Gnu/Linux(s) ===&lt;br /&gt;
==== Arch Linux ====&lt;br /&gt;
tt can be found in the [https://aur.archlinux.org/packages/tintin/ aur].&lt;br /&gt;
&lt;br /&gt;
Download the snapshot, extract it, run makepkg where you extracted it.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
curl -O https://aur.archlinux.org/cgit/aur.git/snapshot/tintin.tar.gz&lt;br /&gt;
tar xzf tintin.tar.gz&lt;br /&gt;
cd tintin&lt;br /&gt;
makepkg -sri&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
makepkg -sri should grab any dependencies, compile and install tt.&lt;br /&gt;
=== BSD(s) ===&lt;br /&gt;
&lt;br /&gt;
Both freebsd and openbsd have it in ports.&lt;br /&gt;
&lt;br /&gt;
=== Solaris ===&lt;br /&gt;
&lt;br /&gt;
=== Post Install ===&lt;br /&gt;
&lt;br /&gt;
You'll want to make your tt config file. If you're using WinTin++ it uses main.tin by default. You should make this file in the root directory of the WinTin++ install (where you installed it).&lt;br /&gt;
&lt;br /&gt;
On windows DO NOT edit the config with notepad or wordpad, use notepad++. There's been issues with these editors causing format issues, making the config file not read properly. You can get notepad++ [https://notepad-plus-plus.org/ here].&lt;br /&gt;
&lt;br /&gt;
If you are using tt in cygwin or Linux etc. You can make the config file anywhere, just make sure the alias for tt points to it. For bash users (default for cygwin and most linux distros) you would add this alias to the .bashrc file for example.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
alias tt=&amp;quot;tintin ~/.tintin/run.tin&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;tt&amp;quot; is what you would type to run tt. The &amp;quot;~/.tintin/run.tin&amp;quot; is the location and name of the config file. So you are running tintin pointed at that config file.&lt;br /&gt;
&lt;br /&gt;
== TinTin++ and 4D ==&lt;br /&gt;
&lt;br /&gt;
== Example Scripts ==&lt;br /&gt;
&lt;br /&gt;
Example TinTin++ file: http://4dimensions.org/wiki/index.php/User:Isidora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simple&amp;quot; emote on move script.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
#alias {up}&lt;br /&gt;
{&lt;br /&gt;
#if {@rand{1d00} &amp;lt; 21} {u;$emotes[@rand{$nemotes}]} {u} #nop if the random number is less than 21, move up then get a random emote from the list $emotes. Otherwise if the number was greater than 21, just move up.&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#var {nemotes} {1d5} #variable for the number of emotes you have, easier to edit 1d5 in one place than a bunch. So if you have 6 emotes you change it to 1d6.&lt;br /&gt;
#list {emotes} {create} {emote ex1} {emote ex2} {emote ex3} {emote ex4} {emote ex5} #nop pool of emotes to draw from.&lt;br /&gt;
&lt;br /&gt;
#function {rand} #nop simple random number function. you put for example 1d100 in the {} and in generates a random number between 1 and 100.&lt;br /&gt;
{&lt;br /&gt;
	#math result {%0}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=MUSHclient&amp;diff=152</id>
		<title>MUSHclient</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=MUSHclient&amp;diff=152"/>
				<updated>2015-11-13T13:17:24Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Protected &amp;quot;MUSHclient&amp;quot; (‎[edit=autoconfirmed] (indefinite) ‎[move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Super WIP'''&lt;br /&gt;
&lt;br /&gt;
== What is MUSHclient ==&lt;br /&gt;
&lt;br /&gt;
MUSHclient is a mud client for windows.&lt;br /&gt;
&lt;br /&gt;
=== Why MUSHclient? ===&lt;br /&gt;
Has a gui for 4d. Giving you a minimap, shows you active affects etc. &lt;br /&gt;
&lt;br /&gt;
Powerful scripting features.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
== Installing ==&lt;br /&gt;
&lt;br /&gt;
Easiest way is to download it from the 4D website, it comes with the gui plugin and everything you need. You can get that [http://4dimensions.org/wordpress/playnow/ here].&lt;br /&gt;
&lt;br /&gt;
You can also get the latest version from the official website [http://www.gammon.com.au/downloads/dlmushclient.htm here]. You'll need to download the plugin from the 4D website though and there are some files you'll need from the other download.&lt;br /&gt;
&lt;br /&gt;
== MUSHclient and 4D ==&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Background_Story&amp;diff=151</id>
		<title>Background Story</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Background_Story&amp;diff=151"/>
				<updated>2015-11-13T13:17:17Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Protected &amp;quot;Background Story&amp;quot; (‎[edit=autoconfirmed] (indefinite) ‎[move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world has not been the same since the outbreak and ending of World War 3 in the same year, 2079, when the &amp;quot;Developing Countries&amp;quot; in Africa and Asia finally rebelled against the exploitation by the western &amp;quot;industrial countries&amp;quot;. A massive launching of nuclear and &amp;quot;space&amp;quot; weapons on the side of the latter not only quenched the rebellion, it also caused considerable and irrevocable damage to the very structure of Universe.&lt;br /&gt;
&lt;br /&gt;
Huge rifts suddenly appeared in the Time Warp, and there are no more just the usual 3 dimensions to the world as we knew it. A 4th Dimension has occurred - the &amp;quot;Time-space Dimension&amp;quot;, which makes it possible to move between one time period and another in a split second.&lt;br /&gt;
&lt;br /&gt;
While these phenomena were not unknown to the scientists back in the 1980s, who used to call them &amp;quot;Black Holes&amp;quot;, they used to be extremely rare and confined to space. Now they are becoming increasingly frequent, and they can occur almost anywhere on earth. The primitive and superstitious people in the early ages shun them like death itself, believing them to be caused by evil sorcery and witchcraft. As you walk peacefully down a country lane, you may suddenly step into one of these rifts in the Time Warp - and suddenly you find yourself in a quite different time period, where the surroundings are totally different and possibly hostile too.&lt;br /&gt;
&lt;br /&gt;
The locals call them &amp;quot;Time Traps&amp;quot;, and have learned how to avoid them. Indeed Man - the most adaptable of all creatures - has even learned how to exploit them. Ruthless adventurers use them for their own shady means, hopping from Time to Time, to ransack and plunder. There is also quite a considerable Tourist Industry developing around them, offering the customers &amp;quot;Travels Through Time&amp;quot; and &amp;quot;Time Safaris&amp;quot;, with or without guides and professional bodyguards. The resourceful tourist can hire himself some armed bodyguards, and make the travels in reasonable safety, while the less well to do will have to venture the exploit on their own.&lt;br /&gt;
&lt;br /&gt;
Needless to say the Travel Companies take no responsibility whatsoever, lest you should happen to get killed during the Time travels. Needless to say such events occur pretty frequently too, since quite a few of the places you land in are all but peaceful. However death isn’t such a big deal anymore because of the time rifts - you can always be resurrected at a time before the unfortunate event occurred, and thus return to life again without much ado. (Needless to say there are people who exploit that fact too, and being resurrected after getting killed will cost you a neat sum, that will be deducted from the experience points you gathered. If you want your corpse and equipment retrieved too, it is going to cost you quite a bit extra).&lt;br /&gt;
&lt;br /&gt;
For some reason the Rifts in the Time Warp seem to be more frequent than otherwise in a few places on earth, and one of these concentrations of &amp;quot;Time Traps&amp;quot; is right at the place called &amp;quot;Recall&amp;quot;. One of the larger Travelling Companies - (run by Molly &amp;amp; Peace Travelling and Adventure Co. Inc.) - has set up a Travel Agency at that place. There is a Time Guardian in a room upstairs from Recall, who will on request send you to any of the 4 most popular time periods - PreHistoric, Medieval, OldWest and Future, and you can in most cases return to that place too simply by reciting a &amp;quot;Recall&amp;quot; scroll.&lt;br /&gt;
&lt;br /&gt;
You can gather gold, equipment, tradepoints and experience in all 4 Dimensions, but if you want to avoid being gawked at by the locals, maybe you’d prefer to attain your equipment from that Dimensions solely? Even though it isn’t forbidden to bring modern equipment to the earlier time periods, a laser gun in medieval time will make you a bit conspicuous, and most travelers like to melt into the surroundings. (You know, there is nothing a Tourist fears more than looking like a Tourist!)&lt;br /&gt;
&lt;br /&gt;
So maybe the 4th dimension isn’t such a great catastrophe after all. Sure enough, the first time you step into a Time Trap can be a shattering experience. But once you get used to it, you too may develop into one of those successful Time Hoppers, who have gathered vast experience and fortunes from their adventures, and who are now being regarded as &amp;quot;Gods&amp;quot; in most time periods - people like the mighty Directors Shorty, Kalten, Molly and Mordecai. Who knows - one day you may even reach immortality yourself...&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Races&amp;diff=150</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Races&amp;diff=150"/>
				<updated>2015-11-13T13:17:12Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Protected &amp;quot;Races&amp;quot; (‎[edit=autoconfirmed] (indefinite) ‎[move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''UNDER CONSTRUCTION'''&lt;br /&gt;
&lt;br /&gt;
There are eight races on 4 Dimensions, two from each of the four dimensions. From the Prehistoric dimensions we present to you the Fauns and Centaurs. The lost fantasy era of the Medieval times gives you Dwarves and Elves. From the Old West comes the humanoid Gringos and Indians. The legendary Space Wolves from Varna and Martians of Mars are brought to you from the Future. Each race comes with its own advantages and disadvantages based off the human standard. Every race also has certain equipment wear spots that are unique for that race.&lt;br /&gt;
&lt;br /&gt;
Be careful however, once you've picked your race it can not be altered again. Or only at the price of one gold token or 5000 Tradepoints.&lt;br /&gt;
&lt;br /&gt;
Click on one of the races below to see their details:&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
=== Centaur ===&lt;br /&gt;
&lt;br /&gt;
Centaurs hail from temperate forests and are generally mild mannered, but when provoked, can cause a massive amount of damage with their hooves and weapons. Centaurs are the proverbial half man, half beast of legends, with the torso and head of a human and the body of a horse, blending from one to the other where the normal human hips would be. Their horse half tends to be more like that of a Clydesdale than a thoroughbred, but when fighting is no longer an option, they have the speed to outrun most of their enemies. Their horse hide gives them a natural bonus to armor. Centaurs are the only race that can be ridden by other players, but they cannot ride other players or mounts (though they can use vehicles).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Speed&lt;br /&gt;
!Melee Damage&lt;br /&gt;
!Magic Damage&lt;br /&gt;
!Defense &lt;br /&gt;
!Attack&lt;br /&gt;
!Unique Positions&lt;br /&gt;
|-&lt;br /&gt;
| +100 || 10% || 0 || 0 || +10 ||Tail, Backlegs, Backfeet&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#Centaur|Centaur]] - [[#Faun|Faun]] - [[#Dwarf|Dwarf]] - [[#Elf|Elf]] - [[#Gringo|Gringo]] - [[#Indian|Indian]] - [[#Martian|Martian]] - [[#Spacewolf|Spacewolf]] - [[#TOP|Back to top]].&lt;br /&gt;
&lt;br /&gt;
=== Faun ===&lt;br /&gt;
&lt;br /&gt;
Carefree and easy going, fauns spend most of their time dancing and playing the flute as followers of the forest god, Pan. Some become adventurers, searching for the ever elusive &amp;quot;greatest party that ever was.&amp;quot; The appearance of a faun can be startling for those that have never seen them as they have an upper human body, but the legs, stubby tail and horns of a goat. Preferring the perfect party to fighting, fauns are not as strong or intelligent as humans, but their balance rivals that only of the Martians. Once someone gets to know a faun, it is almost guaranteed that they will become friends because of their charismatic nature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Speed&lt;br /&gt;
!Melee Damage&lt;br /&gt;
!Magic Damage&lt;br /&gt;
!Defense &lt;br /&gt;
!Attack&lt;br /&gt;
!Unique Positions&lt;br /&gt;
|-&lt;br /&gt;
| +100 || 0 || -20% || +10 || +25 || Tail, Hips, Horns&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#Centaur|Centaur]] - [[#Faun|Faun]] - [[#Dwarf|Dwarf]] - [[#Elf|Elf]] - [[#Gringo|Gringo]] - [[#Indian|Indian]] - [[#Martian|Martian]] - [[#Spacewolf|Spacewolf]] - [[#TOP|Back to top]].&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
&lt;br /&gt;
Having lived most of their long lives in underground caves and caverns, dwarves have developed the ability to see in the dark. From the time they are able to hold a pick in their chubby little hands, dwarves have mined the riches out of the earth. Their short, rotund shape make them less dexterous than humans and their workaholic since childhood nature makes them a little less intelligent. But the strength and vitality of Dwarves are to be admired, being able to take on two men at once and hold their ale much better than the average man. Dwarves tend to view elves as tree huggers which they have no use for. There are a few stories of some dwarves and elves working together to take down tougher foes, though the truce is usually short lived.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Speed&lt;br /&gt;
!Melee Damage&lt;br /&gt;
!Magic Damage&lt;br /&gt;
!Defense &lt;br /&gt;
!Attack&lt;br /&gt;
!Unique Positions&lt;br /&gt;
|-&lt;br /&gt;
| +100 || -10% || 0 || +40 || +10 || Hips, Ankles (x2)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#Centaur|Centaur]] - [[#Faun|Faun]] - [[#Dwarf|Dwarf]] - [[#Elf|Elf]] - [[#Gringo|Gringo]] - [[#Indian|Indian]] - [[#Martian|Martian]] - [[#Spacewolf|Spacewolf]] - [[#TOP|Back to top]].&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
Natural spellcasters, elves have a deeper understanding of the balance of life (magic) and the power of death. Elves tend to be just a little shorter and more lithe than humans and thus are not as strong or have as much vitality as humans do. Because they are living relics of the lost fantasy world of Medieval times, they have learned more than any human could possibly hope to learn in their entire life. They prefer woodlands to cities, but realize that cities can beneficial in their own way - just so they do not encroach farther into the woodlands. The wood dwelling Elves are natural enemies with the cavern dwelling Dwarves, though a few, very few, have been known to travel together.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Speed&lt;br /&gt;
!Melee Damage&lt;br /&gt;
!Magic Damage&lt;br /&gt;
!Defense &lt;br /&gt;
!Attack&lt;br /&gt;
!Unique Positions&lt;br /&gt;
|-&lt;br /&gt;
| +150 || -10% || +10 || -40 || +15 || Hips, Ankles (x2)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#Centaur|Centaur]] - [[#Faun|Faun]] - [[#Dwarf|Dwarf]] - [[#Elf|Elf]] - [[#Gringo|Gringo]] - [[#Indian|Indian]] - [[#Martian|Martian]] - [[#Spacewolf|Spacewolf]] - [[#TOP|Back to top]].&lt;br /&gt;
&lt;br /&gt;
=== Gringo ===&lt;br /&gt;
&lt;br /&gt;
Gringos are what the white, English speaking humans were called in the wild west. They were the intruders onto Indian lands and neither had any use for the other. Natural enemies over the fight for the land, Gringos and Indians were constantly at war. One believed the land could be bought, the other that it could never be owned. Gringos are the &amp;quot;normal&amp;quot; being upon which all other races are measured. They are well balanced and have no excessive advantages or disadvantages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Speed&lt;br /&gt;
!Melee Damage&lt;br /&gt;
!Magic Damage&lt;br /&gt;
!Defense &lt;br /&gt;
!Attack&lt;br /&gt;
!Unique Positions&lt;br /&gt;
|-&lt;br /&gt;
| +100 || 0 || 0 || 0 || 0 || Hips, Ankles(x2)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#Centaur|Centaur]] - [[#Faun|Faun]] - [[#Dwarf|Dwarf]] - [[#Elf|Elf]] - [[#Gringo|Gringo]] - [[#Indian|Indian]] - [[#Martian|Martian]] - [[#Spacewolf|Spacewolf]] - [[#TOP|Back to top]].&lt;br /&gt;
&lt;br /&gt;
=== Indian ===&lt;br /&gt;
&lt;br /&gt;
Indians, like Gringos, are a human race and are thus well balanced and have no excessive advantages or disadvantages. They are a fierce and proud people who are willing to share what they have, but can be your worst enemy should you dishonor them. They are natural enemies with the Gringos who insist on trying to buy the land upon which they live. The land that belongs to the Great Father can not be bought and it is up to the Indians to stop the desecration of those sacred lands.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Speed&lt;br /&gt;
!Melee Damage&lt;br /&gt;
!Magic Damage&lt;br /&gt;
!Defense &lt;br /&gt;
!Attack&lt;br /&gt;
!Unique Positions&lt;br /&gt;
|-&lt;br /&gt;
| +100 || 0 || 0 || 0 || 0 || Hips, Ankles(x2)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#Centaur|Centaur]] - [[#Faun|Faun]] - [[#Dwarf|Dwarf]] - [[#Elf|Elf]] - [[#Gringo|Gringo]] - [[#Indian|Indian]] - [[#Martian|Martian]] - [[#Spacewolf|Spacewolf]] - [[#TOP|Back to top]].&lt;br /&gt;
&lt;br /&gt;
=== Martian ===&lt;br /&gt;
&lt;br /&gt;
Martians come from the red planet Mars. They are small compared to humans, their skin is green and they have developed antennae to help them sense things that others can not. Because of their small stature, Martians are not as strong or have as much vitality as humans, but their balance is rivaled only by the carefree Fauns. The great intelligence of the Martians have helped them develop basic ESP powers which they can use on their enemies. Since Martians do not respire (breathe), they are able to enter space without a spacesuit and can swim underwater without a breathing apparatus and not take damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Speed&lt;br /&gt;
!Melee Damage&lt;br /&gt;
!Magic Damage&lt;br /&gt;
!Defense &lt;br /&gt;
!Attack&lt;br /&gt;
!Unique Positions&lt;br /&gt;
|-&lt;br /&gt;
| +180 || 0 || +5% || -50 || +5 || Antenna, Ankles(x2)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#Centaur|Centaur]] - [[#Faun|Faun]] - [[#Dwarf|Dwarf]] - [[#Elf|Elf]] - [[#Gringo|Gringo]] - [[#Indian|Indian]] - [[#Martian|Martian]] - [[#Spacewolf|Spacewolf]] - [[#TOP|Back to top]].&lt;br /&gt;
&lt;br /&gt;
=== Spacewolf ===&lt;br /&gt;
&lt;br /&gt;
Hailing from the planet Varna, the Space-Wolves have evolved in a harsher climate than Earth. They look a lot like the wolves they are named after - coarse fur, long snout, pointed ears and bushy tail - the difference being they walk on their hind legs instead of all fours. The harsh climate and stronger gravity of Varna have given the Space-Wolves higher strength and vitality than earthlings, and they seem to be able to shake off some attacks that would knock others down. They've never been able to adapt completely to the earth environment and because of this, their balance and earthly common sense are a bit diminished.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Speed&lt;br /&gt;
!Melee Damage&lt;br /&gt;
!Magic Damage&lt;br /&gt;
!Defense &lt;br /&gt;
!Attack&lt;br /&gt;
!Unique Positions&lt;br /&gt;
|-&lt;br /&gt;
| +110 || +15% || -20% || 0 || -10 || Hips, Tail, Lower-Neck&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#Centaur|Centaur]] - [[#Faun|Faun]] - [[#Dwarf|Dwarf]] - [[#Elf|Elf]] - [[#Gringo|Gringo]] - [[#Indian|Indian]] - [[#Martian|Martian]] - [[#Spacewolf|Spacewolf]] - [[#TOP|Back to top]].&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Currency&amp;diff=149</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Currency&amp;diff=149"/>
				<updated>2015-11-13T13:17:06Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Protected &amp;quot;Currency&amp;quot; (‎[edit=autoconfirmed] (indefinite) ‎[move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''UNDER CONSTRUCTION'''&lt;br /&gt;
&lt;br /&gt;
4Dimensions is a Free-to-play game and always will be. While playing the game, be it: mobkilling, questing, collecting/trading goods, you'll gain different kinds of currencies. And with those different currencies gained within 4D, you can buy houses, pets, and other things.&lt;br /&gt;
&lt;br /&gt;
Here's 4d's ingame official price guide:&lt;br /&gt;
Token/TradePoints/Gold conversion table&lt;br /&gt;
&lt;br /&gt;
1 brass token	10 TP&lt;br /&gt;
&lt;br /&gt;
1 bronze token	50 TP&lt;br /&gt;
&lt;br /&gt;
1 silver token	500 TP&lt;br /&gt;
&lt;br /&gt;
1 gold token	5000 TP&lt;br /&gt;
&lt;br /&gt;
1,000,000 coins	10 TP&lt;br /&gt;
&lt;br /&gt;
Tradepoints can not be converted to tokens and coins can not be converted to Tradepoints.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Player Equipment&lt;br /&gt;
!Tokens&lt;br /&gt;
!TP's&lt;br /&gt;
!Gold&lt;br /&gt;
|-&lt;br /&gt;
|New statted Perzes || 7 silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Reload of existing piece || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Renaming of existing piece || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Script added to new piece || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Alignment removal || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Melt on drop removal || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|New Restrings - statless RPitem - not reloadable || 1 Brass || 10 || 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
|New Reloadable - statless RPitem || 1 Silver || 500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Reloading - statless RPitem || 1 Silver || 500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|One script/price per script || 1 Silver || 500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Restringing or renaming of statted items is no longer available. If you want to make a statted item renamed, you have to make it a new perz at the price mentioned in the table above.&lt;br /&gt;
&lt;br /&gt;
Each person is allowed to have 15 perzes. Once you have reached that maximum and you want a new item to be perzed, you will have to sacrifice one of the 'older' 15 perzes.&lt;br /&gt;
&lt;br /&gt;
Temporary Quest Items and Uber Equipment can not be perzed. If a temporary zone is put in, a note will be send to all Imms, so they are aware that objects coming from that zone may not be perzed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Houses, Pets, Mounts, Vehicles&lt;br /&gt;
!Tokens&lt;br /&gt;
!TP's&lt;br /&gt;
!Gold&lt;br /&gt;
|-&lt;br /&gt;
|Type 1 House - 2 rooms	|| 5 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Type 2 House - 3 rooms	|| 6 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Type 3 Mansion - 3 rooms || 7 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Type 4 Deluxe - 4 rooms || 8 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|House Recall Item || 1 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Personal Vehicle || 1 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Furniture || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Chests || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Keys || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Scripts || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|add-on room || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Pets/Servants level 30 (Req. Type 2 house) || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Pets/Servants level 40 (Req. Type 2 house) || 2 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Pets/Servants level 50 (Req. Type 2 house) || 4 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Mount level 30 (Req. Type 3 house) || 2 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Mount level 40 (Req. Type 3 house) || 4 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Mount level 50 (Req. Type 3 house) || 6 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Personal Vehicle (Req: Type 4 house) || 1 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Private Ship (Req: Type 4 house) || 1 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Private Spaceship (Req: Type 4 house) || 1 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Player Shops || 5 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Crashroom expansion (+125 items) || 1 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Daycare, Babies &amp;amp; Weddings&lt;br /&gt;
!Tokens&lt;br /&gt;
!TP's&lt;br /&gt;
!Gold&lt;br /&gt;
|-&lt;br /&gt;
|Baby Creation || 1 silver || 500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Daycare Package || 5 Silver || 2500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Extra Scripts || 1 Silver || 500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Baby convert to toddler || 2 Bronze || 100 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Wedding Package || 1 Gold || 5000 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Wedding Attire (restring RP eq) || N/A	|| 10 || 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Baby Creation includes: naming baby - long/short/look desc, nothing else.&lt;br /&gt;
&lt;br /&gt;
Daycare package includes: naming baby - long/short/look descs, 2 standard scripts &amp;amp; placed in daycare.&lt;br /&gt;
&lt;br /&gt;
Wedding includes: two scripted wedding rings - can be perzes of already existing rings or newly individualized rings, ceremony performed by a staff member, and free access to the Old Yorke Ducal Palace for the reception - free booze and food, also included is a night's stay in one of several luxurious suites upstairs!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Additional Player Services&lt;br /&gt;
!Tokens&lt;br /&gt;
!TP's&lt;br /&gt;
!Gold&lt;br /&gt;
|-&lt;br /&gt;
|Race Changes || 1 Gold || 5000 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Class Changes || 1 Gold || 5000 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|PK Removal || 1 Gold || 5000 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|DT Recovery (per item, excluding perzes) || 1 Bronze || 50 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|DT Recover - Perzes, per piece || 1 Silver || 500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Perze reload/restore, per piece || 1 Silver || 500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Key reload/restore || 1 Silver || 500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
For 'Sex Change' and 'Abortions' there are in-game items available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Clan Services&lt;br /&gt;
!Tokens&lt;br /&gt;
!TP's&lt;br /&gt;
!Gold&lt;br /&gt;
|-&lt;br /&gt;
|Original Badge/Crest Creation || 1 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Additional Clan Crests (reload on mob) || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Chest or other Container || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Key to container || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Basic Clan Hall || 8 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Upgraded Clan Hall (on original purchase) || 11 Gold || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Additional Rooms || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Mobs || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Additional RP items for sale || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Furniture || 1 Silver || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Badge or Crest Creation includes: creation of the badge, 1 crest for CL, one script for wear, one script for reload on a mob in clan hall.&lt;br /&gt;
&lt;br /&gt;
Basic Clan Hall includes: Potions shop with 3 potions, 1 wand, 1 scroll, Guildmaster, Clan store with 1 statted weapon, rp eq, food and booze, a clan board, clan recall item with scripts and Healer.&lt;br /&gt;
Upgraded Clan Hall includes: above mentioned basic clan hall, crashproof room and an atrium.&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Quests&amp;diff=148</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Quests&amp;diff=148"/>
				<updated>2015-11-13T13:16:48Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Protected &amp;quot;Quests&amp;quot; (‎[edit=autoconfirmed] (indefinite) ‎[move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Number&lt;br /&gt;
!Quest&lt;br /&gt;
!Location&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#QUESTCARD_1|Wanted Poster I]] || Old West || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#QUESTCARD_2|Wanted Poster II]] || Old West || medium&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#QUESTCARD_3|Cyrene's lover]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#QUESTCARD_4|Robber Baron's prisoners]] || Medieval || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#QUESTCARD_5|The Enchanted Frogs]] || Medieval || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#QUESTCARD_6|Thetis' lover]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#QUESTCARD_7|The Viking Quarrel]] || Medieval || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#QUESTCARD_8|The Lady in the Lake]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#QUESTCARD_9|Nimue's quest]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#QUESTCARD_10|The Tower of Rapunzel]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 11 || [[#QUESTCARD_11|The Bereaved Woman]] || Medieval || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 12 || [[#QUESTCARD_12|Chief Arapahoola's Snake Elixir]] || Old West || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 13 || [[#QUESTCARD_13|The Secret Sword]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 14 || [[#QUESTCARD_14|Llano Estacado]] || Old West || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 15 || [[#QUESTCARD_15|Exoliath's armor]] || Inter-Dimensions || Very Hard&lt;br /&gt;
|-&lt;br /&gt;
| 16 || [[#QUESTCARD_16|Grishknash' weapons]] || Inter-Dimensions || Very Hard&lt;br /&gt;
|-&lt;br /&gt;
| 17 || [[#QUESTCARD_17|Climb The Mountain]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 18 || [[#QUESTCARD_18|The Outlaw's Gun]] || Old West || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 19 || [[#QUESTCARD_19|The Riddle Book]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 20 || [[#QUESTCARD_20|The Bull Girl in Crete]] || Prehistoric || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[#QUESTCARD_21|The Serf Woman's Baby]] || Medieval || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[#QUESTCARD_22|The French Knight]] || Medieval || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[#QUESTCARD_23|The Mysteries of Fenizia]] || Medieval || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[#QUESTCARD_24|The Seven Dwarves]] || Medieval || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[#QUESTCARD_25|The Three Sisters]] || Future || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 26 || [[#QUESTCARD_26|The Mardi Grass Parade]] || Future || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 27 || [[#QUESTCARD_27|The Lovers of the Range]] || Old West || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 28 || [[#QUESTCARD_28|The Bank Robbers]] || Old West || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 29 || [[#QUESTCARD_29|The Odessin Quest]] || Medieval || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 30 || [[#QUESTCARD_30|The Scottish Witches]] || Medieval || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 31 || [[#QUESTCARD_31|The Animals in Redwall Abbey]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 32 || [[#QUESTCARD_32|The Castle of Riddles]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 33 || [[#QUESTCARD_33|The Lost Cro Magnan Child]] || Prehistoric || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 34 || [[#QUESTCARD_34|The Love Potion]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 35 || [[#QUESTCARD_35|The Dinosaur skeleton]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 36 || [[#QUESTCARD_36|Isis and Osiris]] || Prehistoric || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 37 || [[#QUESTCARD_37|The lost Ka]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 38 || [[#QUESTCARD_38|The sick baby]] || Prehistoric || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 39 || [[#QUESTCARD_39|Professor Botta's Dilemma]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 40 || [[#QUESTCARD_40|The Secrets Of The Midlands]] || Medieval || Medium - Hard&lt;br /&gt;
|-&lt;br /&gt;
| 41 || [[#QUESTCARD_41|The Temple treasure]] || Prehistoric || Medium - Hard&lt;br /&gt;
|-&lt;br /&gt;
| 42 || [[#QUESTCARD_42|The Egyptian Graverobbers]] || Prehistoric || Very Hard&lt;br /&gt;
|-&lt;br /&gt;
| 43 || [[#QUESTCARD_43|The Outback Quests]] || Future || Easy - Hard&lt;br /&gt;
|-&lt;br /&gt;
| 44 || [[#QUESTCARD_44|Robin Hood]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 45 || [[#QUESTCARD_45|The Leprechaun's Pot Of Gold]] || Medieval || easy - Medium&lt;br /&gt;
|-&lt;br /&gt;
| 46 || [[#QUESTCARD_46|The Newbie Zones]] || Central || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 47 || [[#QUESTCARD_47|The Great Circus]] || Old West || Easy - Medium&lt;br /&gt;
|-&lt;br /&gt;
| 48 || [[#QUESTCARD_48|The Zone flags]] || Inter-Dimensions || Easy-Hard&lt;br /&gt;
|-&lt;br /&gt;
| 49 || [[#QUESTCARD_49|The Diplomats on Poon]] || Future || Easy - Medium&lt;br /&gt;
|-&lt;br /&gt;
| 50 || [[#QUESTCARD_50|The Alpha Centauri Planets]] || Future || Medium-Hard&lt;br /&gt;
|-&lt;br /&gt;
| 51 || [[#QUESTCARD_51|Quixotica Quests]] || Future || Medium-Hard&lt;br /&gt;
|-&lt;br /&gt;
| 52 || [[#QUESTCARD_52|The Newbie Arena]] || Central || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 53 || [[#QUESTCARD_53|The Mine]] || Inter-Dimensions || Medium-Hard&lt;br /&gt;
|-&lt;br /&gt;
| 54 || [[#QUESTCARD_54|The Trades]] || Inter-Dimensions || Easy-Medium&lt;br /&gt;
|-&lt;br /&gt;
| 55 || [[#QUESTCARD_55|The Odyssey Quests]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 56 || [[#QUESTCARD_56|The Dead Heroes]] || Prehistoric || hard&lt;br /&gt;
|-&lt;br /&gt;
| 57 || [[#QUESTCARD_57|The Unhappy Souls]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 58 || [[#QUESTCARD_58|The Lovesick Poet]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 59 || [[#QUESTCARD_59|The Trapped Miner]] || Old West || medium (but risky)&lt;br /&gt;
|-&lt;br /&gt;
| 60 || [[#QUESTCARD_60|The Legend of the Deamon]] || Old West || Medium - Hard&lt;br /&gt;
|-&lt;br /&gt;
| 61 || [[#QUESTCARD_61|The Necromunda Gang Wars]] || Future || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 62 || [[#QUESTCARD_62|The Threat Over Hayholt City]] || Medieval || Medium-Hard&lt;br /&gt;
|-&lt;br /&gt;
| 63 || [[#QUESTCARD_63|Rescue the Virgin]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 64 || [[#QUESTCARD_64|Protection of the Angels]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 65 || [[#QUESTCARD_65|The Poisoned Unicorn]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 66 || [[#QUESTCARD_66|The Tulipek Treasures]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 67 || [[#QUESTCARD_67|Cosmo Canyon]] || Future || Medium-Hard&lt;br /&gt;
|-&lt;br /&gt;
| 68 || [[#QUESTCARD_68|The Golf Course]] || Future || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 69 || [[#QUESTCARD_69|The Citadel Of Thandar]] || Medieval || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 70 || [[#QUESTCARD_70|The Multi-Dimensional Chain]] || Inter-Dimensions || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 71 || [[#QUESTCARD_71|The Olympic Games]] || Prehistoric || Medium-Hard&lt;br /&gt;
|-&lt;br /&gt;
| 72 || [[#QUESTCARD_72|The Calydon Boar Hunt]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 73 || [[#QUESTCARD_73|The Twelve deeds of Heracles]] || Prehistoric || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 74 || [[#QUESTCARD_74|More Greek Adventures]] || Prehistoric || Medium-Hard&lt;br /&gt;
|-&lt;br /&gt;
| 75 || [[#QUESTCARD_75|Farming and Lumberjacking in California]] || Old West || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 76 || [[#QUESTCARD_76|Digging for Gold in California]] || Old West || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 77 || [[#QUESTCARD_77|The Whotvar Quests]] || Future || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 78 || [[#QUESTCARD_78|Whotvar II Quests]] || Future || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 79 || [[#QUESTCARD_79|Trading in the Greek Islands]] || Prehistoric || Easy-Medium&lt;br /&gt;
|-&lt;br /&gt;
| 80 || [[#QUESTCARD_80|Aegean Island Quests]] || Prehistoric || Easy-Hard&lt;br /&gt;
|-&lt;br /&gt;
| 81 || [[#QUESTCARD_81|Archaeology]] || Prehistoric || Easy-Medium&lt;br /&gt;
|-&lt;br /&gt;
| 82 || [[#QUESTCARD_82|Trading in Egypt, Kush and Punt]] || Prehistoric || Easy-Medium&lt;br /&gt;
|-&lt;br /&gt;
| 83 || [[#QUESTCARD_83|The bored statues]] || Prehistoric || Easy&lt;br /&gt;
|-&lt;br /&gt;
| 84 || [[#QUESTCARD_84|The Living and the Dead]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 85 || [[#QUESTCARD_85|The Nomads of Wawat]] || Prehistoric || Easy-Hard&lt;br /&gt;
|-&lt;br /&gt;
| 86 || [[#QUESTCARD_86|Archaeology in Wawat]] || Prehistoric&lt;br /&gt;
|-&lt;br /&gt;
| 87 || [[#QUESTCARD_87|Kerma Politics]] || Prehistoric || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 88 || [[#QUESTCARD_88|The Amun Priest Conspiracy]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 89 || [[#QUESTCARD_89|The army needs YOU!]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 90 || [[#QUESTCARD_90|Victorian London]] || Old West || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 91 || [[#QUESTCARD_91|The Elven Bards]] || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| 92 || [[#QUESTCARD_92|The Prize Bull]] || Old West || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 93 || [[#QUESTCARD_93|Castle Case]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 94 || [[#QUESTCARD_94|Fishermen Stories]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 95 || [[#QUESTCARD_95|The Call Of The Sea]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 96 || [[#QUESTCARD_96|Fenizian Secrets]] || Medieval || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 97 || [[#QUESTCARD_97|Golems Galore!]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 98 || [[#QUESTCARD_98|The Quest For The Best Of The Best]] || Future || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 99 || [[#QUESTCARD_99|The Curse Of The Gypsy]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 100 || [[#QUESTCARD_100|The Dwarven Treasure]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 101 || [[#QUESTCARD_101|The Cardinal's Sin]] || Medieval || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 102 || [[#QUESTCARD_102|The Holy Grail]] || Medieval || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 103 || [[#QUESTCARD_103|Rebellian Against Arthur]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 104 || [[#QUESTCARD_104|The Druids And The Moon]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 105 || [[#QUESTCARD_105|Avalon Adventures]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 106 || [[#QUESTCARD_106|The Philandering Knight]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 107 || [[#QUESTCARD_107|The Secrets Of Utopia]] || Future || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 108 || [[#QUESTCARD_108|Tourist Tasks In Utopia]] || Future || Hard&lt;br /&gt;
|-&lt;br /&gt;
| 109 || [[#QUESTCARD_109|Trading In The Medieval Dimensions]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 110 || [[#QUESTCARD_110|The Fight Against Evil]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 111 || [[#QUESTCARD_111|Help The Gellindril Villagers]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 112 || [[#QUESTCARD_112|Killer Klown Quests]] || Prehistoric || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 113 || [[#QUESTCARD_113|Save The Dragon Forest]] || Medieval || Medium&lt;br /&gt;
|-&lt;br /&gt;
| 114 || [[#QUESTCARD_114|Trading In The Old West]] || Old West || Various&lt;br /&gt;
|-&lt;br /&gt;
| 115 || [[#QUESTCARD_115|Quests Out West]] || Old West || Easy/Medium&lt;br /&gt;
|-&lt;br /&gt;
| 116 || [[#QUESTCARD_116|More Quests Further West]] || Old West || Medium/Hard/Very Hard&lt;br /&gt;
|-&lt;br /&gt;
| 117 || [[#QUESTCARD_117|Chinese Business]] || Old West || Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;QUESTCARD_1&amp;quot;&amp;gt;'''QUESTCARD 1'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WANTED POSTER 1&lt;br /&gt;
&lt;br /&gt;
The marshal of Dodge City will pay 100$ for the delivery of Oliver Wilmore, aka Curly, dead or alive. &lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;QUESTCARD_2&amp;quot;&amp;gt;'''QUESTCARD 2'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WANTED POSTER 2&lt;br /&gt;
&lt;br /&gt;
A lady has been murdered, and the marshal of Tombstone will pay 100$ for the delivery of murderer, dead or alive. &lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;QUESTCARD_3&amp;quot;&amp;gt;'''QUESTCARD 3'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CYRENE'S LOVER&lt;br /&gt;
&lt;br /&gt;
From what is told on the islands of the Greek Archipelago, there is a nymph called Cyrene, who would be happy if someone would help to free her lost lover. People say that she'd pay most generously for the help.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_4&amp;quot;&amp;gt;'''QUESTCARD 4'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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ROBBER BARON'S PRISONERS&lt;br /&gt;
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Rumour has it that the Robber Baron is holding some prisoners for ransom in his dark castle. Since this Robber Baron is the scum of earth, it would be much appreciated if someone would take the trouble of freeing these poor prisoners, and take them back to their loving relatives.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_5&amp;quot;&amp;gt;'''QUESTCARD 5'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE ENCHANTED FROGS&lt;br /&gt;
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According to the tales told by the fireside, the two frogs in Sherwood Forest are not really frogs, but an enchanted prince and princess. Some evil witch is supposed to have cast this spell upon them. Hmmmm. So, what do you normally do to break the spell? Easy - you kiss the frog. Yuk! But it might help. And then again it might not. Muhahaha! What would your friends say if they caught you kissing frogs anyhow?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_6&amp;quot;&amp;gt;'''QUESTCARD 6'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THETIS' LOVER&lt;br /&gt;
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The Sea Nymph Thetis is looking for her lover, who seems to have vanished completely. From what they say in the Taverns along the Mediterranean coast, she is paying rather handsomely for any conclusive proof of what happened to him.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_7&amp;quot;&amp;gt;'''QUESTCARD 7'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE VIKING QUARREL&lt;br /&gt;
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They say in the taverns of Green Fen, that Ragnar Lodbrok has put a price on the Head of Red Adder. However, Ragnar is said to be a jerk and a real skinflint, so maybe carrying out this quest isn't quite as rewarding as it should be. There might be better choices...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_8&amp;quot;&amp;gt;'''QUESTCARD 8'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE LADY IN THE LAKE&lt;br /&gt;
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There is a lady in a lake somewhere in the Western Realms, who is looking for a lost item. Her reward is rather generous, but it must be said that not all can use it.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_9&amp;quot;&amp;gt;'''QUESTCARD 9'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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NIMUE'S QUEST&lt;br /&gt;
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Somewhere in the western Realms is the cave to which Merlin has retired, when he got tired of the World of the Living. If you manage to find that cave and the way into it, which might not be too easy, there is a quest connected to it...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_10&amp;quot;&amp;gt;'''QUESTCARD 10'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE TOWER OF RAPUNZEL&lt;br /&gt;
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The Tower of Rapunzel In the high mountains north of Olde Yorke stands a lonely tower. There is a sad story connected to that tower, and a handsome reward to the person who can help the unhappy lady imprisoned in it by an evil mage.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_11&amp;quot;&amp;gt;'''QUESTCARD 11'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE BEREAVED WOMAN&lt;br /&gt;
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There are rumours about a poor bereaved woman, named Anita Oleros. She was last seen somewhere east of the Convent of the Little Sisters, crying and lamenting about her murdered husband. Any help would be much appreciated, since her whining is disturbing the wayfarers. This quest is worth a silver token if you complete it.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_12&amp;quot;&amp;gt;'''QUESTCARD 12'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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CHIEF ARAPAHOOLA'S SNAKE ELIXIR&lt;br /&gt;
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Somewhere on the road between Dodge City and Tombstone is a painted wagon. It belongs to Dr. Angus McNeil, who among other things sells a very good healing potion, called Chief Arapahoola's potent SNAKE OIL ELIXIR (which incidentally is about the best healing potion available in all four Dimensions). Unfortunately Dr. McNeil recently has run out of ingredients for this potion, and since he just broke a leg too, he is unable to collect them himself either. The player who brings him all the ingredients for the potion, will not only recieve 10 bottles of it, but a silver token as well. We have to support the free enterprise, and Dr. MacNeil will no doubt be very grateful.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_13&amp;quot;&amp;gt;'''QUESTCARD 13'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE SECRET SWORD&lt;br /&gt;
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The Secret Sword, that was hidden in the Convent might be gone by now, but the cache is still there, and still pretty hard to find. So just for this achievement, we're willing to pay you one silver token for the note placed in the cache. Only once per player, mind you. Also a condition is, that you don't reveal the secret to others, once you've found it out. Anybody presenting this note to imm must be prepared to answer two questions.&lt;br /&gt;
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Where is the secret cache?&lt;br /&gt;
What is the secret name of the key to it?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_14&amp;quot;&amp;gt;'''QUESTCARD 14'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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LLANO ESTACADO&lt;br /&gt;
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There are three different quest in the desert Llano Estacado, which will require payment from an imp if you carry them out. Each one is VERY rewarding, since they are all pretty hard to fulfil. The prize will be a surprise. These quests can of course only be carried out once per player (and multis count as the same player). Also we ask those who have solved the quests not to spread the word around. This takes away the fun for other players, and also diminishes your own achievement, wouldn't you say?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_15&amp;quot;&amp;gt;'''QUESTCARD 15'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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EXOLIATH'S ARMOR&lt;br /&gt;
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While travelling from one of his private asteroids to another. Lord Exoliath's luxurious star cruiser was accidentally hit by a stray missile from an Imperial starfighter and more or less desintegrated. Exoliath and his crew are by now reduced to molecules of blood, flesh and bone. The spaceship, and parts of their armor, although being broken into small pieces and scattered over a large part of the Galaxy, is still more or less intact. If you could find and reassemble those pieces (five for each set of armor) you'ld get yourself some real good armor. Be careful however, if you assemble the wrong pieces, the armor will still work, but be a lot less effective. It stands to reason that Exoliath's own armor would be a lot better than that of his Captain, let alone ordinary crew members. &lt;br /&gt;
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This Quest was designed by Inque.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_16&amp;quot;&amp;gt;'''QUESTCARD 16'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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GRISHKNASH'S WEAPONS&lt;br /&gt;
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The somewhat mad scientist Grishknash had just completed his latest invention, the &amp;quot;ultimate&amp;quot; weapon, when a large meteorite struck his laboratory on an isolated asteroid. In the violent decompression that followed, Grishknash and everything else in the laboratory were sucked through the hole in the shell and scattered in small parts all over the Universe. Rumour has it that parts of the three prototype weapons he was working on can be found on several distant planets where gravitation finally made the debris settle after the long journey in space. He who can find and reassemble the pieces (5 for each prototype) would be getting himself a really awesome weapon. It may be worth the effort to search for the right pieces, because only one of the three prototypes possessed full power in all five parts. &lt;br /&gt;
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This Quest was designed by Inque.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_17&amp;quot;&amp;gt;'''QUESTCARD 17'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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CLIMB THE MOUNTAIN&lt;br /&gt;
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Once it was a pretty easy task to climb Mount Winter. But not any more. Avalanches, erosion and snowstorms have partly washed away the track that once lead to the top. And the climate seems to have become a lot harsher lately. So, to climb that mountain now, is no task for sissies. And the rewards have consequently improved quite a it. But expect to do some work for them.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_18&amp;quot;&amp;gt;'''QUESTCARD 18'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE OUTLAW'S GUN&lt;br /&gt;
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Even in the Old West there are ghosts. Empty saddles in the old Corral... empty boots walking around... Really spooky... One of these ghosts has a grievance - somebody stole his gun, it seems. Maybe that is the reason why this young outlaw cannot rest peacefully in his grave?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_19&amp;quot;&amp;gt;'''QUESTCARD 19'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE RIDDLE BOOK&lt;br /&gt;
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Care for some riddles? The riddle book in the Library of Olde Yorke will provide you with some pastime, and the reward of 3 bronze tokens if you solve all the riddles - but only once in a lifetime, mind you. :-)&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_20&amp;quot;&amp;gt;'''QUESTCARD 20'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE BULL GIRL IN CRETE&lt;br /&gt;
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Seven maidens and seven youths from Athens are sent as a tribute to dance before the Cretan bulls and to die there eventually. Still, life goes on almost as usual, and one of the girls has lost her key to the chest with her belongings. She would appreciate your help in retrieving it.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_21&amp;quot;&amp;gt;'''QUESTCARD 21'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE SERF WOMAN'S BABY&lt;br /&gt;
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A young girl in the serf village south of The Tournament Place is very unhappy. Sure, being a serf could make everyone unhappy, but she seems to more miserable than most. Perhaps you could help her?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_22&amp;quot;&amp;gt;'''QUESTCARD 22'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE FRENCH KNIGHT&lt;br /&gt;
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The gallant knight Maurice de la Couer cannot seem to concentrate on the Tournament at hand, since a friend of his has wandered off and gone missing. So - can't that friend take care of himself? Well, his problem is that he speaks nothing but French...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_23&amp;quot;&amp;gt;'''QUESTCARD 23'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE MYSTERIES OF FENIZIA&lt;br /&gt;
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Have you heard of Fenizia? That legendary city, situated south of Green Fen, somewhere on the other side of the Lostlands? There is a mystery in Fenizia that needs solving - in fact there are several...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_24&amp;quot;&amp;gt;'''QUESTCARD 24'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE SEVEN DWARVES&lt;br /&gt;
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Do you love puzzles and quests and challenges? Then Mother Goose is the book to read in the Library! You will find more quests in that book than you ever bargained for - at least one for each one of Snow White's seven dwarves.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_25&amp;quot;&amp;gt;'''QUESTCARD 25'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE THREE SISTERS&lt;br /&gt;
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One of the famous natural monuments outside Sydney is three large rocks, called the Three Sisters. They are hidden deep in the forests, so even locating them will be an achievement. But once you do, there is a quest connected to them as well. Just be careful so that you don't get lost in that forest...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_26&amp;quot;&amp;gt;'''QUESTCARD 26'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE MARDI GRAS PARADE&lt;br /&gt;
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The most spectacular event in Sydney is the Mardi Gras Parade. Only this year the Parade seems to be cancelled. Why? Well there is a reason of course and if you manage to find out, maybe the parade can take place after all, with you in the middle of the action.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_27&amp;quot;&amp;gt;'''QUESTCARD 27'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE LOVERS OF THE RANGE&lt;br /&gt;
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A pretty Swedish waitress in Dodge City has some love problems. She is not the only one in the vicinity. In fact there are some real Romeo and Juliet stories going on in the range, due to interfering parents. Perhaps you could help those young couples a bit?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_28&amp;quot;&amp;gt;'''QUESTCARD 28'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE BANK ROBBERS&lt;br /&gt;
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There is some trouble in Dry Gulch, that small outback town west of Dodge City. A wanted poster in the Sheriff's office might tell you more, but there might be some trouble closer to home as well, that the good people of that town aren't even aware of yet...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_29&amp;quot;&amp;gt;'''QUESTCARD 29'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE ODESSIN QUEST&lt;br /&gt;
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The parson in Odessin is a forgetful man. If you help him with his lost umbrella, that might send you on a long errand chain. One good turn deserves another, and in the end you will be rewarded for your trouble.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_30&amp;quot;&amp;gt;'''QUESTCARD 30'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE SCOTTISH WITCHES&lt;br /&gt;
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There are some Witches and Warlocks around. Often the locals hunt them down to burn them at the stake, which is very unfair, because they are in effect doing some good in their own way, with the potions they brew. Since it is risky for them to venture out of their hideouts, they could often use some help in collecting the ingredients.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_31&amp;quot;&amp;gt;'''QUESTCARD 31'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE ANIMALS IN REDWOOD ABBEY&lt;br /&gt;
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The good animals in Redwall Abbey are fighting for their survival after the third Apocalypse. Maybe you can help them out? And maybe one day you might even venture on the Grand Quest - the Quest for Terramort, of which the animals speak with awe and terror...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_32&amp;quot;&amp;gt;'''QUESTCARD 32'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE CASTLE OF RIDDLES&lt;br /&gt;
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Far up in Scotland lies the Castle of Riddles, and the road there is long and full of perils. Only once in your lifetime will you be allowed to go through that castle. But if you manage to solve all the riddles, you will be greatly rewarded for your trouble.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_33&amp;quot;&amp;gt;'''QUESTCARD 33'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE LOST CRO MAGNON CHILD&lt;br /&gt;
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Life is full of perils during Stone Age. A small child has wandered off from the cave. His mother believes the 'Trolls' took him. Maybe they did? Or maybe he was devoured by a wolf? In any case, the poor, bereaved woman is devastated. Mothers have feelings even in the Stone Age.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_34&amp;quot;&amp;gt;'''QUESTCARD 34'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE LOVE POTION&lt;br /&gt;
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The Egyptian magicians brew some strong potions. There is even said to be a 'Love potion', which will hold any man enthralled if administered regularly. True or false? Well, if you listen to the gossip and ask around a bit, you might find out.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_35&amp;quot;&amp;gt;'''QUESTCARD 35'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE DINOSAUR SKELETON&lt;br /&gt;
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The archeologists of Old Carthage have succeeded in putting a nearly complete dinosaur skeleton together. They only lack 10 bones, and the triumph will be total. So naturally they are prepared to pay quite handsomely for anyone who could bring them these ten bones...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_36&amp;quot;&amp;gt;'''QUESTCARD 36'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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ISIS AND OSIRIS&lt;br /&gt;
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The yearly flooding of the Nile is closely connected to the myth about Isis and Osiris. Without the life-giving power of Osiris, the Nile might not rise again, and without the nutritious mud brought by the flooding, next year's crop will be a failure. But Osiris has been killed by his evil brother Seth, and his corpse cannot be found. Unless it is recovered, so that the funeral rites can be administered, famine and disaster might strike the land. His wife Isis is searching for the corpse in vain, the priests are worried and time is running short...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_37&amp;quot;&amp;gt;'''QUESTCARD 37'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE LOST KA&lt;br /&gt;
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If an Egyptian is not buried with the proper rites, it is believed that the soul, the Ka, will not be allowed in the Land of Amenti. This is about the worst that could happen to any Egyptian. Imagine a woman, evil and greedy enough to sell her husband's grave for money...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_38&amp;quot;&amp;gt;'''QUESTCARD 38'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE SICK BABY&lt;br /&gt;
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The worst thing that could happen to a woman is if her baby dies. In the Temple of Abydos a brokenhearted woman has sought the help of the Gods, because it seems that no physician can cure her baby. But maybe there is more to this sad story than meets the eye at first. Maybe the woman herself has wronged a God?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_39&amp;quot;&amp;gt;'''QUESTCARD 39'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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PROFESSOR BOTTA'S DILEMMA&lt;br /&gt;
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The very nearsighted archeologist, Professor Botta, has gone missing from the excavation camp of Old Carthage. The general belief is that he stumbled into one of the numerous Timetraps in that camp. All that is left of him is his spectacles, and without them he is as blind as a bat. Most likely he is wandering about in one or other of the Dimensions, without being able to take care of himself. Anybody who succeeds in bringing him back to the camp will receive a nice reward.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_40&amp;quot;&amp;gt;'''QUESTCARD 40'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE SECRETS OF THE MIDLANDS&lt;br /&gt;
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There are several Quests that you can do in this zone. Some of them are big, others small, and the rewards are of course in proportion. They range all the way from helping some of the people in the Mud Village and around the Midlands with minor things to the huge task of Saving the World by retrieving the three boxes of Orden. But perhaps you are going to find that the greater task will be a lot easier to perform, if you have been reasonably helpful to the 'little people' first...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_41&amp;quot;&amp;gt;'''QUESTCARD 41'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE TEMPLE TREASURE&lt;br /&gt;
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Even though the temple of Hatshetsup was erected far out in the desert, the robbers still found their way there. The Temple Priests could use some help in retrieving the stolen object. Of course - even FINDING the Temple might be a hard task. But after all - if the robbers could find their way there, so could you.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_42&amp;quot;&amp;gt;'''QUESTCARD 42'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE EGYPTIAN GRAVEROBBERS&lt;br /&gt;
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Once the Vally of Kings was known as Red Valley and the home of a small Bedouin Tribe, calling themselves 'The Chosen'. When the Pharaohs decided to make this remote valley into their new burial place, the Bedouins were forcibly evicted. Naturally they resented this, and most of them turned into grave robbers, not just for profit, but for revenge as well. Maybe you too will have a go at finding the treasures beyond belief that are said to be hidden in the tombs of the Pharaohs. But you might discover, that even finding the cunningly hidden entrances to the tombs might be quite a task. And once in, the tombs are full of perils, even deathtraps. So seeking the help of the Bedouins might not be a bad idea...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_43&amp;quot;&amp;gt;'''QUESTCARD 43'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE OUTBACK QUESTS&lt;br /&gt;
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This large continent is full of Quests. You'll meet aborigine youngsters, village elders, jolly swagmen, Crocodile Dundee and many many more, and quite a few of them might ask for your help. So be polite and attentive, and you might have a lot more fun with the locals. A good way to strike up a conversation in the Outback is usually to say, 'G'day'. The rewards will vary, but most of them are definitely original. Didn't you always want a boomerang? Or a didgeridoo? Well, perhaps not, but that is just because you don't yet know what it is... or does...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_44&amp;quot;&amp;gt;'''QUESTCARD 44'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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ROBIN HOOD&lt;br /&gt;
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Robin Hood and his merry men carry on their fight against the Sheriff of Nottingham and the evil Prince John. Every now and then a member gets captured, but so far they have been able to get them out of prison again. But what if Maid Marion herself, the sweetheart of Robin Hood would be held hostage by the corrupt 'Law'? You will have to find the keys to the prison cells, and they might be anywhere. Searching in Sherwood forest may be perilous - and watch out for the dragon! But if you succeed, you'll be made an honorary member of the Merry Men.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_45&amp;quot;&amp;gt;'''QUESTCARD 45'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE LEPRECHAUN'S POT OF GOLD&lt;br /&gt;
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The leprechaun is an impish creature, living in Sherwood Forest. They say that he lost his pot of gold and is looking for it eternally. If you are below level 25, you might be allowed to help him find it. And perhaps the old druid in the same forest will give you some tips about where to look. But watch out for the dragon! He doesn't like visitors! The reward will not only be gold, it will give good experience too.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_46&amp;quot;&amp;gt;'''QUESTCARD 46'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE NEWBIE ZONES&lt;br /&gt;
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There are four newbie zones on Adventure Avenue, each with its own quest. You can help find a lost child, save a prisoner, try your hand as a bounty hunter or retrieve a lost item. Which one is which? Well, I won't tell you THAT, but they are all pretty easy, and they each pay a bronze token - but only once.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_47&amp;quot;&amp;gt;'''QUESTCARD 47'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE GREAT CIRCUS&lt;br /&gt;
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Don't you love to go to the circus? And God knows what interesting things you might find, left by other happy visitors. You're gonna need some keys however. Perhaps Johnny the Horse could help you? Or perhaps YOU could help HIM?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_48&amp;quot;&amp;gt;'''QUESTCARD 48'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE ZONE FLAGS&lt;br /&gt;
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In the centre of each zone there is a zone flag. These flags will be put in as the zones get updated to the new code. As of now 45 of them are in. When all 45 of those are reported, a new batch of 15 flags will be put in. Check the board east of recall for a list of which zones have got the flags. The list will be updated continuously. There is a big reward for the clan reporting the most flags, and individual rewards too, if you collect the flags.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_49&amp;quot;&amp;gt;'''QUESTCARD 49'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE DIPLOMATS ON POON&lt;br /&gt;
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The main planet in the Alpha Centauri Sector is Poon, which mostly consists of ocean. The natives evolved in the seaweed, and they still make their living in and from the seaweed. But rumour has it that the bottom of the ocean is solid with gold nuggets, not to metion the valuable Angel Stones. Maybe this is the reason why diplomats from many different worlds gather on Poon? Maybe some of them have other and darker motives than diplomacy? There is indeed a very solid threat hanging over Poon - maybe you can help lift it? In any case, Poon is the diplomatic center of the sector and several quests on the other five planets start or end on Poon. There are also several smaller mysteries on Poon itself. A young diplomat named Retief seems to be in possession of a lot of information, and maybe he and his drinking mates at the Diplomat's Rest will share some of it. The trick is of course how to start them talking...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_50&amp;quot;&amp;gt;'''QUESTCARD 50'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE ALPHA CENTAURI PLANETS&lt;br /&gt;
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There are 6 planets in the Alpha Centauri sector. They all have their own natural assets that can be exploited. And each of them resents a major quest, some of them have several smaller ones. Most of them are in any way connected to the central planet, POON. LOVENBROY: Helping with the wine harvest can be very rewarding. Helping one of the grape pickers to find his long lost brother is another Quest. &lt;br /&gt;
SLUNCH: Saving the main city from the volcano eruption is the main Quest, getting the locals interested in trading is another. Both hang together... &lt;br /&gt;
YALC: The Voom Festival is of course the main feature - but it has its perils... And the notorious Groaci have kidnapped the Ambassador...&lt;br /&gt;
YUDORE: Is there intelligent life on the planet? That's the main question. But a more acute problem might be to figure out how to get yourself and poor Mr. Magnan out of the planet, once you've landed there.&lt;br /&gt;
ASTEROID 95739-A: Two firms have filed claims to exploit the collapsed crystal on this asteroid. Both might ask you for help. But perhaps you'd prefer to get the valuable crystal all for yourself?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_51&amp;quot;&amp;gt;'''QUESTCARD 51'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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QUIXOTICA QUESTS&lt;br /&gt;
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There are several small quests in Quixotica, mostly for experience. In most Amusement Parks and Zoos there are large signs: 'Don't feed the animals!' But in Quixotica feeding the Mime (or even a hungry lady) might become quite an experience. And talking to the Mynah bird can be such fun! Fancy yourself a fighter? Try your boxing skills, against the Galaxy Champion boxer, Jaal'ker. This is quite profitable, both in money and equipment. Or even test your mind at the gameshow at Studio 9.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_52&amp;quot;&amp;gt;'''QUESTCARD 52'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE NEWBIE ARENA&lt;br /&gt;
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This zone is created mainly to help Newbies level, and get a feeling for the game in the process. Consequently it has several small quests that you can carry out, some for equipment, others for money, experience or even tokens. None of them are very hard, and some of the equipment you win will actually help you gain some knowledge about the nature of our world. There are Quests in all 4 parts of the zone. The best way to find the Quest Mobs is usually to greet them, or just look at them.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_53&amp;quot;&amp;gt;'''QUESTCARD 53'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE MINE&lt;br /&gt;
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The entire mine is a Quest, and it takes some hard work. You dig your own TUNNELS, you MINE for metal ore, and you can also search for gold nuggets, precious stones and other treasures. If you are lucky you might even mine yourself into the Dwarf Treasury. Or the legendary Mines of Moria - but then again, that might turn up to be your bad luck instead. The more you mine the more your mining skills improve. Some equipment that you come across in the mine will improve your mining abilities too. Only, you may not be able to use some of it, before you reach a certain level of mining skill. What you definitely need is a shovel or a pickaxe, to get yourself started. You can buy them in Mine Shop by the Gold Mine in Old West - or maybe a wandering dwarf might sell them to you. To learn more about mining, type HELP MINING, this will give you an index of the help files for it.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_54&amp;quot;&amp;gt;'''QUESTCARD 54'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE TRADES&lt;br /&gt;
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There are several trades you can try around the Realms, except the obvious ones as a hunter or soldier. You can for instance try your hand as a farmer, a gardener, a fisher, a jockey, a lumberjack, a miner, a rancher, or even a space-pilot. With most of the trades you produce raw material or items that can be traded for tokens or developed further by Craftsmen. The Trader's Office, south of Recall will give you more detailed info about how to pursue a trade.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_55&amp;quot;&amp;gt;'''QUESTCARD 55'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE ODYSSAY QUEST&lt;br /&gt;
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The entire zone is a Quest in itself. Since this is the ultimate travelling adventure, you get rewarded even for exploring. But there are several other challenges too, and of course most of them have to do with Odysseus in one way or another. That's all I am going to tell you about it - except that you may have to extend your voyage outside the West Mediterranean Sea. And that the rewards will be well worth the efforts...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_56&amp;quot;&amp;gt;'''QUESTCARD 56'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE DEAD HEROES&lt;br /&gt;
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When Achilleus died, the other Greek heroes competed for his armor. Ajax, the strongest of them all, was convinced that he'd win it, but instead it was awarded to the cunning Odysseus, as a reward for coming up with the idea of the Trojan Horse (which eventually finished the war in favour of the Greeks). Ajax was so dismayed, that he threw himself on his sword. And consequently ended up in Tartarus, with other suiciders. And can you believe it? - he is STILL whining about it. Why not put him out of his misery once and for all? And hey - what about Achilleus? He must be in the Realms of Hades too... But the dead are dead, so they cannot communicate with the living... Perhaps. But there is a way to make them gain enough strength to respond, at least for a short while. Odysseus knew what to do. You could try the same method.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_57&amp;quot;&amp;gt;'''QUESTCARD 57'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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tHE UNHAPPY SOULS&lt;br /&gt;
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There are several parts of The Realms of Hades and none of them is a very happy place. Naturally the souls tortured in the depth of Tartarus, the Greek equivalent of Hell, would rather be somewhere else. But even most of the souls in the Elysean Field, which is the Greek version of Heaven, seem strangely discontent. Several souls in the Realms of Hades may ask you for help in their misery. Some of them were famous heroes in life, others are just ordinary people, who were given a bad turn in life. Did you know that you aren't even allowed to ENTER the Realms of Hades, unless the correct funeral rites were performed over your body? And once in, you may find it a bit hard to get out again, muhaha...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_58&amp;quot;&amp;gt;'''QUESTCARD 58'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE LOVESICK POET&lt;br /&gt;
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A young poet is madly in love with Queen Adia, but she scorns him and he is thrown out of the Ice castle. So he wanders in the icy forest, writing poems to his beloved, then tearing them up in despair. Later he regrets this, but the pieces of paper have been scattered by the wind... Maybe if Queen Adia were to read his poem, her heart of ice would melt?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_59&amp;quot;&amp;gt;'''QUESTCARD 59'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE TRAPPED MINER&lt;br /&gt;
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The Goldmine is a pretty risky place to visit, mainly because the miners don't really like visitors. But there are other perils, and the greatest of them all is the dreaded cave-in. Only, in their lust for gold, the miners ignore the perils, they even forget to shore the tunnels. So now one of them is trapped behind masses of earth. And his comrades don't even care about it, they are too busy excavating more gold. So this poor man would be doomed to a slow and painful death, if it weren't for his best - and only - friend. And maybe you as well. But beware, or a new cave-in might bury you both... For good this time...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_60&amp;quot;&amp;gt;'''QUESTCARD 60'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE LEGEND OF THE DEAMON&lt;br /&gt;
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Somewhere in Llano Estacado is an inscription, which tells the legend of the Deamon from hell. It can be appeased with the right offerings - at least for a while. It might even reward you - in a way. But beware! Gifts from a Deamon usually have their drawbacks...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_61&amp;quot;&amp;gt;'''QUESTCARD 61'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE NECROMUNDA GANG WARS&lt;br /&gt;
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The north-western parts of Necromunda have long been the haunt of a couple of youth gangs. This makes these alleys a risky place to enter for anybody, but most of all for the gang members hemselves, who are constantly fighting one another and marking their territory with grafitti. Lately the Goliath gang seems to have got the upper hand for some reason, and a member of the Escher gang might ask you for assistance. Maybe you don't like to help scum like that? Maybe you think they should be left to exterminate themselves? Fine by me, but in case you do decide to take part in the fights after all, you should know that the Goliath Leader has got himself a fancy electronic shield that makes him all but invulnerable, except maybe if you blow up the entire building...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_62&amp;quot;&amp;gt;'''QUESTCARD 62'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE THREAT OVER HAYHOLT CITY&lt;br /&gt;
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Since the Good King John died, nothing has been the same in Hayholt City. The true heir, Prince Josua, has mysteriously disappeared, and some say that he killed his own father. Currently the King's brother, Elias, is in power, but the city is not a happy one. Rumours are spreading, people are afraid, and it is whispered in the street that the REAL ruler is Pyrates, the magician, who is said to use deformed humans and political prisoners as slave labour for his workshops in the dungeon. Naturally nobody speaks these things out loudly, who wants to end up in the Dungeon himself? It is said in a prophecy that a Stranger will be the one to save the city, and perhaps you are going to be that person. Or perhaps you'll decide to join the dark forces instead? Two great swords are at stake in this Quest, one for the good, the other for the evil. The choice is yours.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_63&amp;quot;&amp;gt;'''QUESTCARD 63'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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RESCUE THE VIRGIN&lt;br /&gt;
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The Ancient Cult of the Temple Of The Damned is an evil one, which includes the sacrifice of innocent young virgins. Maybe there is still time to save the life of the young maid that they recently captured, and bring her safely back to her father, who lives near Hayholt City.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_64&amp;quot;&amp;gt;'''QUESTCARD 64'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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PROTECTION OF THE ANGELS&lt;br /&gt;
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Deep within the Enchanted Lands is a secret past of affliction where a new hero is destined to rise. It is said that the lands, forests and valleys are protected by angelic beings with weapons of light. One wishes to help you face your fears and defeat the evil within. Another tells of an escaped foe from the black stone terrain of Mt. Kuromeru, attempting to unleash the hoardes against the world once more. Is it possible to bypass the glowing shield and dark army surrounding the black mountain?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_65&amp;quot;&amp;gt;'''QUESTCARD 65'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE POISONED UNICORN&lt;br /&gt;
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Somewhere safe in the Enchanted Lands a small unicorn lies ill, poisoned and confused. There are still so many items needed for his remedy - and they are incredibly rare. If you find them all, his caretaker would no doubt give you a token of his esteem.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_66&amp;quot;&amp;gt;'''QUESTCARD 66'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE TULIPEK TREASURES&lt;br /&gt;
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The Tulipek people have a long past of heroism in the wars against Mt. Kuromeru. They still keep tokens of their assistance and of friends they lost. One piece very close to the people's hearts has been missing ever since the great war in Arkenlan, it would be a good deed to return it to them.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_67&amp;quot;&amp;gt;'''QUESTCARD 67'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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COSMO CANYON&lt;br /&gt;
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There are more things to do in Cosmo Canyon than just fighting in the famous Hologram Arena. Below are a couple of suggestions:&lt;br /&gt;
1. The Missing Manager&lt;br /&gt;
A lot of folks in Cosmo Canyon seem quite wary about the arrival of two managers from Shinra Inc. How many employees on vacation travel together? And if there are two, why can you only spot one of them? They're not up to something are they?&lt;br /&gt;
2. The Miserable Moggles&lt;br /&gt;
In Cosmo Canyon, two Moggles of the opposite sex waddle aimlessly about and hardly talk to anyone these days, let alone each other. Maybe an outsider can figure out what's wrong with them.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_68&amp;quot;&amp;gt;'''QUESTCARD 68'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE GOLF COURSE&lt;br /&gt;
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The golf course is a great place for people fresh out of the newbie arena. There are many small quests throughout the course. People are always losing things when they go out on the golf course. You could probably make a small fortune in returning lost objects. And who knows what you'll find out there that is just too good to return. After all, possession is 9/10 of the law.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_69&amp;quot;&amp;gt;'''QUESTCARD 69'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE CITADEL OF THANDAR&lt;br /&gt;
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Things are unquiet in the realm of Thandar. A wild beast is terrorizing the upper mines, a rash of thefts in the Citadel itself has left the citizens unable to perform their daily duties, a recent murder has the guard perplexed and somebody keeps sneaking into the cook's garden and making off with his mushrooms. Oh, and it's also the king's birthday, so if you visit you better bring him something he'll like. (And here is a problem, what gift could possibly please someone who already has everything?)&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_70&amp;quot;&amp;gt;'''QUESTCARD 70'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE MULTI-DIMENSIONAL CHAIN&lt;br /&gt;
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Taking you through all dimensions and into the furthest corners of some of the zones, this 20 part chain quest is a true challenge to your knowledge o the lands. The only way to make it through this quest is by being a thorough explorer. Though long, and sometimes very hard, the rewards at the end of this journey makes it all worthwhile.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_71&amp;quot;&amp;gt;'''QUESTCARD 71'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE OLYMPIC GAMES&lt;br /&gt;
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Traditionally the Olympic Games are held each four years in a little city near the westcoast of Peloponnesos, and from all over Greece young athletes gather there to compete with one another in fair fight. Only this years there are some problems, and the fights aren' always as fair as could be expected. The Officials are incompetent, the Judges are corrupt, and the crooked Trainer is running out of ingredients for the most popular doping pill. And maybe the fights aren't all that fair after all. All in all this opens some profitable opportunities for the resourceful Traveller...&lt;br /&gt;
And you can even bet on the outcome of the games. Who said that doping and bookmaking were modern inventions?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_72&amp;quot;&amp;gt;'''QUESTCARD 72'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE CALYDON BOAR HUNT&lt;br /&gt;
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Each year a great boarhunt is held in Calydon, and adventurers and heroes from all over Greece go there to take part in the risky sport. They compete among each other about who can kill the most boars, and every day a new 'Hunter of the Day' is appointed. This is not only a very prestigious title, it also means a quite substantial reward - at least the first time you win the title.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_73&amp;quot;&amp;gt;'''QUESTCARD 73'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE TWELVE DEEDS OF HERACLES&lt;br /&gt;
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Although the great hero Heracles is dead and gone, his two cousins, Iolaos and Eurystes, are still alive. They both live in the city Tiryns, where Eurysthes is king. For those of you that wish to repeat the twelve deeds of Heracles, Eurystes is the person to see. He is a vain and stupid man, so he might just get a kick out of sending a new person out to repeat those dangerous tasks. And as for Iolaos - well, he has his own opinions about Heracles. A warning: Heracles may not have been very bright, but he sure was strong. So this Quest is for high tier players mostly, even though some of the deeds are easier than others. The problem is: YOU do not decide in what order you want to do the deeds - Eurysthes does.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_74&amp;quot;&amp;gt;'''QUESTCARD 74'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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MORE GREEK ADVENTURES&lt;br /&gt;
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There are many adventures awaiting the traveller in the ancient Greece, many people that you could help and many Quests to pursue.&lt;br /&gt;
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The Lapith Queen is troubled over the King's illness and her son's absence. She could do with some help from a Traveller.&lt;br /&gt;
The Moonspinners have lost their magic distaff and spinning hook.They lent them out as a good deed, but were repaid ill for good.&lt;br /&gt;
The nymph Moria mourns her dead lover, who got bit by a snake. Maybe there is a way to revive him.&lt;br /&gt;
A young recruit wants to join the Achaean fleet in Aulis, to go to the Trojan war. But since he's never been out of his home village before, he is a bit lost and needs guidance.&lt;br /&gt;
A dangerous bull is loose on the plain of Marathon. It was meant as a gift for the King of Athens, and that's where it should be brought, to be sacrificed at the altar of Athena. Only, not all people have the knowledge and courage to catch a raging bull...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_75&amp;quot;&amp;gt;'''QUESTCARD 75'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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FARMING AND LUMBERJACKING IN CALIFORNIA&lt;br /&gt;
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Out in sunny California, John Sutter has set up a lucrative agricultural and lumbering company, but he can use some help. You see, he's severely shorthanded with all his field hands running off to the hills in search for gold.&lt;br /&gt;
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South of Sutter's fort, the fields roll, gleaming brightly in the sunshine. They are just waiting for a little TLC to finish the harvest. To reap the rewards, carry your crops to the Fort where several people are more than happy to take them off your hands and reward you... especially if you find a way to help THEM.&lt;br /&gt;
If it's lumbering you're after, there are forests to be had up in the mountains north of the fort, and if you make your way to the Coloma mining town, look up James Marshall at the Mill and he'll see your lumber cut for you.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_76&amp;quot;&amp;gt;'''QUESTCARD 76'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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DIGGING FOR GOLD IN CALIFORNIA&lt;br /&gt;
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Up in the hills and on the rivers in California, something near and dear to everyone�s heart has been discovered! GOLD!!! Ask around up there and maybe someone will be more than happy to show you how to go about panning for gold!&lt;br /&gt;
Or, if even more entrepreneurial, there�s mining up in Sutter's Mines, but beware... mining has its hazards.&lt;br /&gt;
In Sutter's Mines, it's been rumored that a mad inventor is toiling away and he's lost his parts. Find them and return them to him and he will reward you accordingly.&lt;br /&gt;
Mining is a hazardous profession, and some are often buried under the rubble. In Sutter's Mines, a father has lost his son to the hazards of mining. He asks that you try to find him and return him to him.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_77&amp;quot;&amp;gt;'''QUESTCARD 77'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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The Whotvar Quests&lt;br /&gt;
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The planet Whotvar is part of a newly discovered system in the upper parts of our Galaxy. Although the planet is sparsely populated, the natives certainly could do with some help from resourceful Travellers. - A young native has lost her earring and is too small to go and find it. Helping her just might make her smile. - Ridding Whotvar of its ancient curse, and the demon who spawned it, just might cause an old woman to sweep you off your feet. Be careful, demons are tough.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_78&amp;quot;&amp;gt;'''QUESTCARD 78'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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WHOTVAR II QUESTS&lt;br /&gt;
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A couple of asteroids circle the same sun as Whotvar. They are the centre of some Space-Soap-Opera like plots that will need the help of outsiders to get resolved.&lt;br /&gt;
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Mrs. Bitters wants to have a hot date with a friendly space captain, but her husband keeps here practically chained to the kitchen. Helping her find some things to wear can be a rewarding experience.&lt;br /&gt;
Mr. Bitters is looking for a certain stone that can turn any item into gold. He is offering an item that he stole...err, received for his good works on a far away planet.&lt;br /&gt;
Baby Bitters wants to play with her blocks again, but she gave them to a kindly old dwarf *snicker* in exchange for a magical stone. Finding the blocks will lead to getting what the blocks spell.&lt;br /&gt;
Mavra Chang is a space captain with the hots for Mrs. Bitters and an urge to punish Mr. Bitters. She has some information that can lead to getting lots of gold. Can anyone help her out?&lt;br /&gt;
A girl just wants to dance and who can blame her? But doing it naked can be embarrassing. Anyone that can help her find her clothes will be rewarded by Dr. Bitters.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_79&amp;quot;&amp;gt;'''QUESTCARD 79'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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TRADING IN THE GREEK ISLANDS&lt;br /&gt;
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Each of the 40 islands in the different archipelagos, and many places on the mainland too, have their own natural assets that can be traded in some other places. There are two main centrepoints for the trading, each with its own large marketplace; the island Carpathos in the South Sporades, and the island Cyprus in the far east part of the Mediterranean Sea. Usually you can get a better price if you find the right buyer somewhere else, however. Just remember that if you give someone and item that they didn't ask for, they will be a lot less willing to pay.&lt;br /&gt;
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During the antique era trading is mostly done by bartering and based on trust. You GIVE a person something they desire, and in return you RECEIVE something else. This could be a more developed item that you can trade elsewhere. But it can also be the Currency known as Trading Points, which will eventually allow you to buy some cool stuff, once you've collected enough of them.&lt;br /&gt;
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The prospective Trader would be advised to start on Carpathos, where you can acquire Nautical charts and Trading charts listing Sellers, Buyers and the current prices of some items.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_80&amp;quot;&amp;gt;'''QUESTCARD 80'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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AEGEAN ISLAND QUESTS&lt;br /&gt;
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Apart from the lucrative Trading, there are also some more traditional Quests you could do in the Aegean Islands.&lt;br /&gt;
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A young man named Spiros, on the island Samos, is grieving his lost bride, Calinia. But maybe she isn't lost forever? According to the talk in the harbour taverns, her ship was taken by Icarian pirates. Asking around a bit might help in finding the lost bride. Just be careful, so you don't get to share her destiny...&lt;br /&gt;
On the island Tenedos a guerilla war is raging. A young woman is longing for her fiancee, who has taken to the mountains with the rest the young men. If she could just see him once again, to make sure that he is safe and sound...&lt;br /&gt;
On the island Anaphe the settlers are longing for their old homes in Attica and Euboea, and for their families left behind...&lt;br /&gt;
There is a mystery on the seemingly uninhabitated island Lebinthos. The seamen talk about an ancient curse of Zeus, and avoid the island as much as possible. But for an adventurous Time Traveller this could be the start of a challenging Quest, in search not only of a lost people, but of a sculptor, who is as famous as he is elusive.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_81&amp;quot;&amp;gt;'''QUESTCARD 81'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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ARCHAEOLOGY&lt;br /&gt;
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Northeast of the archaeological camp in Old Carthage lies the secluded and fenced in Carthage Bay. Here the visitors are allowed to try their hand at some archaeology themselves, since the staff is so overworked. Everywhere in and around the shores of the bay, and sometimes spreading into the excavation camp you can find shards, pieces of pottery and even pieces of ancient weapons. Some of them are just stone shards, and some of the pieces can be pretty hard to find. Don't expect them to lie around in the open, if they did someone would have found them already.&lt;br /&gt;
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You need to find all the parts to an item and then turn those in to one of the archaeologists of Camp Carthage, who will put the pieces together and reward you, provided you have found ALL the pieces. (You'd better make sure that you have, before turning them in, because otherwise those pesky scientists will just keep the pieces and all your hard work will be im vain). If you want some more hints have a look at the backside of the card too.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_82&amp;quot;&amp;gt;'''QUESTCARD 82'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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TRADING IN EGYPT, KUSH AND PUNT&lt;br /&gt;
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The Nile has always been the main Trade route of northeastern Africa, much more important than the caravan trails that traverse the vast Sahara desert. All kinds of goods are shipped along the Nile, downstream in the summertime during the flood season, upstream in wintertime when the prevalent northern winds facilitate sailing against the current.&lt;br /&gt;
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The trade between the three countries Egypt, Kush and Punt is lively, with Kush in a strategic position between the other two. There are Trading Markets in several places along the course of the river; - Aswan, Elephantine Island, Kerma, Napata, Meroe and Khartoum, which all sell and buy a number of the most common trading articles for TradePoints. But you'll find that the prices vary a bit with the location.&lt;br /&gt;
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Mostly you'll be paid in TradePoints but in the Land of Punt trading with the natives is traditionally done by bartering, item per item. The determined Trader can make a good living from it.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_83&amp;quot;&amp;gt;'''QUESTCARD 83'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE BORED STATUES&lt;br /&gt;
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The Sun Phenomenon of the Abu Simbel temple is famous. It's not quite clear whether it appears by pure chance, or whether it is a very clever design of the architect of the temple. What happens is that the first rays of the rising sun will illuminate the four statues set at the back wall, almost 50 m inside the mountain.&lt;br /&gt;
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As the sun moves, the small illuminated area will move too, from statue to statue. Only during a short period of the year, around the vernal and autumnal equinox, this area will be large enough to illuminate all four statues at the same time. But this is not all. When the rays of the sun hits a statue during this period, it will spring to life - that is, a certain amount of life - allowing the statues to talk to one another for a short while. And what would four statues have to talk about? Well, the truth is, statues trapped 50 m inside a rock temple don't get a lot of excitement. So, what they mainly talk about is how bored they are. Perhaps YOU could relieve their boredom a bit?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_84&amp;quot;&amp;gt;'''QUESTCARD 84'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE LIVING AND THE DEAD&lt;br /&gt;
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Life after Death plays an enormous role in both Egypt and Kush, to the point where each city in Kush has a mirror city for the dead. A large part of Life in those countries is to prepare for Death - your own or that of your beloved ones.&lt;br /&gt;
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The Kings and Pharaohs build impressive Mastaba tombs and Pyramids, where the walls are decorated with amazing murals, and the chambers are filled with grave-goods - and often also with the sacrificed bodies of their servants, concubines, guards and slaves. The ordinary people have fewer resources, but even for them it is important to be sent off in style, and an entire industry has developed in Kerma focused on grave-goods, mostly ceramics and cloth. To be buried in style in Kerma, the body has to be wrapped in at least 5 pieces of the famous Kermian cloth, and since this is very expensive, families often leave their mummified dead above ground until they can afford a decent burial.&lt;br /&gt;
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You'll find several Quests connected to the burial rituals of Kush. But beware - the Dead don't always appreciate being disturbed, and although the Bas can be quite talkative, they can also be vindictive. And although you may be lucky enough to find some extremely valuable object among the linen wrappings of a mummy, you might also be slain on the spot for the sacrilege.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_85&amp;quot;&amp;gt;'''QUESTCARD 85'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE NOMADS OF WAWAT&lt;br /&gt;
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Nomads have a hard life in this arid desert. Their only fortune is their herds, but the herds need to move constantly, to find fresh grazing and water. There are some campsites in oases with wells that provide enough water for both people and animals, but the nomads can never stay very long in either of those, because the herds will soon have devoured every green straw on the ground. So they are always on the move, always living on the marginal. Perhaps you could make their life easier in some little ways? But then again, there are also Egyptians in Wawat, and they tend to regard all Nubians, including the nomads, in the same way; 'The only good Nubian is a dead Nubian'. So maybe you will choose to help the Egyptians instead. It's a free choice, after all.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_86&amp;quot;&amp;gt;'''QUESTCARD 86'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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ARCHAEOLOGY IN WAWAT&lt;br /&gt;
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You wouldn't believe it at first sight, but this inhospitable desert is filled with buried treasures. The tombs of the nomads, objects dropped by passing caravans, the belongings of travellers that died in the desert, all are soon covered by the drifting sand. But sometimes the ever blowing winds will shift the sand again, and uncover an old skeleton, a decorated tomb, or just an object dropped by mistake - and to modern Time Travellers these objects are archaeological artefacts of great value. There is even a Trader, Kabeebi, who has set up shop in the desert just to trade these artefacts. You need patience and a keen eye to be good at archaeology, but once you get the hang of it, you can scrape a good living from the trade.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_87&amp;quot;&amp;gt;'''QUESTCARD 87'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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KERMA POLITICS&lt;br /&gt;
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The land of Kush has a strategic location, not only between Egypt and the Land of Punt, but also at the crossing of the two main Trading routes of Africa, the Nile, and the Caravan trail between Carthage and the Red Sea. The Kushites are traders by nature, and make a good profit on both ends of the Egyptian-Puntian trade. But the Kushites are also fighters by nature, and quite often find themselves in more or less open conflict with Egypt. Keeping up the Power Balance, without jeopardising the profitable Trade, is like a tricky game of chess, one that needs foresight, cunning, courage and patience.&lt;br /&gt;
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You too can be a part of the Top Politics of Kush, if only mainly as a courier, a carrier of dispatches. This may seem just like some sort of glorified 'errand boy', but there is more to being a courier than meets the eye at first. If you fulfill your task faithfully, never straying from the path, you'll build up a trust, and the final reward may exceed your expectations. Delivering a dispatch to the wrong recipient, can be extremely embarrassing and even dangerous, for both the sender and yourself. Remember that the bearer of bad tidings often gets the blame... On the other hand, delivering a dispatch to someone other than the original adressee can also have interesting - even profitable - results sometimes... It is your own choice how to carry out your tasks... &lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_88&amp;quot;&amp;gt;'''QUESTCARD 88'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE AMUN PRIEST CONSPIRACY&lt;br /&gt;
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The Amun Priests wield great power in both Egypt and Kush. Too much, many think. The temples of Amun hold enormous treasures, and the Priests of Amun form a Brotherhood - a web that covers both the lands. Only one Pharaoh ever managed to challenge their power, Akhenaton, who tried to establish monoteism in Egypt, the worship of the God Aton instead of Amun. For a while he was successful, but in the end the Amun Priests prevailed. Akhenaton was murdered, and the weak young successor Tutankhamon reinstalled the worship of Amun.&lt;br /&gt;
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Since then the Amun Priests have gained even more power, more or less eliminating all the other Gods, reducing them to becoming different aspects of Amun and Mut. And yet the Priests crave even more power. They do not only rule in matters of religion. By pretending to forward messages from the God Amun himself, they can heavily influence the choice of a new Pharaoh or King. And naturally they prefer a ruler that is weak, someone they can manipulate easily. The present King of Kerma is too strong-willed to suit their agenda. So the Priests have concocted a plot, to have him removed from power and replaced with his feeble-minded younger brother. The Traveller can choose to assist either side...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_89&amp;quot;&amp;gt;'''QUESTCARD 89'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE ARMY NEEDS YOU!&lt;br /&gt;
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The kobolds and goblins of NightDragon Realms have been at war for centuries - it's time for this bloody battle to end. Choose a side and join the army - will you work your way up to Dragon for the kobolds or Worgrider for the goblins? Either way, loyalty has its rewards while betrayal will have its punishments.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_90&amp;quot;&amp;gt;'''QUESTCARD 90'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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VICTORIAN ENGLAND&lt;br /&gt;
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Quest 1 Jack The Ripper The good citizens of Victorian London are depending upon Sherlock's legendary sleuthing skills to apprehend the monster known as Jack the Ripper. Unfortunately, Sherlock is having problems and needs help. Visit him to find out what he needs and join the hunt for the Ripper. Be warned, the hunt is long and arduous and not for the faint-hearted.&lt;br /&gt;
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Quest 2 Mary Shelley is fed up with her husband disappearing off to poke around in old ruined Greek temples. Talk to her and undertake her quest to bring him home.&lt;br /&gt;
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Quest 3 Bedlam Asylum, the hellhole where the deranged and insane are sent for 'treatment'. Not everyone incarcerated within its walls deserves to be there however. Meet with a mother and help her recover her daughter. She will be indebted to you and a nice reward awaits those who succeed. By the way, guess who also is incarcerated there?&lt;br /&gt;
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Quest 4 Dr Jekyll is becoming increasingly more worried, his latest batch of potion was too strong and Mr Hyde is taking over control more and more. Unless somebody stops him, Mr Hyde will soon be completely dominant and Dr Jekyll will cease to exist. Help Dr Jekyll find the items he needs for his antidote and banish Mr Hyde for good.&lt;br /&gt;
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Quest 5 There are also some smaller Quests, to help various citizens in need.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_91&amp;quot;&amp;gt;'''QUESTCARD 91'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE ELVEN BARDS&lt;br /&gt;
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The great Master Bard, Taliesin, has come to the Metropolis of the Elves, and from near and far the bards gather for the yearly Contest, where he will be the Supreme Judge. There are two main rules for the contest: The poems must be 6 lines long and they have to be in rhymed verse. The prize is very prestigious, and the winning bard gets to perform before the Elven King. Four of the local bards have registered for the contest; Mendel Caladron, Valith Chanderell, Isidia Sungold and Amalith Starglance. Each of them very much wants to win, and they wish almost as much that their main rival will NOT win. So naturally everybody is getting very tense, and in a moment's despair all four of our local bards have torn up their efforts and thrown the pieces away, fearing that they are not talented enough to win. The next moment they regretted it, but by then it was too late - the wind had already blown the pieces away... Each of the bards would pay a lot to have their poem restored, for they can no longer remember what they once wrote, and their inspiration has drained... (But their distress is so great that you must give them the lines in the correct order, or they will not recognise their own poem, and might just throw the scraps away again).&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_92&amp;quot;&amp;gt;'''QUESTCARD 92'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE PRICE BULL&lt;br /&gt;
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Old McDonald has a farm, with a load of animals on it. So has farmer Joe. He's also got a wife and two kids. But the thing that he cares for most of all in this world is his prize bull, Old Red. He's so crazy about that old bull that the ring in its nose is made of pure gold. Ain't that ridiculous? Wouldn't that old ring look a lot better on you? Especially if you could find someone who would adapt it to a better size... &lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_93&amp;quot;&amp;gt;'''QUESTCARD 93'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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CASTLE CASE&lt;br /&gt;
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Did you ever want to try your hand as a private detective?&lt;br /&gt;
Now, here's your chance.&lt;br /&gt;
Lady Anne, the wife of the well known Robber Baron, has lost the key to her jewel case. She's convinced that one of the servants has nicked it, and has turned to the 4D Travel Agency, with the request that they send a detective to her to solve the mystery. Should be a piece of cake for a smart hotshot like you.&lt;br /&gt;
All you need to do is talk to Lady Anne, and all the other inhabitants of the castle, and then draw your own conclusions about whodunnit.&lt;br /&gt;
It should be pretty obvious in the end, to someone with normal intelligence and an open mind.&lt;br /&gt;
And if during your investigations you should happen to come across the key to the Robber Baron's own treasure chest... who would blame you, if you...&lt;br /&gt;
Because after all, the Baron is a brute and Lady Anne is a bitch. And I can promise you that you'd really like to get your hands on what's in that chest.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_94&amp;quot;&amp;gt;'''QUESTCARD 94'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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FISHERMEN STORIES&lt;br /&gt;
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Almost all fishermen tell those very long and boring stories, usually about the hardships they endured at sea, or the really fantastic fish that they caught - or failed to catch - at one time or another. Naturally the fish gets bigger and the hardships more dramatic for each time they tell their story. The fishermen in Green Fen are no exception to this rule, and by now the people of that village - inhabitants and visitors alike - are getting so tired of their longwinded tales that they have a hard time keeping their audience. But if a listener actually managed to stay awake during the entire story, they might - just MIGHT - get to know something that could lead to... who knows what... An exciting adventure? A hidden treasure? A tale about a lost child that reveals a dark family secret? Or just a very boring story about a very big fish that got lost?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_95&amp;quot;&amp;gt;'''QUESTCARD 95'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE CALL OF THE SEA&lt;br /&gt;
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Did you ever dream of going to sea? Becoming a Pirate, or maybe a Viking? Travels, adventure, rich loot, treasure chests buried on desert shores... Then maybe you should seek out Mate Hook on the Pirate Galley north of Green Fen, and apply as a crew member. Now Mate Hook may treat you as a simple cabin boy - or girl - but there might be others more willing to pay well for some help. For instance the Pirate Captain, missing his pet pirate parrot Polly. Or the Pirate cook, always out of ingredients for his not-so-tasty stews. Or the poor galley slaves, yearning for freedom - or at least a drink. And of course, everyone knows that where there are Pirates or Vikings, there are also buried treasures. All that you need to do is probably to find the four pieces of the treasure map that some pirates divided among themselves in the past... Then again, engaging in some simple trading with the good merchants of Green Fen might be a faster and easier way to make a buck. &lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_96&amp;quot;&amp;gt;'''QUESTCARD 96'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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FENIZIAN SECRETS&lt;br /&gt;
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Fenizia is known as the City of the Poison and the Dagger. But there are other sides to that famous city as well. Life goes on, as in any city. People fall in and out of love, sometimes the love is not popular with their relatives. Like Oscar de la Renta, who loves boys... but loves opium even more... Or the lusty Lucretia Fellini, who loves the pieous Mario Donatello. Neither her brother Cesare or Mario's brother Don Giovanni approve of their liason. There is no love lost between the two men otherwise, but in this matter they are totally in agreement. And Lucretia has secrets, which can be used to keep her in line... In fact everyone in Fenizia has secrets. People say that the Orsinis are the only exception to this rule, since they boldly flaunt their occupation as hired assassins. But maybe even the Orsinis have their secrets? And maybe some competition in their chosen trade might be profitable...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_97&amp;quot;&amp;gt;'''QUESTCARD 97'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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GOLEMS GALORE!&lt;br /&gt;
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No doubt you have heard of the Golems? Those nifty trainable pets, who will stay loyally with their master in any situation? The pets that you can pick up and carry around? The pets that will gradually grow stronger as they fight with you? The ultimate pets, actually. Sold by Ferdinand Lilliput, the famous Golem maker of Fenizia. Now there is one small problem with them. To perform at their best, they need to be cared for - in particular they need to be treated regularly with Ferdinand's famous Golem Ointment. And lately word has it that Ferdinand has run out of ingredients for this ointment. Being so small, Ferdinant cannot easily travel around the country to collect what he needs. But he'll give a sizeable discount to whoever helps him.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_98&amp;quot;&amp;gt;'''QUESTCARD 98'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE QUEST FOR THE BEST OF THE BEST&lt;br /&gt;
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To join the Roger Young Space Cadets, you need a number of qualifications. This Quest is to determine who is the most worthy to be their next recruit. You need to locate Roger Young and apply to him for a position among his Cadets. He usually can be found in one or the other of ten bars, located on different planets in the Galaxy. (After all, he does get around a lot, and a man needs some relaxation time, doesn't he?) If you have trouble finding him, perhaps talking to one of his Space Cadets might help a bit. When you've found Roger Young, just say: &amp;quot;I want to apply as a space cadet&amp;quot; to him. He will give you a note with the first part of the test. After you finished one assignment, and provided the proof, you will get the next one. (You always need to complete one assignment before Roger Young will hand out a new task). If at any time you lose the current note, you can always get a new one, by asking Roger Young for the latest assignment.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_99&amp;quot;&amp;gt;'''QUESTCARD 99'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE CURSE OF THE GYPSY&lt;br /&gt;
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No Dwarf or Gypsy is welcome in Fenizia, and the reason for that can be found in the Cronicles of Fenizia that are kept in the famous Library of Light. Some say that Fenizia's decline was caused by the curse of the Gypsy. Others discard the thought as superstition. So maybe the curse worked or maybe it didn't. But there is also another side to the story. The gypsy dancer, Esmeralda, who was defiled and dishonoured by the Fenizians, is an old woman now, but still alive. So a woman wronged needs revenge. And sooner or later, she is going to get it. Maybe with your help?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_100&amp;quot;&amp;gt;'''QUESTCARD 100'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE DWARVEN TREASURE&lt;br /&gt;
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Centuries ago a group of Fenizian adventurers raided the Dwarven caverns, and got away with a huge treasure. The wealth of Fenizia is mostly founded on that loot. The dwarves of Thandar have neither forgiven nor forgotten. Almost every year bands of dwarves attack the city, hoping to catch the inhabitants off guard. So far their raids haven't been successful. The walls of Fenizia are too strong and too well defended. But the dwarves haven't given up. They are firmly resolved to one day conquer the city and get back what is rightfully theirs. And until that day, there are other means and methods of getting their revenge. Talking to the King of Thandar, might result in a very profitable assignment.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_101&amp;quot;&amp;gt;'''QUESTCARD 101'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE CARDINAL'S SIN&lt;br /&gt;
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We are all sinners... But luckily the Church makes it easy for us to be absolved. All you need to do is to confess your sins to a Cardinal, and he will give you absolution, and possibly even sell you a letter of Indulgence. But when the Cardinal of Yorke, the Head of the English Church, has sinned... Who will absolve HIS sins?&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_102&amp;quot;&amp;gt;'''QUESTCARD 102'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE HOLY GRAIL&lt;br /&gt;
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It has been over two years since young Galahad left on his Quest to find the Holy Grail, and hardly a word has been heard of him since. Galahad is deeply loved by everyone who met him, from the King to the humblest peasant. He is considered to be the greatest of all the Knights of the Round Table, even greater than his father Lancelot. By now everyone is extremely worried about his absence. King Arthur is particularly unhappy, since he feels guilty about sending the young knight on the Quest in the first place. He doesn't really care about the Grail any more, he just wants Galahad back. The young knight must have left some sort of trail behind, and the ones most likely to hold some information would be the clerics all over the realms - monks, priests, abbots and cardinals. But the best way to start the search is probably to talk to King Arthur himself, who may be worried enough to confide in a Time Traveller. He might give you some lesser assignment at first; after all trust has to be earned. But as soon as you've proved your value, he might send you in the tracks of Galahad. Be prepared for a long and hard quest...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_103&amp;quot;&amp;gt;'''QUESTCARD 103'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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REBELLION AGAINST ARTHUR!&lt;br /&gt;
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Poor King Arthur! Not only is he worried about young Galahad's long absence, he is also struggling to keep things together, after the scandals, first with his illegitimate son Mordred and then with Lancelot and the Queen. But Arthur actually has bigger problems than this. There is a rebellion brewing against him in his own city, Durmandle, started by a bunch of disgruntled merchants. While Arthur still is blissfully unaware of this new threat, everyone else in the city seems to have an opinion both about the many scandals and about the budding rebellion. There is a lot of gossip all over town, which is how the Captain of the King's Guard managed to get wind of the conspiracy. Being one hundred percent loyal to his ruler, and knowing about his many worries, the Captain is equally determined to stamp out this fire, and to keep Arthur unknowing of the planned treason. So the entire affair has to be handled with the utmost delicacy and care. And since the Captain is a bit too well known in the city to go undercover himself, he might assign the task of investigation to a Time Traveller. Maybe it's a bit naive of the Captain to assume that someone fairly unknown to himself could be trusted. But Time Travellers have earned the reputation of being both resourceful and smart. Whether they also deserve a reputation of being trustworthy is perhaps up to you to decide. There is after all two sides to most conflicts. And maybe both sides would be willing to pay well for the assistance. &lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_104&amp;quot;&amp;gt;'''QUESTCARD 104'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE DRUIDS AND THE MOON&lt;br /&gt;
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Southwest of Durmandle is an ancient cairn, situated on a hill in the rural landscape. The locals tell all sorts of strange stories about this landmark. It's supposed to be a tomb, in some way connected to the ancient Druids. And many of the locals swear that the place is haunted. Strange lights and sounds have been observed around midnight. And they also claim that when the moon is full, the ghost of an old Druid Priest returns to claim a treasure once stolen from the tomb. If you decide to seek out the truth behind the stories, be warned that the Quest will be long and hard. Moon phases play a big role in Druid religion, and since rituals have to be done at the right moonphase, some patience will be required. But if you persevere, you might find the path to the lost and legendary Land of Avalon, which is said to have been hidden by the Fairies long ago. And if you succeed in bringing the lost artefact back to its rightful owner, you'll be richly rewarded. See also Questcard 105, Avalon Adventures.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_105&amp;quot;&amp;gt;'''QUESTCARD 105'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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AVALON ADVENTURES&lt;br /&gt;
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The Main Quest in Avalon is of course to find and retrieve the Sacred Sickle of the Druids, (see Questcard 104). In fact just finding the way into Avalon is a Quest in itself. But there are other adventures in Avalon...&lt;br /&gt;
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1. Gwyn app not only lost the love of his life, one of his dogs ran away chasing rabbits. Since Gwyn guards the access to the top of Glastonbury Tor, it would be a good idea to keep on good terms with him.&lt;br /&gt;
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2. A Pixie stole Amelia Brittle's baby, and put her own child in its place. Can you help Amelia to exchange the changeling back again?&lt;br /&gt;
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3. The famous Elven bread can only be baked on meal from the Durum wheat, that grows on the plains of Avalon. Last year's harvest was a disaster, so the Baker in Elven metropolis is waiting eagerly for this year's harvest. But the miller of Glastonbury isn't about to give it out for free...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_106&amp;quot;&amp;gt;'''QUESTCARD 106'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE PHILANDERING KNIGHT&lt;br /&gt;
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At the Crystal Castle way up in the northern sky, a young knight has a bit of a problem. He is due at Camelot to face King Arthur for a promotion, but it seems he has lost his vestments during a party that somehow went a bit... wild... Apparently some of the young ladies involved took advantage of his incapacitated condition afterwards, and decided to play a practical joke on him. Now he cannot face the King without his knightly vestments. He has a vague idea about what happened, but it would be embarrassing if he had to face those that took his vestments himself. Embarrassing and perhaps a bit awkward for a man that wishes to become a Knight of the Round Table. &lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_107&amp;quot;&amp;gt;'''QUESTCARD 107'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE SECRETS OF UTOPIA&lt;br /&gt;
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Is Utopia really the model society that it claims to be? On the surface everything may look fine, but there are hidden problems and a growing discontent among the citizens, even a Resistance movement...&lt;br /&gt;
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1. THE SECRETS ARCHIVES OF UTOPIA The main Quest is to help the journalist Josh Bannerford unveil the true history of Utopia, by finding the secret files in the City Archive. A good way to start, beside talking to Bannerford, would be to find the Meeting Room of the City Council, and eavesdrop on their sessions. Other good places to gather info might be the Hairsaloon in the Shopping Mall, or the Southsider Pub, where the Resistance members usually meet. It would also be a good idea to make friends with the members of the City Council, who naturally hold a lot of information.&lt;br /&gt;
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2. THE SOUTHSIDE PROBLEM The City Council wants to renovate the Southside District, the oldest part of the city. The area is rather run down, so they want to level it with the ground, and rebuild it completely. The Southsiders on the other hand like their area exactly as it is. They want to keep the character and just have the old houses carefully restored. They even want the entire area to be declared 'Cultural Heritage', since it was the first place the immigrants settled in when arriving on the planet. Talk to Alicia Lovecraft, the leader of the Resistance, if you want to help them in their struggle.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_108&amp;quot;&amp;gt;'''QUESTCARD 108'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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TOURIST TASKS IN UTOPIA&lt;br /&gt;
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As a Tourist in Utopia there are several Quests that you can do to finance your stay:&lt;br /&gt;
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1. THE CENTENNIAL CELEBRATION In the year to come, the Utopians will celebrate the City's 100th birthday, and the preparations are in full swing. Part of the celebrations is a big exhibition with items from other worlds and time periods. Each of the five Council members has got a list of six items that they need to collect. Naturally they'd appreciate the help of a seasoned Time Traveller like you.&lt;br /&gt;
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2. THE BIG GAME HUNT Every month a Big Game Hunt is held outside the dome. To partake you need a special invitation, but the prey is said to be challenging and unusual, and there is a nice reward for whoever wins the Hunter of the Month title.&lt;br /&gt;
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3. THE CENTENNIAL DIAMOND As a part of the centennial Celebration a diamond will be hidden somewhere in Utopia every day. The Citizens and visitors are encouraged to try to find it, and give it to Mz. Amy Vine, who will hand out a reward.&lt;br /&gt;
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4. SPECIAL PURVEYOR OF SHROOMS Even though there are machines to harvest the pink moss and shrooms that are essential to the economy of Utopia, an enterprising visitor can make a good buck by collecting shrooms and trading them to Mr.Greaves of the UFF, who will also pay a good price for a beetle that eats the shrooms. There might even be other buyers in the city willing to pay a bit more than he does. Also the intelligent harvesting machines tend to pick up other stuff from the ground, and may occasionally drop interesting things when killed. But there are many dangers outside the Dome, so watch out!&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_109&amp;quot;&amp;gt;'''QUESTCARD 109'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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TRADING IN THE MEDIEVAL DIMENSION&lt;br /&gt;
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Trading can be done in all Dimensions. (See also Questcard 54, 75, 79 and 82). But it's probably easiest in Medieval, since so many facilities are gathered here. You have the farming fields north of Olde Yorke and the Gardening facilites west of the city. You can lumberjack in the forests, and also collect bird's eggs, which several innkeepers and bakers will pay tradepoints for. Eggs are also needed for Cooking/Catering, and so are fresh fruits from the Orchard south of Olde Yorke and milk products, which can be produced in the Dairy north of the city. Northeast of Olde Yorke you'll find the Crafter's Alley, which holds the facilities for Textileworkers and many other crafts. &lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_110&amp;quot;&amp;gt;'''QUESTCARD 110'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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THE FIGHT AGAINST EVIL&lt;br /&gt;
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The Counsel of the Beasthall has seen more death than victory over the last weeks, but with a recent discovery of a possible way to bring the to the enemy, now they need the help of a strong cunning hero to lead the way into the depths of horror itself. But to get to the entrance to the stronghold of evil, you need to first gain the trust of the inhabitants of the village Gelindril. More about this in Questcard 111.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_111&amp;quot;&amp;gt;'''QUESTCARD 111'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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HELP THE GELLINDRIL VILLAGERS&lt;br /&gt;
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The villagers of Gelindril need the help of a strong and resourceful Time Traveller. By helping these people and earning their trust, you will eventually gain access to the Flying Fortress, where unspeakable evil resides.&lt;br /&gt;
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1. FIND THE MISSING DAUGHTER The number of missing persons has steadily risen since the coming of the great war. One such person is the daughter of the city's steward, who would grant a great boon to whoever finds and rescues his daughter.&lt;br /&gt;
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2. HELP THE TRADESMEN The recent and nearly endless war has stretched supplies thin, and the local tradesman of Gelindril are eager to take assistance from whomever they can. Beware, the people have grown to distrust strangers however, since the war has brought many a false &amp;quot;helper&amp;quot;. Too often have they found themselves being betrayed by clever spies for the enemy.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_112&amp;quot;&amp;gt;'''QUESTCARD 112'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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KILLER KLOWN QUESTS&lt;br /&gt;
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There are several quests, both easy or hard, that can be done in the Fun Fair.&lt;br /&gt;
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1. Collect coupons and win one of four cool prizes. (Easy)&lt;br /&gt;
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2. A Daycare Teacher has lost two of the kids in her group. She is naturally very worried, and the kids must be scared stiff. (Easy)&lt;br /&gt;
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3. The male Marsipulami has run off too. His mate is unhappy, and Agatha, the bearded lady, is missing her pet. (Medium)&lt;br /&gt;
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4. Even though the Killer Klowns and the Pie Monsters once were best buddies, they had a fallout, and are now mortal enemies. This probably has something to do with both species having as their ultimate goal to rule the Universe. So the High Pie Councellor might ask you to kill the klowns, and the Klown Captain might ask you to kill the Pie Monsters, and you can choose to help either of them. Or maybe both, since people who want to rule the universe are usually best dead. (Easy-Medium)&lt;br /&gt;
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5. But the main Quest is of course to help the unlucky Fun Fair Owner to get rid of the Killer Klowns once and for all, by blowing up the spaceship that they came in. KABOOM!!! (Hard)&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_113&amp;quot;&amp;gt;'''QUESTCARD 113'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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SAVE THE DRAGON FOREST&lt;br /&gt;
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It was said that the Dragon Queen's son, Angel was to be the savior of the Dragon Forest, but he hasn't been seen since the time of the Dragon Wars which was centuries ago. If only there was a way to get back to that time and save him...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_114&amp;quot;&amp;gt;'''QUESTCARD 114'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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TRADING IN THE OLD WEST&lt;br /&gt;
There are many things that you can earn TradePoints and Tokens from, while travelling in the Old West.&lt;br /&gt;
A. Become a RANCHER, in the 4D Ranch south of Dodge City. Raise your own herds of cattle, sheep or horses, and drive them to the Market.&lt;br /&gt;
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B. Become a TRAPPER; trap, catch and skin fur animals and trade the skins in any of the Trading Posts - or develop them further. The Train Company also pays for dead buffalos - and Indians.&lt;br /&gt;
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C. Become a PROSPECTOR; pan for gold in the streams and rivers, use a cradle or sluicing box, or pry the ore directly from the bedrock. The Trading Posts may pay a better price than the Dry Gulch Office.&lt;br /&gt;
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D. Become a LUMBERJACK; There are large forests out west, and some customers pay a better price than the lumbermill near Olde Yorke.&lt;br /&gt;
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A good way to start your career as a Rancher, Trapper or Prospector would be to visit one of the three Trading Posts along the Westward Ho Trail. Not only can you buy all the tools you need there, you can also trade most of your products to them. Not to mention that they are selling three very useful MANUALS, about how to become a TRAPPER, a GOLDMINER or a RANCHER. &lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_115&amp;quot;&amp;gt;'''QUESTCARD 115'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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QUESTS OUT WEST&lt;br /&gt;
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Apart from the numerous ways of earning Tradepoints and Tokens as a Trapper, Goldminer, Rancher or Lumberjacker, there are also a number of more traditional quests that you could try out, as you travel from Dodge City to Tombstone by foot.&lt;br /&gt;
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A. BRONGBRAT, the Strong Man at the Circus apparently needs some help.&lt;br /&gt;
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B. Apply as a RANCHHAND with any of the Bar-X or Circle-Y ranches. Perhaps the FOREMEN will have a task for you. You might even become a bronco buster...&lt;br /&gt;
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C. Assist some of the LEGEND CITIZENS. It seems that several of them would like to use you as an errand boy - (or girl) - to cover up their own, somewhat shady business. But as long as they pay you well... Who cares?&lt;br /&gt;
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D. Help the TRAPPER in the forest south of Legend, who has hurt his leg in one of his own traps. Embarrassing, right?&lt;br /&gt;
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E. There is a serious RAT PROBLEM, both in Dry Gulch and Legend. If you are the lucky owner of a tame ferret, you could make a buck or two, by getting rid of the pests. It's even rumoured that the Chinese pay for dead rats - you probably don't want to know why.&lt;br /&gt;
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( 115A , 115B, 115E easy, 115C, 115D medium) &lt;br /&gt;
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&amp;lt;span id=&amp;quot;QUESTCARD_116&amp;quot;&amp;gt;'''QUESTCARD 116'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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MORE QUESTS FURTHER WEST&lt;br /&gt;
&lt;br /&gt;
If you tire of earning Tradepoints and Tokens as a Trapper, Rancher, Goldminer or Lumberjacker, you'll find many other quests out there.&lt;br /&gt;
&lt;br /&gt;
A. BUTCH CASSIDY is bored. Sitting out the winter in the Hole in the Wall is extremely... well... boring. Maybe you can assist?&lt;br /&gt;
&lt;br /&gt;
B. Not all travelling west are headed for the California gold fields. Some went out looking for free land to farm. But the life of the SETTLERS is hard and some of them really need help.&lt;br /&gt;
&lt;br /&gt;
C. There are rumours of a STRANGE INDIAN TRIBE threatening war on the Prairie. You may be able to stop an invasion - or start one.&lt;br /&gt;
&lt;br /&gt;
D. AYANA, the daughter of the APACHE Chief fell in love with the wrong boy, a NAVAHO. Both the fathers are vehemently against the match, but young love will usually find a way. Perhaps you can help them?&lt;br /&gt;
&lt;br /&gt;
E. Everyone knows about the controversy between the EARP BROTHERS and the CLANTON GANG. Eventually there will be a shootout at the OK Corral. But until then, both sides might be in the market for a skilled gunman. Talk to Old man Clanton or Marshal Wyatt Earp.&lt;br /&gt;
&lt;br /&gt;
(116 A, 116C, 115E medium, 116B hard, 116D very hard) &lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;QUESTCARD_117&amp;quot;&amp;gt;'''QUESTCARD 117'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CHINESE BUSINESS&lt;br /&gt;
&lt;br /&gt;
The Chinese navvies were imported from China as cheap labour for the railroad between Dodge and Tombstone. Some of them stayed behind to work in the Legend Mines, and when they later were run out of both the mines and the city, they set up camp south of Legend. Chinese people are not allowed to own land or stake claims, so now they make their living in other ways, mostly by trading - they even deal in drugs. Truth is that they have some rather shady business going on, partly involving the Legend citizens and miners. This usually means a fair chance to make some profit for any enterprising travellers.&lt;br /&gt;
But the Chinese have a social life too, and even though the families are spread over half the west, they still manage to keep in contact with each other, using a courier service. And presently there is a wedding planned, between two families in the Legend camp. Rumour has it that they may need some help with the wedding preparations. (hard)&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Maps&amp;diff=147</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Maps&amp;diff=147"/>
				<updated>2015-11-13T13:16:39Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Protected &amp;quot;Maps&amp;quot;: Seems people think it's worth their time to attack a mud. Protecting everything. And backing all the stuff up. (‎[edit=autoconfirmed] (indefinite) ‎[move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''UNDER CONSTRUCTION'''&lt;br /&gt;
&lt;br /&gt;
== Zone Maps ==&lt;br /&gt;
&lt;br /&gt;
The Maps provided on this page are pretty accurate, although not very detailed. They are meant to present a general lay-out of the 4 Realms, without revealing the deeper secrets of the zones - for those you still have to explore.&lt;br /&gt;
&lt;br /&gt;
There are also some maps available on line. Those can be found in the Old Yorke Map Shop, The Library of Light in Fenizia, the island Kea in the Greek Archipelago and the Federation Hall on Pleasure Planet.&lt;br /&gt;
&lt;br /&gt;
In addition to these maps we use the Wilderness Grid for large grid zones. You will mainly find these in Prehistoric (the Sea, the Greek Mainland and the desert of Wawat) and in Future (the Outer Space Grid). If you type MAP in a Wilderness area, it will display a map of 11x11 rooms, with yourself in the centre. The same MAP command in an ordinary room, will only display the exits of that room.&lt;br /&gt;
&lt;br /&gt;
More maps might be added later, as the world grows.&lt;br /&gt;
&lt;br /&gt;
=== Central Area ===&lt;br /&gt;
&lt;br /&gt;
==== Recall Area ====&lt;br /&gt;
&lt;br /&gt;
[[File:RecallArea.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Gladiator Arena ====&lt;br /&gt;
&lt;br /&gt;
[[File:GladiatorArena.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Prehistoric ===&lt;br /&gt;
&lt;br /&gt;
==== Prehistoric Global ====&lt;br /&gt;
&lt;br /&gt;
[[File:PrehistoricGlobal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age ====&lt;br /&gt;
&lt;br /&gt;
[[File:stoneage.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Old Carthage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Carthage.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Egypt ====&lt;br /&gt;
&lt;br /&gt;
[[File:Egypt.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Greek Mainland ====&lt;br /&gt;
&lt;br /&gt;
[[File:GreekMainland.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Aegean Sea ====&lt;br /&gt;
&lt;br /&gt;
[[File:AegeanSea.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Troy and Kolchis ====&lt;br /&gt;
&lt;br /&gt;
[[File:Troy&amp;amp;Kolchis.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of Hades ====&lt;br /&gt;
&lt;br /&gt;
[[File:RealmsofHades.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Cyclades ====&lt;br /&gt;
&lt;br /&gt;
[[File:Cyclades.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Land Of Kush ====&lt;br /&gt;
&lt;br /&gt;
[[File:LandofKush.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Kerma and Napata ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kerma&amp;amp;Napata.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Medieval ===&lt;br /&gt;
&lt;br /&gt;
==== Global Medieval map ====&lt;br /&gt;
&lt;br /&gt;
[[File:Medieval.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
====Olde Yorke ====&lt;br /&gt;
&lt;br /&gt;
[[File:OldeYorke.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fenizia ====&lt;br /&gt;
&lt;br /&gt;
[[File:Fenizia.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dun-Shivaar ====&lt;br /&gt;
&lt;br /&gt;
[[File:DunShivaar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== East of Olde Yorke ====&lt;br /&gt;
&lt;br /&gt;
[[File:EastofOldeYorke.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== North-Eastern Medieval Realms ====&lt;br /&gt;
&lt;br /&gt;
[[File:NEMedievalRealms.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Odessin ====&lt;br /&gt;
&lt;br /&gt;
[[File:Odessin.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Enchanted Lands ====&lt;br /&gt;
&lt;br /&gt;
[[File:EnchantedLands.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== A Rip in Time ====&lt;br /&gt;
&lt;br /&gt;
[[File:RipInTime.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Old West ===&lt;br /&gt;
&lt;br /&gt;
==== Oldwest Global map ====&lt;br /&gt;
&lt;br /&gt;
[[File:OldWest.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dodge City ====&lt;br /&gt;
&lt;br /&gt;
[[File:DodgeCity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Tombstone ====&lt;br /&gt;
&lt;br /&gt;
[[File:Tombstone.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch ====&lt;br /&gt;
&lt;br /&gt;
[[File:DryGulch.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Legend ====&lt;br /&gt;
&lt;br /&gt;
[[File:Legend.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Hole in the Wall ====&lt;br /&gt;
&lt;br /&gt;
[[File:HoleInTheWall.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Llano Estacado ====&lt;br /&gt;
&lt;br /&gt;
[[File:Llano.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== Future ===&lt;br /&gt;
&lt;br /&gt;
==== Overall Future Galaxy Map ====&lt;br /&gt;
&lt;br /&gt;
[[File:Future.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Sectors ====&lt;br /&gt;
&lt;br /&gt;
[[File:Sectors.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Necromunda ====&lt;br /&gt;
&lt;br /&gt;
[[File:Necromunda.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmo Canyon ====&lt;br /&gt;
&lt;br /&gt;
[[File:CosmoCanyon.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Planet ====&lt;br /&gt;
&lt;br /&gt;
===== Pleasure Planet 1 (oversight) =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasurePlanet1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Pleasure Planet 2 (central area) =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasurePlanet2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Pleasure City =====&lt;br /&gt;
&lt;br /&gt;
[[File:PleasureCity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Alpha Centauri Planets ====&lt;br /&gt;
&lt;br /&gt;
===== Poon and Yudore =====&lt;br /&gt;
&lt;br /&gt;
[[File:Poon&amp;amp;Yudore.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Poon Towers =====&lt;br /&gt;
&lt;br /&gt;
[[File:PoonTowers.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Lovenbroy and Asteroid =====&lt;br /&gt;
&lt;br /&gt;
[[File:Lovenbroy&amp;amp;Asteroid.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
===== Yalc and Slunch =====&lt;br /&gt;
&lt;br /&gt;
[[File:Yalc&amp;amp;Slunch.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Building&amp;diff=146</id>
		<title>Building</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Building&amp;diff=146"/>
				<updated>2015-11-12T11:44:25Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: /* Mob editing */  Super rough explanation on each  item in medit. I don't know a hole lot. needs a lot of work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Extremely wip, thanks to Kvetch for the guides'''  &lt;br /&gt;
&lt;br /&gt;
== Room editing ==&lt;br /&gt;
&lt;br /&gt;
So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D.  I'm always glad to help, but I'm not always around, so here you go!&lt;br /&gt;
&lt;br /&gt;
This is what you will see when you first redit a room:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Room number : [4400]     Room zone: [44]&lt;br /&gt;
&lt;br /&gt;
1) Name         : An unfinished room&lt;br /&gt;
&lt;br /&gt;
2) Description  :&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
3) Room flags   : NOBITS &lt;br /&gt;
&lt;br /&gt;
4) Sector type  : Inside&lt;br /&gt;
&lt;br /&gt;
5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
6) Exit east    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
7) Exit south   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
8) Exit west    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
9) Exit up      : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
A) Exit down    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
B) Descriptions : Extra&lt;br /&gt;
&lt;br /&gt;
C) Descriptions : night description&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
E) Descriptions : Look under&lt;br /&gt;
&lt;br /&gt;
F) Descriptions : Look behind&lt;br /&gt;
&lt;br /&gt;
G) Descriptions : Look above&lt;br /&gt;
&lt;br /&gt;
H) Smell        :&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
I) Listen       :&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
J) Mine         : Num: -1 Level: -1 Tool: None&lt;br /&gt;
&lt;br /&gt;
R) Descriptions : Quests flagged - NOT SET&lt;br /&gt;
&lt;br /&gt;
S) Script       : Not Set.&lt;br /&gt;
&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we will change these one by one and show you how to do it.&lt;br /&gt;
&lt;br /&gt;
'''-- Room number : [4400]     Room zone: [44]'''&lt;br /&gt;
&lt;br /&gt;
The room number and room zone can not be changed.  This is the room you are editing and the zone it is in – hopefully your zone.&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : An unfinished room'''&lt;br /&gt;
&lt;br /&gt;
Let’s change the name of the room.  This is what will be at the top of the screen when someone walks into that room.  This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in.  Room 4400 is one of the rooms that’s around the path of the Dragon &lt;br /&gt;
&lt;br /&gt;
Master’s fort (zone 44).  So, we’ll change this to:&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : Dragon Fort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
This tells us exactly where it is in the Dragon Fort zone.&lt;br /&gt;
&lt;br /&gt;
'''2) Description  :'''&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
This is the actual description of the room.  As you see, it starts out with “You are in an unfinished room.”  Well, we want to make the room finished.  This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area.  Remember that small details can be added later.  So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here.  If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object.  For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:&lt;br /&gt;
&lt;br /&gt;
The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west.  The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life.  Not that there is any plant life around here to speak of as its all been&lt;br /&gt;
worn away.&lt;br /&gt;
&lt;br /&gt;
Always use /f when you’re finished with your description.  This will format it to the screen without the indent (Molly doesn’t like the indent).&lt;br /&gt;
&lt;br /&gt;
'''3) Room flags   : NOBITS''' &lt;br /&gt;
&lt;br /&gt;
This is where you get to make your room special by adding flags to it.  Is it dark so you need a light source or infravision to see in it?  Is it a deathtrap so anyone entering automatically falls to their death?  The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) DARK                  2) DEATH                &lt;br /&gt;
 3) !MOB                  4) INDOORS              &lt;br /&gt;
 5) PEACEFUL              6) SOUNDPROOF           &lt;br /&gt;
 7) !TRACK                8) !MAGIC               &lt;br /&gt;
 9) TUNNEL               10) PRIVATE              &lt;br /&gt;
11) GODROOM              12) HOUSE                &lt;br /&gt;
13) HCRSH                14) ATRIUM               &lt;br /&gt;
15) OLC                  16) *                    &lt;br /&gt;
17) VEHICLE              18) !RECALL              &lt;br /&gt;
19) ARENA                20) GOOD                 &lt;br /&gt;
21) EVIL                 22) HP                   &lt;br /&gt;
23) MANA                 24) MOVE                 &lt;br /&gt;
25) ROLEPLAY             26) !TELEPORT IN         &lt;br /&gt;
27) !TELEPORT OUT        28) !SUMMON IN           &lt;br /&gt;
29) !SUMMON OUT          30) WILDERNESS           &lt;br /&gt;
31) !VIEW                32) DO_NOT_USE           &lt;br /&gt;
33) GOLD DEPOSIT         34) SILVER DEPOSIT       &lt;br /&gt;
35) COPPER DEPOSIT       36) IRON DEPOSIT         &lt;br /&gt;
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT     &lt;br /&gt;
39) QUARRY               40) COAL MINE            &lt;br /&gt;
41) SPRING               42) PASTURE              &lt;br /&gt;
43) DRAGONPORT           44) TIN DEPOSIT          &lt;br /&gt;
45) PLASTONIUM DEPOSIT   46) BURNING  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path around Dragon Fort has nothing special to it, so we made no changes.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Inside'''&lt;br /&gt;
&lt;br /&gt;
There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside.  The default is inside.  Here is the list of choices you will come across:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Inside                1) City                 &lt;br /&gt;
 2) Field                 3) Forest               &lt;br /&gt;
 4) Hills                 5) Mountains            &lt;br /&gt;
 6) Water (Swim)          7) Water (No Swim)      &lt;br /&gt;
 8) Underwater            9) Air                  &lt;br /&gt;
10) Desert               11) Space                &lt;br /&gt;
12) Road                 13) Entrance             &lt;br /&gt;
14) Atmosphere           15) Sun                  &lt;br /&gt;
16) Black Hole           17) Vehicle(coded)       &lt;br /&gt;
18) Swamp                19) Reef                 &lt;br /&gt;
20) Tundra               21) Snow                 &lt;br /&gt;
22) Ice                  23) Prairie              &lt;br /&gt;
24) Badlands             25) Rail    &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work.  The best I could come up with at this point of time was “Field” so we’ll enter that.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Field'''&lt;br /&gt;
&lt;br /&gt;
'''5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
'''6) Exit east    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''7) Exit south   : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''8) Exit west    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''9) Exit up      : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''A) Exit down    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together.  I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8.  When you first open up the exit number, you get this table:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : -1 - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Like the main room, this too has to be filled out as much as you need to.  First is the exit to – this is the room vnum that the exit goes to.  For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : 4497 - DragonFort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
But, that’s not the only part that *has* to be filled out.  The second step is filling out a description of what someone sees if they look in that direction.  It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important.  In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
The path continues around the fort and you can see a rock in the distance.&lt;br /&gt;
Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you.  This is what *you* see when *you* look there.&lt;br /&gt;
&lt;br /&gt;
There is no door, keys or door flags for this room so we don’t need to use those.  But, in case you need those, you do it this way:&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word.  So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it.  So if you put in trap door and the player opens door, the player will see that s/he opens the trap.&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the vnum of the object you have created to be the key for this door.  It can seriously be anything and doesn’t even need to look like a key.&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
When you open up this choice, you get these options:&lt;br /&gt;
&lt;br /&gt;
'''0) No door'''&lt;br /&gt;
&lt;br /&gt;
'''1) Closeable door'''&lt;br /&gt;
&lt;br /&gt;
'''2) Pickproof'''&lt;br /&gt;
&lt;br /&gt;
No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice.&lt;br /&gt;
Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter.&lt;br /&gt;
Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made.  Use this sparingly though as picking lock can be one of the useful skills for thieves.  A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Purge exit is used if you realize the mistake that the western exit was supposed to be to the north.  This gets rid of the everything you’ve done in the exit choice.&lt;br /&gt;
&lt;br /&gt;
'''B) Descriptions : Extra'''&lt;br /&gt;
&lt;br /&gt;
This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like.  This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object).  If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there.  I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…&lt;br /&gt;
&lt;br /&gt;
'''C) Descriptions : night description'''&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
Night descriptions are something new to 4D and have been used rarely.  These are best used when the lighting would make the room look quite different than it would in the daytime.  For example, you have a forest.  In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister.  It’s all in the lighting.&lt;br /&gt;
&lt;br /&gt;
'''E) Descriptions : Look under'''&lt;br /&gt;
&lt;br /&gt;
'''F) Descriptions : Look behind'''&lt;br /&gt;
&lt;br /&gt;
'''G) Descriptions : Look above'''&lt;br /&gt;
&lt;br /&gt;
E, F, and G are all like B, except you are looking under, behind, or above the object.  So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something.  These are used for good places to hide things.&lt;br /&gt;
&lt;br /&gt;
'''H) Smell        :'''&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
This is the smell that is in the room.  All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something.  This could also be used to go into detail about a smell you have touched on briefly in the room description.  For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west.  This is one of the extra items that Molly wants filled out for a complete zone.&lt;br /&gt;
&lt;br /&gt;
'''I) Listen       :'''&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
Like smell, but the player is listening for some clues.  Again, every room has a sound whether it’s created in the room, or by things close to the room.  Be careful using this to let players know there is a mob nearby as that mob could have been killed.  Again, you can use *you* in this as the player is actively listening for sounds.  And you can use it to describe a sound in detail that you briefly touched on in the room description.  For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room.  Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over.  They do like shiny things.&lt;br /&gt;
&lt;br /&gt;
'''J) Mine         : Num: -1 Level: -1 Tool: None'''&lt;br /&gt;
&lt;br /&gt;
I’ve never used this myself and taking a look at it really doesn’t explain it.&lt;br /&gt;
&lt;br /&gt;
'''R) Descriptions : Quests flagged - NOT SET'''&lt;br /&gt;
&lt;br /&gt;
This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not.  For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed.  Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description.  Let’s look at our choices here:&lt;br /&gt;
&lt;br /&gt;
'''1) Quest Type: 0'''&lt;br /&gt;
&lt;br /&gt;
This is the type of quest – whether it affects a player or the whole zone.  Let’s look at the options:&lt;br /&gt;
&lt;br /&gt;
'''1) Zone wide quest flag'''&lt;br /&gt;
&lt;br /&gt;
'''2) Player only quest flag'''&lt;br /&gt;
&lt;br /&gt;
A zone wide quest flag would affect the whole zone once the quest is completed.  Let’s say to complete a quest, someone has to blow up a dam.  They do so and the affect is that the area is flooded.  Everyone who then comes into the area sees the area as flooded – because the quest had been done.&lt;br /&gt;
The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen.  The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.&lt;br /&gt;
&lt;br /&gt;
'''2) Quest Keywords:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the flag that the player has from completing the quest.&lt;br /&gt;
&lt;br /&gt;
'''3) Room Description:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the description the player (or the room if zone quest) will have if they’ve completed the quest.&lt;br /&gt;
&lt;br /&gt;
'''4) Goto next quest description: &amp;lt;NOT SET&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As you can see, there can be many different descriptions for a multi-layered quest.  Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to&lt;br /&gt;
Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together).  Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''S) Script       : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is for the scripts set on the room.  Each script is its own vnum.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
Erm… obviously when you’re done editing your room.&lt;br /&gt;
&lt;br /&gt;
== Object editing ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Item number : [30100]&lt;br /&gt;
1) Namelist : unfinished object&lt;br /&gt;
2) S-Desc   : an unfinished object&lt;br /&gt;
3) L-Desc   :-&lt;br /&gt;
An unfinished object is lying here.&lt;br /&gt;
4) A-Desc   :-&lt;br /&gt;
&amp;lt;not set&amp;gt;&lt;br /&gt;
5) Type        : UNDEFINED&lt;br /&gt;
6) Extra flags : NOBITS &lt;br /&gt;
7) Wear flags  : TAKE &lt;br /&gt;
8) Weight      : 0&lt;br /&gt;
9) Cost        : 0&lt;br /&gt;
A) Cost/Day    : 0&lt;br /&gt;
B) Timer       : -1&lt;br /&gt;
C) Values      : &lt;br /&gt;
D) Menu ---&amp;gt;   : Applies&lt;br /&gt;
E) Menu ---&amp;gt;   : Extra Desc&lt;br /&gt;
F) Innate      : (0) UNDEFINED&lt;br /&gt;
G) Smell Desc  :&lt;br /&gt;
It doesn't smell too interesting.&lt;br /&gt;
&lt;br /&gt;
H) Taste Desc  :&lt;br /&gt;
It tastes just like it should.&lt;br /&gt;
&lt;br /&gt;
I) Feel Desc   :&lt;br /&gt;
It feels normal, as far as you can tell.&lt;br /&gt;
&lt;br /&gt;
J) Crafting&lt;br /&gt;
M) Min Level   : 0&lt;br /&gt;
S) Script      : Not Set.&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''KVETCH POST START'''&lt;br /&gt;
&lt;br /&gt;
I did this for Rooms so thought I should continue for objects.  Careful, this is a very long post.  Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #&lt;br /&gt;
&lt;br /&gt;
'''1) Namelist :''' &lt;br /&gt;
&lt;br /&gt;
These are the words that can activate the object.  For example: pile hay – for a pile of hay.  That way the player can look at pile or hay to get the description for the pile of hay.&lt;br /&gt;
&lt;br /&gt;
'''2) S-Desc   :''' &lt;br /&gt;
&lt;br /&gt;
This is the description that is use when the object is being used.   For example let’s use that pile of hay.  If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”.  Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B.  You’d rather have Player A gives a pile of hay to player B.&lt;br /&gt;
&lt;br /&gt;
'''3) L-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description of the object as it’s lying in a room.  Using our pile of hay for example: A pile of hay lies here.  You don’t have to go so basic, but you should always use the main words that are in your namelist.   We could say: A pile of hay lies upon the loft.  But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.&lt;br /&gt;
&lt;br /&gt;
'''4) A-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description that’s given as the object is used.  And I never use this choice.&lt;br /&gt;
&lt;br /&gt;
'''5) Type        :''' &lt;br /&gt;
&lt;br /&gt;
This is the list of things this item can be.  The list is quite extensive and is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) light             2) scroll                3) wand                  4) staff                 5) weapon               &lt;br /&gt;
 6) &amp;lt;NOT USED&amp;gt;            7) &amp;lt;NOT USED&amp;gt;            ￼ treasure              9) armor                10) potion              &lt;br /&gt;
 11) worn                 12) other                13) trash                14) trap                 15) container            &lt;br /&gt;
16) note                 17) liquid container     18) key                  19) food                 20) money               &lt;br /&gt;
 21) pen                  22) boat                 23) fountain             24) throw                25) grenade              &lt;br /&gt;
26) bow                  27) sling                28) crossbow             29) bolt                 30) arrow                31) rock                 &lt;br /&gt;
32) vehicle              33) vehicle control      34) vehicle exit         35) vehicle window        36) room portal&lt;br /&gt;
37) gun                  38) ammo                 39) wings                40) spacesuit            41) aqualung             &lt;br /&gt;
42) climbable            43) level 1 poison       44) level 2 poison       45) level 3 poison       &lt;br /&gt;
46) level 4 poison       47) level 1 antidote     48) level 2 antidote     49) level 3 antidote     &lt;br /&gt;
50) descendable          51) bush portal          52) water portal         53) hole portal          &lt;br /&gt;
54) meat                 55) nugget               56) metal detector       57) tree                 &lt;br /&gt;
58) bark                 59) anvil                60) hammer               61) grindstone           &lt;br /&gt;
62) oil                  63) ore                  64) axe                  65) gem cluster          &lt;br /&gt;
66) element              67) shovel         68) wood                 69) machine              70) pickaxe             &lt;br /&gt;
71) nut                  72) skin                 73) furniture            74) portal hurdle        75) thermal protection   &lt;br /&gt;
76) radio                77) minor focus          78) major focus          79) lightsaber hilt      &lt;br /&gt;
80) zone flag            81) locker               82) garotte              83) vial                 84) bankbook             &lt;br /&gt;
85) spacebike            86) vehicle2  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''6) Extra flags :''' &lt;br /&gt;
&lt;br /&gt;
Again, an extensive list on what flags can be put on the object:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glowing               2) humming               3) unrentable            4) undonateable         &lt;br /&gt;
 5) anti-invisible        6) invisible             7) magic                 ￼ cursed               &lt;br /&gt;
 9) blessed              10) anti-good           11) anti-evil            12) anti-neutral         &lt;br /&gt;
13) anti-mage            14) anti-priest      15) anti-thief           16) anti-warrior         &lt;br /&gt;
17) unsellable           18) anti-faun         19) anti-centaur         20) anti-elf             &lt;br /&gt;
21) anti-dwarf           22) Live Grenade 23) anti-indian          24) anti-gringo          &lt;br /&gt;
25) anti-martian         26) anti-spacewolf 27) anti-hunter          28) anti-ranger          &lt;br /&gt;
29) anti-gypsy           30) anti-esper           31) melt-on-drop         32) (buried)             &lt;br /&gt;
33) player corpse        34) mob corpse     35) artifact             36) unique               &lt;br /&gt;
37) unlocateable         38) hidden              39) poison type 1        40) poison type 2        &lt;br /&gt;
41) poison type 3        42) poison type 4  43) edible               44) skinable             &lt;br /&gt;
45) anti-disarm          46) anti-male           47) anti-female          48) contraceptive        &lt;br /&gt;
49) &amp;lt;UNUSED&amp;gt;             50) &amp;lt;UNUSED&amp;gt;      51) tinkered             52) randomized           &lt;br /&gt;
53) enhanced             54) modified            55) lightsaber           56) two-handed           &lt;br /&gt;
57) &amp;lt;UNUSED&amp;gt;             58) &amp;lt;UNUSED&amp;gt;      59) life-stealing        60) mana-stealing        &lt;br /&gt;
61) move-stealing        62) undisplayed    63) extracting-(CODE)    64) shiftable            &lt;br /&gt;
65) key-rent             &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''7) Wear flags  :'''&lt;br /&gt;
&lt;br /&gt;
Where you want the player to be able to wear an item (if it’s a wearable/wieldable item).  This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off.  Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight.  Please note that certain areas are only for Clan items.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
  1) TAKE                  2) FINGER                3) NECK                  4) BODY                 &lt;br /&gt;
 5) HEAD                  6) LEGS                  7) FEET                  ￼ HANDS                &lt;br /&gt;
 9) ARMS                 10) SHIELD           11) ABOUT                12) WAIST                &lt;br /&gt;
13) WRIST                14) WIELD           15) HOLD                 16) FACE                 &lt;br /&gt;
17) EYES                 18) HIPS                 19) EAR                  20) ANKLE                &lt;br /&gt;
21) HORNS                22) ANTENNA    23) TAIL                 24) FOCUS                &lt;br /&gt;
25) SHOULDER             26) CREST       27) THIGH                28) KNEE                 &lt;br /&gt;
29) FLOATING&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;￼&lt;br /&gt;
&lt;br /&gt;
'''8)Weight      :''' &lt;br /&gt;
&lt;br /&gt;
The weight of an item.  There is nothing that weighs less than 1.&lt;br /&gt;
&lt;br /&gt;
'''9) Cost        :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost of the item if it was sold in a store.&lt;br /&gt;
&lt;br /&gt;
'''A) Cost/Day    :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost per day for the player to keep the item.  Most items have 0 cost.&lt;br /&gt;
'''B) Timer       : -1'''&lt;br /&gt;
&lt;br /&gt;
This would be how long the item exists in mud time after it is picked up.  Usually only used on major items or season items.  Most items would have a timer of -1 which is indefinite.&lt;br /&gt;
&lt;br /&gt;
'''C) Values      : 0 0 0 0 0 0'''&lt;br /&gt;
&lt;br /&gt;
The C values change depending on the TYPE of item it is.&lt;br /&gt;
&lt;br /&gt;
'''D) Menu ---&amp;gt;   : Applies'''&lt;br /&gt;
&lt;br /&gt;
This is any bonuses or negatives you want to apply to the item.  When you first enter this screen you will see this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) None.&lt;br /&gt;
 2) None.&lt;br /&gt;
 3) None.&lt;br /&gt;
 4) None.&lt;br /&gt;
 5) None.&lt;br /&gt;
 6) None.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is for the 6 stats you want to apply bonus/negs to.  Right now there are none.  When you hit 1 for the first state to apply, you enter this screen:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Nothing               1) Strength            2) Dexterity             3) Intelligence         &lt;br /&gt;
 4) Wisdom                5) Constitution   6) Charisma              7) Health-regen         &lt;br /&gt;
 ￼ Move-regen            9) Age              10) Weight               11) Height               &lt;br /&gt;
12) Maxmana              13) Maxhit       14) Maxmove              15) Mana-regen           &lt;br /&gt;
16) Experience           17) Armor         18) Hitroll              19) Damroll              &lt;br /&gt;
20) Paralyze Defence     21) Rod Defence         22) Petrify Defence      23) Breath Defence       &lt;br /&gt;
24) Spell Defence        25) Race                 26) Speed                27) Coolness             &lt;br /&gt;
28) Tunnel-Speed         29) Tunnel-Bonus  30) Tunnel-Stealth       31) Tunnel-Protection  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you choose which of those stats you want to apply a bonus/neg to.  Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1).  Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide&lt;br /&gt;
&lt;br /&gt;
'''E) Menu ---&amp;gt;   : Extra Desc'''&lt;br /&gt;
&lt;br /&gt;
This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther.   The first screen you see is this:&lt;br /&gt;
&lt;br /&gt;
'''1) Keyword: &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Like the namelist of the object itself, your keyword is the word used to look at the object.  For our pile of hay, you would again use pile hay as the keywords&lt;br /&gt;
&lt;br /&gt;
'''2) Description:'''&lt;br /&gt;
&lt;br /&gt;
This is the actually description of the keyword item.  For our pile of hay example, I have this:&lt;br /&gt;
This pile of hay has been sitting here for a long time.  So long, it's hard to say it's really a pile, but it isn't flat onto the ground.&lt;br /&gt;
3) Goto next description: &amp;lt;Not set&amp;gt;&lt;br /&gt;
This is in case I have something else I want to describe about this object.  Like maybe I’d said there was a green leaf in the pile of hay.  Well then I’d go to the next description and start all over with the keywords green leaf and enter that description&lt;br /&gt;
&lt;br /&gt;
'''0) Quit'''&lt;br /&gt;
&lt;br /&gt;
This is for once you’re done with all of your extra descriptions.&lt;br /&gt;
&lt;br /&gt;
'''F) Innate      :''' &lt;br /&gt;
&lt;br /&gt;
Innates are any skill/spell in the game that the object gives to the player that holds/wields it.  They player will always have that ability until they no longer hold/wield the object.  This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) armor                 2) teleport              3) bless                 4) blindness             &lt;br /&gt;
5) burning hands         6) call lightning        7) charm                 ￼ chill touch           9) clone                &lt;br /&gt;
10) colour spray         11) control weather      12) create food          13) create water         14) cure blind           &lt;br /&gt;
15) cure critic          16) cure light           17) curse 18) detect alignment     19) detect invisibility  &lt;br /&gt;
20) detect magic         21) detect poison        22) dispel evil          23) earthquake           &lt;br /&gt;
24) enchant weapon       25) energy drain         26) fireball             27) harm                 28) heal                 &lt;br /&gt;
29) invisibility         30) lightning bolt       31) locate object        32) magic missile        33) poison               &lt;br /&gt;
34) protection from evil 35) remove curse         36) sanctuary            37) shocking grasp       38) sleep                &lt;br /&gt;
39) strength             40) summon               41) suffocate            42) word of recall       43) antidote 1           &lt;br /&gt;
44) sense life           45) animate dead         46) dispel good          47) group armor          48) group heal           &lt;br /&gt;
49) group recall         50) infravision          51) waterwalk            52) gate                 53) minor identify       &lt;br /&gt;
54) remove alignment     55) locate person        56) poison 2             57) poison 3             58) poison 4             &lt;br /&gt;
59) antidote 2           60) antidote 3           61) evil eye             62) absolve              63) chain lightning      &lt;br /&gt;
64) recharge             65) meteor shower        66) stoneskin            67) steelskin            68) hold person          &lt;br /&gt;
69) paralyze             70) holy word            71) holy shout           72) haste                73) shield               &lt;br /&gt;
74) group shield         75) acid arrow           76) flame arrow          77) cone of cold         78) knock&lt;br /&gt;
 79) protection from fire 80) protection from cold 81) earth elemental      82) water elemental      &lt;br /&gt;
83) air elemental        84) fire elemental       85) fire shield          86) life transfer        87) mana transfer &lt;br /&gt;
88) protection from good 89) mind fire            90) mind electricity     91) mind water           92) mind ice             &lt;br /&gt;
93) ice shield           94) thorn shield         95) mana shield          96) mirror shield        97) holy shield          &lt;br /&gt;
98) static shield        99) fortify mind         100) fortify body         101) sweet dreams         102) divine mind          &lt;br /&gt;
103) numb mind            104) slowness             105) flight               106) battle rage          107) embue armor          &lt;br /&gt;
108) magic bubble         109) psi panic            110) nightmare            111) vitalize             &lt;br /&gt;
112) dispel sanctuary     113) forsee               114) mana blast           115) confuse             &lt;br /&gt;
116) corrupt armor        117) weaken               118) soulsmash            119) demonshriek          120) lifesuck             &lt;br /&gt;
121) burning skull        122) heart squeeze        123) facemelt             124) electric blast       125) inferno              &lt;br /&gt;
126) water to wine        127) midas touch          128) polymorph            129) darkness             131) backstab             &lt;br /&gt;
132) bash                 133) hide                 134) kick                 135) pick lock            136) flank               &lt;br /&gt;
 137) rescue               138) sneak                139) steal                140) track                141) mount                &lt;br /&gt;
142) riding               143) tame                 144) snare                145) throw                146) bow                  &lt;br /&gt;
147) sling                148) crossbow             149) dual                 150) encircle             151) blackjack            &lt;br /&gt;
152) advanced melee       153) firearm              154) push                 155) scan                 156) brew                 &lt;br /&gt;
157) scribe               158) tinker               159) poison weapon        160) retreat              161) filet                &lt;br /&gt;
162) disarm               163) forage               164) trap aware           165) parry                166) mounted combat       &lt;br /&gt;
167) trample              168) joust                169) grapple              170) drunk                171) hand-to-hand         &lt;br /&gt;
172) melee                173) master melee         174) hamstring            175) short blade          176) dodge                &lt;br /&gt;
177) phase                178) charge               179) grip                 180) face                 181) focus                &lt;br /&gt;
182) martial arts         183) slip                 184) manipulate           185) holy strength        186) berserk              &lt;br /&gt;
187) meditate             188) woodsing             189) hyperactivity        190) true strike          191) strangle             &lt;br /&gt;
192) fortify              193) manifest             194) scalp                195) brace                196) behead               &lt;br /&gt;
197) bladedance           198) longarm              199) cleave               200) smash                201) identify             &lt;br /&gt;
202) fire breath          203) gas breath           204) frost breath         205) acid breath          &lt;br /&gt;
206) lightning breath     207) burn                 208) freeze               209) acid                 210) resist fire          &lt;br /&gt;
211) resist cold          212) resist electricity   213) wall of fire         214) wall of force        215) dispel bubble        &lt;br /&gt;
216) slit                 217) thrust               218) bleed                219) embowel              293) Silenced             &lt;br /&gt;
294) Imm Freeze           295) Malactation          299) OUTCAST   &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''G) Smell Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object smells like: ie: it smells like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''H) Taste Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object tastes like, should someone try to taste it:  ie: No way you're tasting that.  Well, ok, it tastes like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''I) Feel Desc   :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object feels like: ie: It feels as if it's been in the elements for quite a while.  And by elements we do mean rain, sun, rain, etc.&lt;br /&gt;
*Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*&lt;br /&gt;
&lt;br /&gt;
'''J) Material    : base-material'''&lt;br /&gt;
&lt;br /&gt;
This is the base material that the object is made out of.  This is not used very often, but can be useful if you want your item to be made out of something specific.  The list of materials we have are:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glass                 2) iron                  3) gold          4) silver                5) copper                6) zinc                 &lt;br /&gt;
 7) cromium               ￼ tungsten              9) carbon               10) coal                 11) basalt              &lt;br /&gt;
 12) silica               13) diamond              14) plastic              15) tin                  16) leather              17) hair                 &lt;br /&gt;
18) wool                 19) wood                 20) magic-wood&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''M) Min Level   : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum level someone has to be to use that object.  As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.&lt;br /&gt;
&lt;br /&gt;
'''S) Script      : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is so you can put scripts on your objects so they can do special things.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For when you are done.&lt;br /&gt;
&lt;br /&gt;
== Mob editing ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Mob Number:  [30108]&lt;br /&gt;
1) Sex: male           2) Alias: mob unfinished&lt;br /&gt;
3) S-Desc: the unfinished mob&lt;br /&gt;
4) L-Desc:-&lt;br /&gt;
An unfinished mob stands here.&lt;br /&gt;
5) D-Desc:-&lt;br /&gt;
It looks unfinished.&lt;br /&gt;
6) Level:       [   0],  7) Alignment:    [   0]&lt;br /&gt;
8) Hitroll:     [   0],  9) Damroll:      [   0]&lt;br /&gt;
A) NumDamDice:  [   1],  B) SizeDamDice:  [   1]&lt;br /&gt;
C) Num HP Dice: [   0],  D) Size HP Dice: [   0],  E) HP Bonus: [    0]&lt;br /&gt;
F) Armor Class: [ 100],  G) Exp:     [        0],  H) Gold:  [       0]&lt;br /&gt;
I) Position  : Standing  J) Default   : Standing&lt;br /&gt;
K) Attack    : hit&lt;br /&gt;
L) NPC Flags : ISNPC &lt;br /&gt;
M) AFF Flags : NOBITS &lt;br /&gt;
N) Segments  : Not set        X) Training List : Not Set&lt;br /&gt;
R) Mob Race  : Humanoid       V) Mob Class     : Normal&lt;br /&gt;
T) Tier      : 0              O) Subskill      : UNUSED&lt;br /&gt;
U) Charisma  : 11             W) Skin Vnum     : -1&lt;br /&gt;
S) Script    : Not Set.       Y) Owner     : (null)&lt;br /&gt;
P) Arrive    : (null)&lt;br /&gt;
Z) Leave     : (null)&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1) Sex'''&lt;br /&gt;
&lt;br /&gt;
The mobs sex.&lt;br /&gt;
&lt;br /&gt;
'''2) Alias'''&lt;br /&gt;
&lt;br /&gt;
Key words for interacting with the mob (look, kill, etc).&lt;br /&gt;
&lt;br /&gt;
'''3) S-Desc'''&lt;br /&gt;
&lt;br /&gt;
Effectively the name of the mob.&lt;br /&gt;
&lt;br /&gt;
'''4) L-Desc'''&lt;br /&gt;
&lt;br /&gt;
The desc you see in the room.&lt;br /&gt;
&lt;br /&gt;
'''5) D-Desc'''&lt;br /&gt;
&lt;br /&gt;
The desc you see when you &amp;quot;look&amp;quot; at the mob.&lt;br /&gt;
&lt;br /&gt;
'''6) Level'''&lt;br /&gt;
&lt;br /&gt;
The level of the mob, affects 8 through G.&lt;br /&gt;
&lt;br /&gt;
'''7) Alignment'''&lt;br /&gt;
&lt;br /&gt;
Alignment of the mob: &amp;gt;350 is good, -350 - 350 is neutral, &amp;lt; 350 is evil align.&lt;br /&gt;
&lt;br /&gt;
'''8) Hitroll'''&lt;br /&gt;
&lt;br /&gt;
Hitroll determines how many times they'll penetrate. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''9) Damroll'''&lt;br /&gt;
&lt;br /&gt;
determines damage. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''A) NumDamDice'''&lt;br /&gt;
&lt;br /&gt;
determines damage. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''B) SizeDamDice'''&lt;br /&gt;
&lt;br /&gt;
determines damage. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''C) Num HP Dice&lt;br /&gt;
&lt;br /&gt;
determines hp. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''D) Size HP Dice'''&lt;br /&gt;
&lt;br /&gt;
determines hp. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''E) HP Bonus'''&lt;br /&gt;
&lt;br /&gt;
determines hp. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''F) Armor Class'''&lt;br /&gt;
&lt;br /&gt;
determines ac, lower is better. set by &amp;quot;6) Level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''G) Exp'''&lt;br /&gt;
&lt;br /&gt;
exp received on mob death.&lt;br /&gt;
&lt;br /&gt;
'''H) Gold'''&lt;br /&gt;
&lt;br /&gt;
gold dropped on death&lt;br /&gt;
&lt;br /&gt;
'''I) Position'''&lt;br /&gt;
&lt;br /&gt;
State the mob is in: sleeping, sitting, standing etc.&lt;br /&gt;
&lt;br /&gt;
'''J) Default'''&lt;br /&gt;
&lt;br /&gt;
Default position? Not seeing what this does in tests? Some info would be nice.&lt;br /&gt;
&lt;br /&gt;
'''K) Attack'''&lt;br /&gt;
&lt;br /&gt;
Attack type. Choose something that makes sense for the mob.&lt;br /&gt;
&lt;br /&gt;
'''L) NPC Flags'''&lt;br /&gt;
&lt;br /&gt;
These have various affects on what the mob can and can't do. What you can do with it. Behavior etc.&lt;br /&gt;
&lt;br /&gt;
'''M) AFF Flags'''&lt;br /&gt;
&lt;br /&gt;
Certain active affects like buffs the mob has.&lt;br /&gt;
&lt;br /&gt;
'''N) Segments'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;segments&amp;quot; of your mob, things like multiple heads etc? They move and die with the &amp;quot;host&amp;quot; mob.&lt;br /&gt;
&lt;br /&gt;
'''X) Training List'''&lt;br /&gt;
&lt;br /&gt;
Skills the mob can train.&lt;br /&gt;
&lt;br /&gt;
'''R) Mob Race'''&lt;br /&gt;
&lt;br /&gt;
Determines whether the mob has gold or not.&lt;br /&gt;
&lt;br /&gt;
'''V) Mob Class'''&lt;br /&gt;
&lt;br /&gt;
A mobs class defines how it attacks and the skills it knows.&lt;br /&gt;
&lt;br /&gt;
'''T) Tier'''&lt;br /&gt;
&lt;br /&gt;
The tier adds a difficulty modifier to the mob, the higher the tier the stronger it is.       &lt;br /&gt;
&lt;br /&gt;
'''O) Subskill'''&lt;br /&gt;
&lt;br /&gt;
The mob will use the given subskill appropriately when needed.&lt;br /&gt;
&lt;br /&gt;
'''U) Charisma'''&lt;br /&gt;
&lt;br /&gt;
for shopkeepers the higher it is the more they'll sell things for.&lt;br /&gt;
&lt;br /&gt;
'''W) Skin Vnum'''&lt;br /&gt;
&lt;br /&gt;
Item received when skinning?&lt;br /&gt;
&lt;br /&gt;
'''S) Script'''&lt;br /&gt;
&lt;br /&gt;
Used for scripts&lt;br /&gt;
&lt;br /&gt;
'''Y) Owner'''&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
'''P) Arrive'''&lt;br /&gt;
&lt;br /&gt;
Message you see on the mob arriving in the room you're in.&lt;br /&gt;
&lt;br /&gt;
'''Z) Leave'''&lt;br /&gt;
&lt;br /&gt;
Message you see on the mob leaves the room you're in.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For exiting :P&lt;br /&gt;
&lt;br /&gt;
'''KVETCH POST START'''&lt;br /&gt;
&lt;br /&gt;
I can't find any specific guides on these.  I think I asked Molly a while back (we're talking years here) and I believe I got some answers, though where those answers have disappeared to, who knows.  I also know I pestered Horus about something and will post his answer here to help out everyone possible.&lt;br /&gt;
&lt;br /&gt;
My main questions concern the NPC flags.  The ones I know, I'll fill out.  The ones I don't, I'll put question marks (??) and a note by it and hopefully someone can answer.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) SPEC  (?? You know, I never use this and have no idea what it is)                 &lt;br /&gt;
2) SENTINEL    - this means that 1) the mob will stay where it loads or 2) if it's following someone it will not wander&lt;br /&gt;
3) SCAVENGER  - It picks EVERYTHING it can up off the ground.  Good for those sweepers.            &lt;br /&gt;
4) ISNPC  - every mob IS an NPC so this should be on every mob - btw: what happens if you don't put this on a mob?&lt;br /&gt;
5) AWARE (?? - not quite sure what this flag is for or when to use it)                  &lt;br /&gt;
6) AGGR   - this mob would be aggro to everyone.              &lt;br /&gt;
7) STAY-ZONE  - This mob obviously will not leave it's zone (?? does this mean it cannot be charmed to leave its zone?)            &lt;br /&gt;
8) WIMPY  - mob is a wimp, will flee once it hits a certain amount of hp (?? does anyone know the exact amount of hp?)               &lt;br /&gt;
9) AGGR_EVIL - mob is aggro to anyone with alignment between -1000 and -350 (considered evil)            &lt;br /&gt;
10) AGGR_GOOD   - mob is aggro to anyone with alignment between 350 and 1000 (considered good)&lt;br /&gt;
11) AGGR_NEUTRAL   - mob is aggro to anyone with alignment between -350 and 350 (considered neutral)&lt;br /&gt;
12) MEMORY  (?? I think this is that the mob remembers the player that attacked it - but is it only the last and am I right at all about that?)&lt;br /&gt;
13) HELPER  - mob helps the person/mob in the room that is the closest in alignment to it (yes, this means there are ways around this if you want a mob to help a specific mob in the room you better script it)             &lt;br /&gt;
14) !CHARM   - mob can not be charmed             &lt;br /&gt;
15) !SUMMN   - mob can not be summoned             &lt;br /&gt;
16) !SLEEP     - mob can not be put to sleep (?? does this include sweetdreams?)&lt;br /&gt;
17) !BASH     - mob can not be bashed            &lt;br /&gt;
18) !BLIND     - this mob can not be blinded           &lt;br /&gt;
19) MOUNTABLE  - mob can be mounted (get your mind outta the gutters!) and rode as a mount           &lt;br /&gt;
20) !PUSH      - mob can not be pushed           &lt;br /&gt;
21) REMOVE-THIS-FLAG  - I'm just assuming this is a &amp;quot;do not use&amp;quot; flag so don't put it on any mob.&lt;br /&gt;
22) !SHOOT    - mob can not be shot (?? does this include ranged spells AND bows/guns?)&lt;br /&gt;
23) !POISON    - mob can not be poisoned&lt;br /&gt;
24) EDIBLE     (?? I'm guessing that you would be able to eat the mob, but what exactly would that do?)&lt;br /&gt;
25) SKINABLE   - mob can be skinned (if you use this you must have a skin object made that the player would get if they skinned the mob - yes, anyone CAN use the skill skin).&lt;br /&gt;
26) UNUSED   - empty for future use?             &lt;br /&gt;
27) UNUSED   - empty for future use?&lt;br /&gt;
28) UNDEAD   - Mob is undead (?? there is also a mob:class undead - how do these relate?)&lt;br /&gt;
29) !FREEZE   - Mob can not be frozen&lt;br /&gt;
30) CAN_MATE    - Mob can mate (and produce baby mobs).  Last I knew, was not implemented yet so do not use.&lt;br /&gt;
31) NOTDEADYET  (?? REally?  why put this on a living mob?)&lt;br /&gt;
32) POISONS 1  - I'm assuming that mob has the ability to poison using poison1 (like small snakes)&lt;br /&gt;
33) POISONS 2  - I'm assuming that mob has the ability to poison using poison2 (like larger snakes)           &lt;br /&gt;
34) AIR       -(???)                 &lt;br /&gt;
35) WATER   - (???)&lt;br /&gt;
36) FIRE      - (???)    &lt;br /&gt;
37) EARTH   -(???)              &lt;br /&gt;
38) HERD    (???)              &lt;br /&gt;
39) SWIMS  - the mob swims (assume this is needed for those mobs in water like fish?)               &lt;br /&gt;
40) WIZINVIS  - the mob is wizinvis which means no-one will see it other than immorts - though if they react to a trigger or anything, players can find out about them.&lt;br /&gt;
41) STAY_SECTOR   - mob stays in the sector type it loads in (this is actually stronger than a !mob room.  Mobs can actually flee into !mob rooms but will not flee into different sector rooms (if I remember something Mord said correctly))&lt;br /&gt;
42) HEALER  - Mob is a healer (what exactly does this mean?  Are there specific spells it casts?  Is it like the healer in the  4D Inn where you can pay to have it cast certain spells?  Is there any way to change the spells the healer mob casts - and the cost of them?)               &lt;br /&gt;
43) POSTMASTER - mob is a postmaster - like Barts dog east of recall           &lt;br /&gt;
44) QUESTMOB   - (??? - really not sure when to use this or if there is any special meaning behind it.  I don't put questmob on my mobs that have quests.  Should I be?)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other things of note:&lt;br /&gt;
&lt;br /&gt;
Mob Class:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Normal - I assume there is nothing special about this mob and it will do no special attacks&lt;br /&gt;
 1) Undead - mob is undead - certain things do not affect it (will be listed at the end of this)&lt;br /&gt;
 2) Caster - mob casts spells (what spells and is there any reason to really use this?  Anything in the code to back up using this?  You still seem to need to use dg_cast to actually cast a spell - at least that was my experiance when I tried to use this.)&lt;br /&gt;
 3) Fighter - mob is a fighter class (?? He can do fighter type skills?  but I've had class fighters do rogue type skills as well)&lt;br /&gt;
 4) Rogue - mob is a rogue (?? but seems to be able to do some fighter type skills)&lt;br /&gt;
 5) Animal - mob is an animal (?? - nope, other than the fact it's not humanoid I don't know why to place this on an animal instead of normal)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undead mobs are not affected by:&lt;br /&gt;
&lt;br /&gt;
soul smash, demon shreak, burning skull, heart squeeze, facemelt&lt;br /&gt;
&lt;br /&gt;
I dont' know if this means under mob class (which is what I'd asked the person that looked it up) or choice #28 in the NPC flags.  Or if you need both to have a real undead.&lt;br /&gt;
&lt;br /&gt;
I'd like to have a real &amp;quot;how to build mobs&amp;quot; guidelines, but can't do it without answers.  &lt;br /&gt;
Thanks to all that read this.&lt;br /&gt;
&lt;br /&gt;
Kvetch&lt;br /&gt;
&lt;br /&gt;
== Zone editing ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
Room number: 30117      Room zone: 301&lt;br /&gt;
1) Builders       : &lt;br /&gt;
Z) Zone name      : &lt;br /&gt;
X) Dimension      : General&lt;br /&gt;
L) Lifespan       : 5 minutes&lt;br /&gt;
B) Bottom of zone : 30100&lt;br /&gt;
T) Top of zone    : 30199&lt;br /&gt;
R) Reset Mode     : Normal reset.&lt;br /&gt;
F) Zone Flags     : NOBITS &lt;br /&gt;
[Command list]&lt;br /&gt;
0 - &amp;lt;END OF LIST&amp;gt;&lt;br /&gt;
N) Insert new command.&lt;br /&gt;
E) Edit a command.&lt;br /&gt;
D) Delete a command.&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Building&amp;diff=145</id>
		<title>Building</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Building&amp;diff=145"/>
				<updated>2015-11-12T08:47:36Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: /* Zone editing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Extremely wip, thanks to Kvetch for the guides'''  &lt;br /&gt;
&lt;br /&gt;
== Room editing ==&lt;br /&gt;
&lt;br /&gt;
So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D.  I'm always glad to help, but I'm not always around, so here you go!&lt;br /&gt;
&lt;br /&gt;
This is what you will see when you first redit a room:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Room number : [4400]     Room zone: [44]&lt;br /&gt;
&lt;br /&gt;
1) Name         : An unfinished room&lt;br /&gt;
&lt;br /&gt;
2) Description  :&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
3) Room flags   : NOBITS &lt;br /&gt;
&lt;br /&gt;
4) Sector type  : Inside&lt;br /&gt;
&lt;br /&gt;
5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
6) Exit east    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
7) Exit south   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
8) Exit west    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
9) Exit up      : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
A) Exit down    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
B) Descriptions : Extra&lt;br /&gt;
&lt;br /&gt;
C) Descriptions : night description&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
E) Descriptions : Look under&lt;br /&gt;
&lt;br /&gt;
F) Descriptions : Look behind&lt;br /&gt;
&lt;br /&gt;
G) Descriptions : Look above&lt;br /&gt;
&lt;br /&gt;
H) Smell        :&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
I) Listen       :&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
J) Mine         : Num: -1 Level: -1 Tool: None&lt;br /&gt;
&lt;br /&gt;
R) Descriptions : Quests flagged - NOT SET&lt;br /&gt;
&lt;br /&gt;
S) Script       : Not Set.&lt;br /&gt;
&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we will change these one by one and show you how to do it.&lt;br /&gt;
&lt;br /&gt;
'''-- Room number : [4400]     Room zone: [44]'''&lt;br /&gt;
&lt;br /&gt;
The room number and room zone can not be changed.  This is the room you are editing and the zone it is in – hopefully your zone.&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : An unfinished room'''&lt;br /&gt;
&lt;br /&gt;
Let’s change the name of the room.  This is what will be at the top of the screen when someone walks into that room.  This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in.  Room 4400 is one of the rooms that’s around the path of the Dragon &lt;br /&gt;
&lt;br /&gt;
Master’s fort (zone 44).  So, we’ll change this to:&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : Dragon Fort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
This tells us exactly where it is in the Dragon Fort zone.&lt;br /&gt;
&lt;br /&gt;
'''2) Description  :'''&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
This is the actual description of the room.  As you see, it starts out with “You are in an unfinished room.”  Well, we want to make the room finished.  This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area.  Remember that small details can be added later.  So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here.  If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object.  For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:&lt;br /&gt;
&lt;br /&gt;
The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west.  The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life.  Not that there is any plant life around here to speak of as its all been&lt;br /&gt;
worn away.&lt;br /&gt;
&lt;br /&gt;
Always use /f when you’re finished with your description.  This will format it to the screen without the indent (Molly doesn’t like the indent).&lt;br /&gt;
&lt;br /&gt;
'''3) Room flags   : NOBITS''' &lt;br /&gt;
&lt;br /&gt;
This is where you get to make your room special by adding flags to it.  Is it dark so you need a light source or infravision to see in it?  Is it a deathtrap so anyone entering automatically falls to their death?  The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) DARK                  2) DEATH                &lt;br /&gt;
 3) !MOB                  4) INDOORS              &lt;br /&gt;
 5) PEACEFUL              6) SOUNDPROOF           &lt;br /&gt;
 7) !TRACK                8) !MAGIC               &lt;br /&gt;
 9) TUNNEL               10) PRIVATE              &lt;br /&gt;
11) GODROOM              12) HOUSE                &lt;br /&gt;
13) HCRSH                14) ATRIUM               &lt;br /&gt;
15) OLC                  16) *                    &lt;br /&gt;
17) VEHICLE              18) !RECALL              &lt;br /&gt;
19) ARENA                20) GOOD                 &lt;br /&gt;
21) EVIL                 22) HP                   &lt;br /&gt;
23) MANA                 24) MOVE                 &lt;br /&gt;
25) ROLEPLAY             26) !TELEPORT IN         &lt;br /&gt;
27) !TELEPORT OUT        28) !SUMMON IN           &lt;br /&gt;
29) !SUMMON OUT          30) WILDERNESS           &lt;br /&gt;
31) !VIEW                32) DO_NOT_USE           &lt;br /&gt;
33) GOLD DEPOSIT         34) SILVER DEPOSIT       &lt;br /&gt;
35) COPPER DEPOSIT       36) IRON DEPOSIT         &lt;br /&gt;
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT     &lt;br /&gt;
39) QUARRY               40) COAL MINE            &lt;br /&gt;
41) SPRING               42) PASTURE              &lt;br /&gt;
43) DRAGONPORT           44) TIN DEPOSIT          &lt;br /&gt;
45) PLASTONIUM DEPOSIT   46) BURNING  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path around Dragon Fort has nothing special to it, so we made no changes.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Inside'''&lt;br /&gt;
&lt;br /&gt;
There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside.  The default is inside.  Here is the list of choices you will come across:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Inside                1) City                 &lt;br /&gt;
 2) Field                 3) Forest               &lt;br /&gt;
 4) Hills                 5) Mountains            &lt;br /&gt;
 6) Water (Swim)          7) Water (No Swim)      &lt;br /&gt;
 8) Underwater            9) Air                  &lt;br /&gt;
10) Desert               11) Space                &lt;br /&gt;
12) Road                 13) Entrance             &lt;br /&gt;
14) Atmosphere           15) Sun                  &lt;br /&gt;
16) Black Hole           17) Vehicle(coded)       &lt;br /&gt;
18) Swamp                19) Reef                 &lt;br /&gt;
20) Tundra               21) Snow                 &lt;br /&gt;
22) Ice                  23) Prairie              &lt;br /&gt;
24) Badlands             25) Rail    &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work.  The best I could come up with at this point of time was “Field” so we’ll enter that.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Field'''&lt;br /&gt;
&lt;br /&gt;
'''5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
'''6) Exit east    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''7) Exit south   : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''8) Exit west    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''9) Exit up      : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''A) Exit down    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together.  I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8.  When you first open up the exit number, you get this table:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : -1 - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Like the main room, this too has to be filled out as much as you need to.  First is the exit to – this is the room vnum that the exit goes to.  For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : 4497 - DragonFort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
But, that’s not the only part that *has* to be filled out.  The second step is filling out a description of what someone sees if they look in that direction.  It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important.  In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
The path continues around the fort and you can see a rock in the distance.&lt;br /&gt;
Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you.  This is what *you* see when *you* look there.&lt;br /&gt;
&lt;br /&gt;
There is no door, keys or door flags for this room so we don’t need to use those.  But, in case you need those, you do it this way:&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word.  So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it.  So if you put in trap door and the player opens door, the player will see that s/he opens the trap.&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the vnum of the object you have created to be the key for this door.  It can seriously be anything and doesn’t even need to look like a key.&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
When you open up this choice, you get these options:&lt;br /&gt;
&lt;br /&gt;
'''0) No door'''&lt;br /&gt;
&lt;br /&gt;
'''1) Closeable door'''&lt;br /&gt;
&lt;br /&gt;
'''2) Pickproof'''&lt;br /&gt;
&lt;br /&gt;
No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice.&lt;br /&gt;
Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter.&lt;br /&gt;
Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made.  Use this sparingly though as picking lock can be one of the useful skills for thieves.  A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Purge exit is used if you realize the mistake that the western exit was supposed to be to the north.  This gets rid of the everything you’ve done in the exit choice.&lt;br /&gt;
&lt;br /&gt;
'''B) Descriptions : Extra'''&lt;br /&gt;
&lt;br /&gt;
This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like.  This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object).  If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there.  I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…&lt;br /&gt;
&lt;br /&gt;
'''C) Descriptions : night description'''&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
Night descriptions are something new to 4D and have been used rarely.  These are best used when the lighting would make the room look quite different than it would in the daytime.  For example, you have a forest.  In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister.  It’s all in the lighting.&lt;br /&gt;
&lt;br /&gt;
'''E) Descriptions : Look under'''&lt;br /&gt;
&lt;br /&gt;
'''F) Descriptions : Look behind'''&lt;br /&gt;
&lt;br /&gt;
'''G) Descriptions : Look above'''&lt;br /&gt;
&lt;br /&gt;
E, F, and G are all like B, except you are looking under, behind, or above the object.  So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something.  These are used for good places to hide things.&lt;br /&gt;
&lt;br /&gt;
'''H) Smell        :'''&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
This is the smell that is in the room.  All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something.  This could also be used to go into detail about a smell you have touched on briefly in the room description.  For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west.  This is one of the extra items that Molly wants filled out for a complete zone.&lt;br /&gt;
&lt;br /&gt;
'''I) Listen       :'''&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
Like smell, but the player is listening for some clues.  Again, every room has a sound whether it’s created in the room, or by things close to the room.  Be careful using this to let players know there is a mob nearby as that mob could have been killed.  Again, you can use *you* in this as the player is actively listening for sounds.  And you can use it to describe a sound in detail that you briefly touched on in the room description.  For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room.  Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over.  They do like shiny things.&lt;br /&gt;
&lt;br /&gt;
'''J) Mine         : Num: -1 Level: -1 Tool: None'''&lt;br /&gt;
&lt;br /&gt;
I’ve never used this myself and taking a look at it really doesn’t explain it.&lt;br /&gt;
&lt;br /&gt;
'''R) Descriptions : Quests flagged - NOT SET'''&lt;br /&gt;
&lt;br /&gt;
This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not.  For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed.  Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description.  Let’s look at our choices here:&lt;br /&gt;
&lt;br /&gt;
'''1) Quest Type: 0'''&lt;br /&gt;
&lt;br /&gt;
This is the type of quest – whether it affects a player or the whole zone.  Let’s look at the options:&lt;br /&gt;
&lt;br /&gt;
'''1) Zone wide quest flag'''&lt;br /&gt;
&lt;br /&gt;
'''2) Player only quest flag'''&lt;br /&gt;
&lt;br /&gt;
A zone wide quest flag would affect the whole zone once the quest is completed.  Let’s say to complete a quest, someone has to blow up a dam.  They do so and the affect is that the area is flooded.  Everyone who then comes into the area sees the area as flooded – because the quest had been done.&lt;br /&gt;
The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen.  The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.&lt;br /&gt;
&lt;br /&gt;
'''2) Quest Keywords:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the flag that the player has from completing the quest.&lt;br /&gt;
&lt;br /&gt;
'''3) Room Description:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the description the player (or the room if zone quest) will have if they’ve completed the quest.&lt;br /&gt;
&lt;br /&gt;
'''4) Goto next quest description: &amp;lt;NOT SET&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As you can see, there can be many different descriptions for a multi-layered quest.  Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to&lt;br /&gt;
Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together).  Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''S) Script       : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is for the scripts set on the room.  Each script is its own vnum.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
Erm… obviously when you’re done editing your room.&lt;br /&gt;
&lt;br /&gt;
== Object editing ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Item number : [30100]&lt;br /&gt;
1) Namelist : unfinished object&lt;br /&gt;
2) S-Desc   : an unfinished object&lt;br /&gt;
3) L-Desc   :-&lt;br /&gt;
An unfinished object is lying here.&lt;br /&gt;
4) A-Desc   :-&lt;br /&gt;
&amp;lt;not set&amp;gt;&lt;br /&gt;
5) Type        : UNDEFINED&lt;br /&gt;
6) Extra flags : NOBITS &lt;br /&gt;
7) Wear flags  : TAKE &lt;br /&gt;
8) Weight      : 0&lt;br /&gt;
9) Cost        : 0&lt;br /&gt;
A) Cost/Day    : 0&lt;br /&gt;
B) Timer       : -1&lt;br /&gt;
C) Values      : &lt;br /&gt;
D) Menu ---&amp;gt;   : Applies&lt;br /&gt;
E) Menu ---&amp;gt;   : Extra Desc&lt;br /&gt;
F) Innate      : (0) UNDEFINED&lt;br /&gt;
G) Smell Desc  :&lt;br /&gt;
It doesn't smell too interesting.&lt;br /&gt;
&lt;br /&gt;
H) Taste Desc  :&lt;br /&gt;
It tastes just like it should.&lt;br /&gt;
&lt;br /&gt;
I) Feel Desc   :&lt;br /&gt;
It feels normal, as far as you can tell.&lt;br /&gt;
&lt;br /&gt;
J) Crafting&lt;br /&gt;
M) Min Level   : 0&lt;br /&gt;
S) Script      : Not Set.&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''KVETCH POST START'''&lt;br /&gt;
&lt;br /&gt;
I did this for Rooms so thought I should continue for objects.  Careful, this is a very long post.  Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #&lt;br /&gt;
&lt;br /&gt;
'''1) Namelist :''' &lt;br /&gt;
&lt;br /&gt;
These are the words that can activate the object.  For example: pile hay – for a pile of hay.  That way the player can look at pile or hay to get the description for the pile of hay.&lt;br /&gt;
&lt;br /&gt;
'''2) S-Desc   :''' &lt;br /&gt;
&lt;br /&gt;
This is the description that is use when the object is being used.   For example let’s use that pile of hay.  If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”.  Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B.  You’d rather have Player A gives a pile of hay to player B.&lt;br /&gt;
&lt;br /&gt;
'''3) L-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description of the object as it’s lying in a room.  Using our pile of hay for example: A pile of hay lies here.  You don’t have to go so basic, but you should always use the main words that are in your namelist.   We could say: A pile of hay lies upon the loft.  But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.&lt;br /&gt;
&lt;br /&gt;
'''4) A-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description that’s given as the object is used.  And I never use this choice.&lt;br /&gt;
&lt;br /&gt;
'''5) Type        :''' &lt;br /&gt;
&lt;br /&gt;
This is the list of things this item can be.  The list is quite extensive and is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) light             2) scroll                3) wand                  4) staff                 5) weapon               &lt;br /&gt;
 6) &amp;lt;NOT USED&amp;gt;            7) &amp;lt;NOT USED&amp;gt;            ￼ treasure              9) armor                10) potion              &lt;br /&gt;
 11) worn                 12) other                13) trash                14) trap                 15) container            &lt;br /&gt;
16) note                 17) liquid container     18) key                  19) food                 20) money               &lt;br /&gt;
 21) pen                  22) boat                 23) fountain             24) throw                25) grenade              &lt;br /&gt;
26) bow                  27) sling                28) crossbow             29) bolt                 30) arrow                31) rock                 &lt;br /&gt;
32) vehicle              33) vehicle control      34) vehicle exit         35) vehicle window        36) room portal&lt;br /&gt;
37) gun                  38) ammo                 39) wings                40) spacesuit            41) aqualung             &lt;br /&gt;
42) climbable            43) level 1 poison       44) level 2 poison       45) level 3 poison       &lt;br /&gt;
46) level 4 poison       47) level 1 antidote     48) level 2 antidote     49) level 3 antidote     &lt;br /&gt;
50) descendable          51) bush portal          52) water portal         53) hole portal          &lt;br /&gt;
54) meat                 55) nugget               56) metal detector       57) tree                 &lt;br /&gt;
58) bark                 59) anvil                60) hammer               61) grindstone           &lt;br /&gt;
62) oil                  63) ore                  64) axe                  65) gem cluster          &lt;br /&gt;
66) element              67) shovel         68) wood                 69) machine              70) pickaxe             &lt;br /&gt;
71) nut                  72) skin                 73) furniture            74) portal hurdle        75) thermal protection   &lt;br /&gt;
76) radio                77) minor focus          78) major focus          79) lightsaber hilt      &lt;br /&gt;
80) zone flag            81) locker               82) garotte              83) vial                 84) bankbook             &lt;br /&gt;
85) spacebike            86) vehicle2  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''6) Extra flags :''' &lt;br /&gt;
&lt;br /&gt;
Again, an extensive list on what flags can be put on the object:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glowing               2) humming               3) unrentable            4) undonateable         &lt;br /&gt;
 5) anti-invisible        6) invisible             7) magic                 ￼ cursed               &lt;br /&gt;
 9) blessed              10) anti-good           11) anti-evil            12) anti-neutral         &lt;br /&gt;
13) anti-mage            14) anti-priest      15) anti-thief           16) anti-warrior         &lt;br /&gt;
17) unsellable           18) anti-faun         19) anti-centaur         20) anti-elf             &lt;br /&gt;
21) anti-dwarf           22) Live Grenade 23) anti-indian          24) anti-gringo          &lt;br /&gt;
25) anti-martian         26) anti-spacewolf 27) anti-hunter          28) anti-ranger          &lt;br /&gt;
29) anti-gypsy           30) anti-esper           31) melt-on-drop         32) (buried)             &lt;br /&gt;
33) player corpse        34) mob corpse     35) artifact             36) unique               &lt;br /&gt;
37) unlocateable         38) hidden              39) poison type 1        40) poison type 2        &lt;br /&gt;
41) poison type 3        42) poison type 4  43) edible               44) skinable             &lt;br /&gt;
45) anti-disarm          46) anti-male           47) anti-female          48) contraceptive        &lt;br /&gt;
49) &amp;lt;UNUSED&amp;gt;             50) &amp;lt;UNUSED&amp;gt;      51) tinkered             52) randomized           &lt;br /&gt;
53) enhanced             54) modified            55) lightsaber           56) two-handed           &lt;br /&gt;
57) &amp;lt;UNUSED&amp;gt;             58) &amp;lt;UNUSED&amp;gt;      59) life-stealing        60) mana-stealing        &lt;br /&gt;
61) move-stealing        62) undisplayed    63) extracting-(CODE)    64) shiftable            &lt;br /&gt;
65) key-rent             &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''7) Wear flags  :'''&lt;br /&gt;
&lt;br /&gt;
Where you want the player to be able to wear an item (if it’s a wearable/wieldable item).  This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off.  Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight.  Please note that certain areas are only for Clan items.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
  1) TAKE                  2) FINGER                3) NECK                  4) BODY                 &lt;br /&gt;
 5) HEAD                  6) LEGS                  7) FEET                  ￼ HANDS                &lt;br /&gt;
 9) ARMS                 10) SHIELD           11) ABOUT                12) WAIST                &lt;br /&gt;
13) WRIST                14) WIELD           15) HOLD                 16) FACE                 &lt;br /&gt;
17) EYES                 18) HIPS                 19) EAR                  20) ANKLE                &lt;br /&gt;
21) HORNS                22) ANTENNA    23) TAIL                 24) FOCUS                &lt;br /&gt;
25) SHOULDER             26) CREST       27) THIGH                28) KNEE                 &lt;br /&gt;
29) FLOATING&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;￼&lt;br /&gt;
&lt;br /&gt;
'''8)Weight      :''' &lt;br /&gt;
&lt;br /&gt;
The weight of an item.  There is nothing that weighs less than 1.&lt;br /&gt;
&lt;br /&gt;
'''9) Cost        :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost of the item if it was sold in a store.&lt;br /&gt;
&lt;br /&gt;
'''A) Cost/Day    :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost per day for the player to keep the item.  Most items have 0 cost.&lt;br /&gt;
'''B) Timer       : -1'''&lt;br /&gt;
&lt;br /&gt;
This would be how long the item exists in mud time after it is picked up.  Usually only used on major items or season items.  Most items would have a timer of -1 which is indefinite.&lt;br /&gt;
&lt;br /&gt;
'''C) Values      : 0 0 0 0 0 0'''&lt;br /&gt;
&lt;br /&gt;
The C values change depending on the TYPE of item it is.&lt;br /&gt;
&lt;br /&gt;
'''D) Menu ---&amp;gt;   : Applies'''&lt;br /&gt;
&lt;br /&gt;
This is any bonuses or negatives you want to apply to the item.  When you first enter this screen you will see this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) None.&lt;br /&gt;
 2) None.&lt;br /&gt;
 3) None.&lt;br /&gt;
 4) None.&lt;br /&gt;
 5) None.&lt;br /&gt;
 6) None.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is for the 6 stats you want to apply bonus/negs to.  Right now there are none.  When you hit 1 for the first state to apply, you enter this screen:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Nothing               1) Strength            2) Dexterity             3) Intelligence         &lt;br /&gt;
 4) Wisdom                5) Constitution   6) Charisma              7) Health-regen         &lt;br /&gt;
 ￼ Move-regen            9) Age              10) Weight               11) Height               &lt;br /&gt;
12) Maxmana              13) Maxhit       14) Maxmove              15) Mana-regen           &lt;br /&gt;
16) Experience           17) Armor         18) Hitroll              19) Damroll              &lt;br /&gt;
20) Paralyze Defence     21) Rod Defence         22) Petrify Defence      23) Breath Defence       &lt;br /&gt;
24) Spell Defence        25) Race                 26) Speed                27) Coolness             &lt;br /&gt;
28) Tunnel-Speed         29) Tunnel-Bonus  30) Tunnel-Stealth       31) Tunnel-Protection  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you choose which of those stats you want to apply a bonus/neg to.  Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1).  Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide&lt;br /&gt;
&lt;br /&gt;
'''E) Menu ---&amp;gt;   : Extra Desc'''&lt;br /&gt;
&lt;br /&gt;
This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther.   The first screen you see is this:&lt;br /&gt;
&lt;br /&gt;
'''1) Keyword: &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Like the namelist of the object itself, your keyword is the word used to look at the object.  For our pile of hay, you would again use pile hay as the keywords&lt;br /&gt;
&lt;br /&gt;
'''2) Description:'''&lt;br /&gt;
&lt;br /&gt;
This is the actually description of the keyword item.  For our pile of hay example, I have this:&lt;br /&gt;
This pile of hay has been sitting here for a long time.  So long, it's hard to say it's really a pile, but it isn't flat onto the ground.&lt;br /&gt;
3) Goto next description: &amp;lt;Not set&amp;gt;&lt;br /&gt;
This is in case I have something else I want to describe about this object.  Like maybe I’d said there was a green leaf in the pile of hay.  Well then I’d go to the next description and start all over with the keywords green leaf and enter that description&lt;br /&gt;
&lt;br /&gt;
'''0) Quit'''&lt;br /&gt;
&lt;br /&gt;
This is for once you’re done with all of your extra descriptions.&lt;br /&gt;
&lt;br /&gt;
'''F) Innate      :''' &lt;br /&gt;
&lt;br /&gt;
Innates are any skill/spell in the game that the object gives to the player that holds/wields it.  They player will always have that ability until they no longer hold/wield the object.  This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) armor                 2) teleport              3) bless                 4) blindness             &lt;br /&gt;
5) burning hands         6) call lightning        7) charm                 ￼ chill touch           9) clone                &lt;br /&gt;
10) colour spray         11) control weather      12) create food          13) create water         14) cure blind           &lt;br /&gt;
15) cure critic          16) cure light           17) curse 18) detect alignment     19) detect invisibility  &lt;br /&gt;
20) detect magic         21) detect poison        22) dispel evil          23) earthquake           &lt;br /&gt;
24) enchant weapon       25) energy drain         26) fireball             27) harm                 28) heal                 &lt;br /&gt;
29) invisibility         30) lightning bolt       31) locate object        32) magic missile        33) poison               &lt;br /&gt;
34) protection from evil 35) remove curse         36) sanctuary            37) shocking grasp       38) sleep                &lt;br /&gt;
39) strength             40) summon               41) suffocate            42) word of recall       43) antidote 1           &lt;br /&gt;
44) sense life           45) animate dead         46) dispel good          47) group armor          48) group heal           &lt;br /&gt;
49) group recall         50) infravision          51) waterwalk            52) gate                 53) minor identify       &lt;br /&gt;
54) remove alignment     55) locate person        56) poison 2             57) poison 3             58) poison 4             &lt;br /&gt;
59) antidote 2           60) antidote 3           61) evil eye             62) absolve              63) chain lightning      &lt;br /&gt;
64) recharge             65) meteor shower        66) stoneskin            67) steelskin            68) hold person          &lt;br /&gt;
69) paralyze             70) holy word            71) holy shout           72) haste                73) shield               &lt;br /&gt;
74) group shield         75) acid arrow           76) flame arrow          77) cone of cold         78) knock&lt;br /&gt;
 79) protection from fire 80) protection from cold 81) earth elemental      82) water elemental      &lt;br /&gt;
83) air elemental        84) fire elemental       85) fire shield          86) life transfer        87) mana transfer &lt;br /&gt;
88) protection from good 89) mind fire            90) mind electricity     91) mind water           92) mind ice             &lt;br /&gt;
93) ice shield           94) thorn shield         95) mana shield          96) mirror shield        97) holy shield          &lt;br /&gt;
98) static shield        99) fortify mind         100) fortify body         101) sweet dreams         102) divine mind          &lt;br /&gt;
103) numb mind            104) slowness             105) flight               106) battle rage          107) embue armor          &lt;br /&gt;
108) magic bubble         109) psi panic            110) nightmare            111) vitalize             &lt;br /&gt;
112) dispel sanctuary     113) forsee               114) mana blast           115) confuse             &lt;br /&gt;
116) corrupt armor        117) weaken               118) soulsmash            119) demonshriek          120) lifesuck             &lt;br /&gt;
121) burning skull        122) heart squeeze        123) facemelt             124) electric blast       125) inferno              &lt;br /&gt;
126) water to wine        127) midas touch          128) polymorph            129) darkness             131) backstab             &lt;br /&gt;
132) bash                 133) hide                 134) kick                 135) pick lock            136) flank               &lt;br /&gt;
 137) rescue               138) sneak                139) steal                140) track                141) mount                &lt;br /&gt;
142) riding               143) tame                 144) snare                145) throw                146) bow                  &lt;br /&gt;
147) sling                148) crossbow             149) dual                 150) encircle             151) blackjack            &lt;br /&gt;
152) advanced melee       153) firearm              154) push                 155) scan                 156) brew                 &lt;br /&gt;
157) scribe               158) tinker               159) poison weapon        160) retreat              161) filet                &lt;br /&gt;
162) disarm               163) forage               164) trap aware           165) parry                166) mounted combat       &lt;br /&gt;
167) trample              168) joust                169) grapple              170) drunk                171) hand-to-hand         &lt;br /&gt;
172) melee                173) master melee         174) hamstring            175) short blade          176) dodge                &lt;br /&gt;
177) phase                178) charge               179) grip                 180) face                 181) focus                &lt;br /&gt;
182) martial arts         183) slip                 184) manipulate           185) holy strength        186) berserk              &lt;br /&gt;
187) meditate             188) woodsing             189) hyperactivity        190) true strike          191) strangle             &lt;br /&gt;
192) fortify              193) manifest             194) scalp                195) brace                196) behead               &lt;br /&gt;
197) bladedance           198) longarm              199) cleave               200) smash                201) identify             &lt;br /&gt;
202) fire breath          203) gas breath           204) frost breath         205) acid breath          &lt;br /&gt;
206) lightning breath     207) burn                 208) freeze               209) acid                 210) resist fire          &lt;br /&gt;
211) resist cold          212) resist electricity   213) wall of fire         214) wall of force        215) dispel bubble        &lt;br /&gt;
216) slit                 217) thrust               218) bleed                219) embowel              293) Silenced             &lt;br /&gt;
294) Imm Freeze           295) Malactation          299) OUTCAST   &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''G) Smell Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object smells like: ie: it smells like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''H) Taste Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object tastes like, should someone try to taste it:  ie: No way you're tasting that.  Well, ok, it tastes like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''I) Feel Desc   :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object feels like: ie: It feels as if it's been in the elements for quite a while.  And by elements we do mean rain, sun, rain, etc.&lt;br /&gt;
*Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*&lt;br /&gt;
&lt;br /&gt;
'''J) Material    : base-material'''&lt;br /&gt;
&lt;br /&gt;
This is the base material that the object is made out of.  This is not used very often, but can be useful if you want your item to be made out of something specific.  The list of materials we have are:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glass                 2) iron                  3) gold          4) silver                5) copper                6) zinc                 &lt;br /&gt;
 7) cromium               ￼ tungsten              9) carbon               10) coal                 11) basalt              &lt;br /&gt;
 12) silica               13) diamond              14) plastic              15) tin                  16) leather              17) hair                 &lt;br /&gt;
18) wool                 19) wood                 20) magic-wood&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''M) Min Level   : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum level someone has to be to use that object.  As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.&lt;br /&gt;
&lt;br /&gt;
'''S) Script      : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is so you can put scripts on your objects so they can do special things.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For when you are done.&lt;br /&gt;
&lt;br /&gt;
== Mob editing ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Mob Number:  [30108]&lt;br /&gt;
1) Sex: male           2) Alias: mob unfinished&lt;br /&gt;
3) S-Desc: the unfinished mob&lt;br /&gt;
4) L-Desc:-&lt;br /&gt;
An unfinished mob stands here.&lt;br /&gt;
5) D-Desc:-&lt;br /&gt;
It looks unfinished.&lt;br /&gt;
6) Level:       [   0],  7) Alignment:    [   0]&lt;br /&gt;
8) Hitroll:     [   0],  9) Damroll:      [   0]&lt;br /&gt;
A) NumDamDice:  [   1],  B) SizeDamDice:  [   1]&lt;br /&gt;
C) Num HP Dice: [   0],  D) Size HP Dice: [   0],  E) HP Bonus: [    0]&lt;br /&gt;
F) Armor Class: [ 100],  G) Exp:     [        0],  H) Gold:  [       0]&lt;br /&gt;
I) Position  : Standing  J) Default   : Standing&lt;br /&gt;
K) Attack    : hit&lt;br /&gt;
L) NPC Flags : ISNPC &lt;br /&gt;
M) AFF Flags : NOBITS &lt;br /&gt;
N) Segments  : Not set        X) Training List : Not Set&lt;br /&gt;
R) Mob Race  : Humanoid       V) Mob Class     : Normal&lt;br /&gt;
T) Tier      : 0              O) Subskill      : UNUSED&lt;br /&gt;
U) Charisma  : 11             W) Skin Vnum     : -1&lt;br /&gt;
S) Script    : Not Set.       Y) Owner     : (null)&lt;br /&gt;
P) Arrive    : (null)&lt;br /&gt;
Z) Leave     : (null)&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1) Sex'''&lt;br /&gt;
&lt;br /&gt;
The mobs sex.&lt;br /&gt;
&lt;br /&gt;
'''2) Alias'''&lt;br /&gt;
&lt;br /&gt;
Key words for interacting with the mob (look, kill, etc).&lt;br /&gt;
&lt;br /&gt;
'''3) S-Desc'''&lt;br /&gt;
&lt;br /&gt;
Effectively the name of the mob.&lt;br /&gt;
&lt;br /&gt;
'''4) L-Desc'''&lt;br /&gt;
&lt;br /&gt;
The desc you see in the room.&lt;br /&gt;
&lt;br /&gt;
'''5) D-Desc'''&lt;br /&gt;
&lt;br /&gt;
The desc you see when you &amp;quot;look&amp;quot; at the mob.&lt;br /&gt;
&lt;br /&gt;
'''KVETCH POST START'''&lt;br /&gt;
&lt;br /&gt;
I can't find any specific guides on these.  I think I asked Molly a while back (we're talking years here) and I believe I got some answers, though where those answers have disappeared to, who knows.  I also know I pestered Horus about something and will post his answer here to help out everyone possible.&lt;br /&gt;
&lt;br /&gt;
My main questions concern the NPC flags.  The ones I know, I'll fill out.  The ones I don't, I'll put question marks (??) and a note by it and hopefully someone can answer.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) SPEC  (?? You know, I never use this and have no idea what it is)                 &lt;br /&gt;
2) SENTINEL    - this means that 1) the mob will stay where it loads or 2) if it's following someone it will not wander&lt;br /&gt;
3) SCAVENGER  - It picks EVERYTHING it can up off the ground.  Good for those sweepers.            &lt;br /&gt;
4) ISNPC  - every mob IS an NPC so this should be on every mob - btw: what happens if you don't put this on a mob?&lt;br /&gt;
5) AWARE (?? - not quite sure what this flag is for or when to use it)                  &lt;br /&gt;
6) AGGR   - this mob would be aggro to everyone.              &lt;br /&gt;
7) STAY-ZONE  - This mob obviously will not leave it's zone (?? does this mean it cannot be charmed to leave its zone?)            &lt;br /&gt;
8) WIMPY  - mob is a wimp, will flee once it hits a certain amount of hp (?? does anyone know the exact amount of hp?)               &lt;br /&gt;
9) AGGR_EVIL - mob is aggro to anyone with alignment between -1000 and -350 (considered evil)            &lt;br /&gt;
10) AGGR_GOOD   - mob is aggro to anyone with alignment between 350 and 1000 (considered good)&lt;br /&gt;
11) AGGR_NEUTRAL   - mob is aggro to anyone with alignment between -350 and 350 (considered neutral)&lt;br /&gt;
12) MEMORY  (?? I think this is that the mob remembers the player that attacked it - but is it only the last and am I right at all about that?)&lt;br /&gt;
13) HELPER  - mob helps the person/mob in the room that is the closest in alignment to it (yes, this means there are ways around this if you want a mob to help a specific mob in the room you better script it)             &lt;br /&gt;
14) !CHARM   - mob can not be charmed             &lt;br /&gt;
15) !SUMMN   - mob can not be summoned             &lt;br /&gt;
16) !SLEEP     - mob can not be put to sleep (?? does this include sweetdreams?)&lt;br /&gt;
17) !BASH     - mob can not be bashed            &lt;br /&gt;
18) !BLIND     - this mob can not be blinded           &lt;br /&gt;
19) MOUNTABLE  - mob can be mounted (get your mind outta the gutters!) and rode as a mount           &lt;br /&gt;
20) !PUSH      - mob can not be pushed           &lt;br /&gt;
21) REMOVE-THIS-FLAG  - I'm just assuming this is a &amp;quot;do not use&amp;quot; flag so don't put it on any mob.&lt;br /&gt;
22) !SHOOT    - mob can not be shot (?? does this include ranged spells AND bows/guns?)&lt;br /&gt;
23) !POISON    - mob can not be poisoned&lt;br /&gt;
24) EDIBLE     (?? I'm guessing that you would be able to eat the mob, but what exactly would that do?)&lt;br /&gt;
25) SKINABLE   - mob can be skinned (if you use this you must have a skin object made that the player would get if they skinned the mob - yes, anyone CAN use the skill skin).&lt;br /&gt;
26) UNUSED   - empty for future use?             &lt;br /&gt;
27) UNUSED   - empty for future use?&lt;br /&gt;
28) UNDEAD   - Mob is undead (?? there is also a mob:class undead - how do these relate?)&lt;br /&gt;
29) !FREEZE   - Mob can not be frozen&lt;br /&gt;
30) CAN_MATE    - Mob can mate (and produce baby mobs).  Last I knew, was not implemented yet so do not use.&lt;br /&gt;
31) NOTDEADYET  (?? REally?  why put this on a living mob?)&lt;br /&gt;
32) POISONS 1  - I'm assuming that mob has the ability to poison using poison1 (like small snakes)&lt;br /&gt;
33) POISONS 2  - I'm assuming that mob has the ability to poison using poison2 (like larger snakes)           &lt;br /&gt;
34) AIR       -(???)                 &lt;br /&gt;
35) WATER   - (???)&lt;br /&gt;
36) FIRE      - (???)    &lt;br /&gt;
37) EARTH   -(???)              &lt;br /&gt;
38) HERD    (???)              &lt;br /&gt;
39) SWIMS  - the mob swims (assume this is needed for those mobs in water like fish?)               &lt;br /&gt;
40) WIZINVIS  - the mob is wizinvis which means no-one will see it other than immorts - though if they react to a trigger or anything, players can find out about them.&lt;br /&gt;
41) STAY_SECTOR   - mob stays in the sector type it loads in (this is actually stronger than a !mob room.  Mobs can actually flee into !mob rooms but will not flee into different sector rooms (if I remember something Mord said correctly))&lt;br /&gt;
42) HEALER  - Mob is a healer (what exactly does this mean?  Are there specific spells it casts?  Is it like the healer in the  4D Inn where you can pay to have it cast certain spells?  Is there any way to change the spells the healer mob casts - and the cost of them?)               &lt;br /&gt;
43) POSTMASTER - mob is a postmaster - like Barts dog east of recall           &lt;br /&gt;
44) QUESTMOB   - (??? - really not sure when to use this or if there is any special meaning behind it.  I don't put questmob on my mobs that have quests.  Should I be?)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other things of note:&lt;br /&gt;
&lt;br /&gt;
Mob Class:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Normal - I assume there is nothing special about this mob and it will do no special attacks&lt;br /&gt;
 1) Undead - mob is undead - certain things do not affect it (will be listed at the end of this)&lt;br /&gt;
 2) Caster - mob casts spells (what spells and is there any reason to really use this?  Anything in the code to back up using this?  You still seem to need to use dg_cast to actually cast a spell - at least that was my experiance when I tried to use this.)&lt;br /&gt;
 3) Fighter - mob is a fighter class (?? He can do fighter type skills?  but I've had class fighters do rogue type skills as well)&lt;br /&gt;
 4) Rogue - mob is a rogue (?? but seems to be able to do some fighter type skills)&lt;br /&gt;
 5) Animal - mob is an animal (?? - nope, other than the fact it's not humanoid I don't know why to place this on an animal instead of normal)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undead mobs are not affected by:&lt;br /&gt;
&lt;br /&gt;
soul smash, demon shreak, burning skull, heart squeeze, facemelt&lt;br /&gt;
&lt;br /&gt;
I dont' know if this means under mob class (which is what I'd asked the person that looked it up) or choice #28 in the NPC flags.  Or if you need both to have a real undead.&lt;br /&gt;
&lt;br /&gt;
I'd like to have a real &amp;quot;how to build mobs&amp;quot; guidelines, but can't do it without answers.  &lt;br /&gt;
Thanks to all that read this.&lt;br /&gt;
&lt;br /&gt;
Kvetch&lt;br /&gt;
&lt;br /&gt;
== Zone editing ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
Room number: 30117      Room zone: 301&lt;br /&gt;
1) Builders       : &lt;br /&gt;
Z) Zone name      : &lt;br /&gt;
X) Dimension      : General&lt;br /&gt;
L) Lifespan       : 5 minutes&lt;br /&gt;
B) Bottom of zone : 30100&lt;br /&gt;
T) Top of zone    : 30199&lt;br /&gt;
R) Reset Mode     : Normal reset.&lt;br /&gt;
F) Zone Flags     : NOBITS &lt;br /&gt;
[Command list]&lt;br /&gt;
0 - &amp;lt;END OF LIST&amp;gt;&lt;br /&gt;
N) Insert new command.&lt;br /&gt;
E) Edit a command.&lt;br /&gt;
D) Delete a command.&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Building&amp;diff=144</id>
		<title>Building</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Building&amp;diff=144"/>
				<updated>2015-11-12T08:44:07Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: /* Object editing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Extremely wip, thanks to Kvetch for the guides'''  &lt;br /&gt;
&lt;br /&gt;
== Room editing ==&lt;br /&gt;
&lt;br /&gt;
So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D.  I'm always glad to help, but I'm not always around, so here you go!&lt;br /&gt;
&lt;br /&gt;
This is what you will see when you first redit a room:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Room number : [4400]     Room zone: [44]&lt;br /&gt;
&lt;br /&gt;
1) Name         : An unfinished room&lt;br /&gt;
&lt;br /&gt;
2) Description  :&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
3) Room flags   : NOBITS &lt;br /&gt;
&lt;br /&gt;
4) Sector type  : Inside&lt;br /&gt;
&lt;br /&gt;
5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
6) Exit east    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
7) Exit south   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
8) Exit west    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
9) Exit up      : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
A) Exit down    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
B) Descriptions : Extra&lt;br /&gt;
&lt;br /&gt;
C) Descriptions : night description&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
E) Descriptions : Look under&lt;br /&gt;
&lt;br /&gt;
F) Descriptions : Look behind&lt;br /&gt;
&lt;br /&gt;
G) Descriptions : Look above&lt;br /&gt;
&lt;br /&gt;
H) Smell        :&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
I) Listen       :&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
J) Mine         : Num: -1 Level: -1 Tool: None&lt;br /&gt;
&lt;br /&gt;
R) Descriptions : Quests flagged - NOT SET&lt;br /&gt;
&lt;br /&gt;
S) Script       : Not Set.&lt;br /&gt;
&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we will change these one by one and show you how to do it.&lt;br /&gt;
&lt;br /&gt;
'''-- Room number : [4400]     Room zone: [44]'''&lt;br /&gt;
&lt;br /&gt;
The room number and room zone can not be changed.  This is the room you are editing and the zone it is in – hopefully your zone.&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : An unfinished room'''&lt;br /&gt;
&lt;br /&gt;
Let’s change the name of the room.  This is what will be at the top of the screen when someone walks into that room.  This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in.  Room 4400 is one of the rooms that’s around the path of the Dragon &lt;br /&gt;
&lt;br /&gt;
Master’s fort (zone 44).  So, we’ll change this to:&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : Dragon Fort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
This tells us exactly where it is in the Dragon Fort zone.&lt;br /&gt;
&lt;br /&gt;
'''2) Description  :'''&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
This is the actual description of the room.  As you see, it starts out with “You are in an unfinished room.”  Well, we want to make the room finished.  This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area.  Remember that small details can be added later.  So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here.  If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object.  For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:&lt;br /&gt;
&lt;br /&gt;
The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west.  The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life.  Not that there is any plant life around here to speak of as its all been&lt;br /&gt;
worn away.&lt;br /&gt;
&lt;br /&gt;
Always use /f when you’re finished with your description.  This will format it to the screen without the indent (Molly doesn’t like the indent).&lt;br /&gt;
&lt;br /&gt;
'''3) Room flags   : NOBITS''' &lt;br /&gt;
&lt;br /&gt;
This is where you get to make your room special by adding flags to it.  Is it dark so you need a light source or infravision to see in it?  Is it a deathtrap so anyone entering automatically falls to their death?  The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) DARK                  2) DEATH                &lt;br /&gt;
 3) !MOB                  4) INDOORS              &lt;br /&gt;
 5) PEACEFUL              6) SOUNDPROOF           &lt;br /&gt;
 7) !TRACK                8) !MAGIC               &lt;br /&gt;
 9) TUNNEL               10) PRIVATE              &lt;br /&gt;
11) GODROOM              12) HOUSE                &lt;br /&gt;
13) HCRSH                14) ATRIUM               &lt;br /&gt;
15) OLC                  16) *                    &lt;br /&gt;
17) VEHICLE              18) !RECALL              &lt;br /&gt;
19) ARENA                20) GOOD                 &lt;br /&gt;
21) EVIL                 22) HP                   &lt;br /&gt;
23) MANA                 24) MOVE                 &lt;br /&gt;
25) ROLEPLAY             26) !TELEPORT IN         &lt;br /&gt;
27) !TELEPORT OUT        28) !SUMMON IN           &lt;br /&gt;
29) !SUMMON OUT          30) WILDERNESS           &lt;br /&gt;
31) !VIEW                32) DO_NOT_USE           &lt;br /&gt;
33) GOLD DEPOSIT         34) SILVER DEPOSIT       &lt;br /&gt;
35) COPPER DEPOSIT       36) IRON DEPOSIT         &lt;br /&gt;
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT     &lt;br /&gt;
39) QUARRY               40) COAL MINE            &lt;br /&gt;
41) SPRING               42) PASTURE              &lt;br /&gt;
43) DRAGONPORT           44) TIN DEPOSIT          &lt;br /&gt;
45) PLASTONIUM DEPOSIT   46) BURNING  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path around Dragon Fort has nothing special to it, so we made no changes.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Inside'''&lt;br /&gt;
&lt;br /&gt;
There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside.  The default is inside.  Here is the list of choices you will come across:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Inside                1) City                 &lt;br /&gt;
 2) Field                 3) Forest               &lt;br /&gt;
 4) Hills                 5) Mountains            &lt;br /&gt;
 6) Water (Swim)          7) Water (No Swim)      &lt;br /&gt;
 8) Underwater            9) Air                  &lt;br /&gt;
10) Desert               11) Space                &lt;br /&gt;
12) Road                 13) Entrance             &lt;br /&gt;
14) Atmosphere           15) Sun                  &lt;br /&gt;
16) Black Hole           17) Vehicle(coded)       &lt;br /&gt;
18) Swamp                19) Reef                 &lt;br /&gt;
20) Tundra               21) Snow                 &lt;br /&gt;
22) Ice                  23) Prairie              &lt;br /&gt;
24) Badlands             25) Rail    &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work.  The best I could come up with at this point of time was “Field” so we’ll enter that.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Field'''&lt;br /&gt;
&lt;br /&gt;
'''5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
'''6) Exit east    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''7) Exit south   : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''8) Exit west    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''9) Exit up      : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''A) Exit down    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together.  I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8.  When you first open up the exit number, you get this table:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : -1 - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Like the main room, this too has to be filled out as much as you need to.  First is the exit to – this is the room vnum that the exit goes to.  For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : 4497 - DragonFort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
But, that’s not the only part that *has* to be filled out.  The second step is filling out a description of what someone sees if they look in that direction.  It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important.  In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
The path continues around the fort and you can see a rock in the distance.&lt;br /&gt;
Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you.  This is what *you* see when *you* look there.&lt;br /&gt;
&lt;br /&gt;
There is no door, keys or door flags for this room so we don’t need to use those.  But, in case you need those, you do it this way:&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word.  So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it.  So if you put in trap door and the player opens door, the player will see that s/he opens the trap.&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the vnum of the object you have created to be the key for this door.  It can seriously be anything and doesn’t even need to look like a key.&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
When you open up this choice, you get these options:&lt;br /&gt;
&lt;br /&gt;
'''0) No door'''&lt;br /&gt;
&lt;br /&gt;
'''1) Closeable door'''&lt;br /&gt;
&lt;br /&gt;
'''2) Pickproof'''&lt;br /&gt;
&lt;br /&gt;
No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice.&lt;br /&gt;
Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter.&lt;br /&gt;
Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made.  Use this sparingly though as picking lock can be one of the useful skills for thieves.  A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Purge exit is used if you realize the mistake that the western exit was supposed to be to the north.  This gets rid of the everything you’ve done in the exit choice.&lt;br /&gt;
&lt;br /&gt;
'''B) Descriptions : Extra'''&lt;br /&gt;
&lt;br /&gt;
This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like.  This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object).  If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there.  I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…&lt;br /&gt;
&lt;br /&gt;
'''C) Descriptions : night description'''&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
Night descriptions are something new to 4D and have been used rarely.  These are best used when the lighting would make the room look quite different than it would in the daytime.  For example, you have a forest.  In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister.  It’s all in the lighting.&lt;br /&gt;
&lt;br /&gt;
'''E) Descriptions : Look under'''&lt;br /&gt;
&lt;br /&gt;
'''F) Descriptions : Look behind'''&lt;br /&gt;
&lt;br /&gt;
'''G) Descriptions : Look above'''&lt;br /&gt;
&lt;br /&gt;
E, F, and G are all like B, except you are looking under, behind, or above the object.  So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something.  These are used for good places to hide things.&lt;br /&gt;
&lt;br /&gt;
'''H) Smell        :'''&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
This is the smell that is in the room.  All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something.  This could also be used to go into detail about a smell you have touched on briefly in the room description.  For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west.  This is one of the extra items that Molly wants filled out for a complete zone.&lt;br /&gt;
&lt;br /&gt;
'''I) Listen       :'''&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
Like smell, but the player is listening for some clues.  Again, every room has a sound whether it’s created in the room, or by things close to the room.  Be careful using this to let players know there is a mob nearby as that mob could have been killed.  Again, you can use *you* in this as the player is actively listening for sounds.  And you can use it to describe a sound in detail that you briefly touched on in the room description.  For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room.  Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over.  They do like shiny things.&lt;br /&gt;
&lt;br /&gt;
'''J) Mine         : Num: -1 Level: -1 Tool: None'''&lt;br /&gt;
&lt;br /&gt;
I’ve never used this myself and taking a look at it really doesn’t explain it.&lt;br /&gt;
&lt;br /&gt;
'''R) Descriptions : Quests flagged - NOT SET'''&lt;br /&gt;
&lt;br /&gt;
This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not.  For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed.  Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description.  Let’s look at our choices here:&lt;br /&gt;
&lt;br /&gt;
'''1) Quest Type: 0'''&lt;br /&gt;
&lt;br /&gt;
This is the type of quest – whether it affects a player or the whole zone.  Let’s look at the options:&lt;br /&gt;
&lt;br /&gt;
'''1) Zone wide quest flag'''&lt;br /&gt;
&lt;br /&gt;
'''2) Player only quest flag'''&lt;br /&gt;
&lt;br /&gt;
A zone wide quest flag would affect the whole zone once the quest is completed.  Let’s say to complete a quest, someone has to blow up a dam.  They do so and the affect is that the area is flooded.  Everyone who then comes into the area sees the area as flooded – because the quest had been done.&lt;br /&gt;
The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen.  The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.&lt;br /&gt;
&lt;br /&gt;
'''2) Quest Keywords:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the flag that the player has from completing the quest.&lt;br /&gt;
&lt;br /&gt;
'''3) Room Description:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the description the player (or the room if zone quest) will have if they’ve completed the quest.&lt;br /&gt;
&lt;br /&gt;
'''4) Goto next quest description: &amp;lt;NOT SET&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As you can see, there can be many different descriptions for a multi-layered quest.  Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to&lt;br /&gt;
Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together).  Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''S) Script       : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is for the scripts set on the room.  Each script is its own vnum.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
Erm… obviously when you’re done editing your room.&lt;br /&gt;
&lt;br /&gt;
== Object editing ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Item number : [30100]&lt;br /&gt;
1) Namelist : unfinished object&lt;br /&gt;
2) S-Desc   : an unfinished object&lt;br /&gt;
3) L-Desc   :-&lt;br /&gt;
An unfinished object is lying here.&lt;br /&gt;
4) A-Desc   :-&lt;br /&gt;
&amp;lt;not set&amp;gt;&lt;br /&gt;
5) Type        : UNDEFINED&lt;br /&gt;
6) Extra flags : NOBITS &lt;br /&gt;
7) Wear flags  : TAKE &lt;br /&gt;
8) Weight      : 0&lt;br /&gt;
9) Cost        : 0&lt;br /&gt;
A) Cost/Day    : 0&lt;br /&gt;
B) Timer       : -1&lt;br /&gt;
C) Values      : &lt;br /&gt;
D) Menu ---&amp;gt;   : Applies&lt;br /&gt;
E) Menu ---&amp;gt;   : Extra Desc&lt;br /&gt;
F) Innate      : (0) UNDEFINED&lt;br /&gt;
G) Smell Desc  :&lt;br /&gt;
It doesn't smell too interesting.&lt;br /&gt;
&lt;br /&gt;
H) Taste Desc  :&lt;br /&gt;
It tastes just like it should.&lt;br /&gt;
&lt;br /&gt;
I) Feel Desc   :&lt;br /&gt;
It feels normal, as far as you can tell.&lt;br /&gt;
&lt;br /&gt;
J) Crafting&lt;br /&gt;
M) Min Level   : 0&lt;br /&gt;
S) Script      : Not Set.&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''KVETCH POST START'''&lt;br /&gt;
&lt;br /&gt;
I did this for Rooms so thought I should continue for objects.  Careful, this is a very long post.  Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #&lt;br /&gt;
&lt;br /&gt;
'''1) Namelist :''' &lt;br /&gt;
&lt;br /&gt;
These are the words that can activate the object.  For example: pile hay – for a pile of hay.  That way the player can look at pile or hay to get the description for the pile of hay.&lt;br /&gt;
&lt;br /&gt;
'''2) S-Desc   :''' &lt;br /&gt;
&lt;br /&gt;
This is the description that is use when the object is being used.   For example let’s use that pile of hay.  If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”.  Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B.  You’d rather have Player A gives a pile of hay to player B.&lt;br /&gt;
&lt;br /&gt;
'''3) L-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description of the object as it’s lying in a room.  Using our pile of hay for example: A pile of hay lies here.  You don’t have to go so basic, but you should always use the main words that are in your namelist.   We could say: A pile of hay lies upon the loft.  But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.&lt;br /&gt;
&lt;br /&gt;
'''4) A-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description that’s given as the object is used.  And I never use this choice.&lt;br /&gt;
&lt;br /&gt;
'''5) Type        :''' &lt;br /&gt;
&lt;br /&gt;
This is the list of things this item can be.  The list is quite extensive and is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) light             2) scroll                3) wand                  4) staff                 5) weapon               &lt;br /&gt;
 6) &amp;lt;NOT USED&amp;gt;            7) &amp;lt;NOT USED&amp;gt;            ￼ treasure              9) armor                10) potion              &lt;br /&gt;
 11) worn                 12) other                13) trash                14) trap                 15) container            &lt;br /&gt;
16) note                 17) liquid container     18) key                  19) food                 20) money               &lt;br /&gt;
 21) pen                  22) boat                 23) fountain             24) throw                25) grenade              &lt;br /&gt;
26) bow                  27) sling                28) crossbow             29) bolt                 30) arrow                31) rock                 &lt;br /&gt;
32) vehicle              33) vehicle control      34) vehicle exit         35) vehicle window        36) room portal&lt;br /&gt;
37) gun                  38) ammo                 39) wings                40) spacesuit            41) aqualung             &lt;br /&gt;
42) climbable            43) level 1 poison       44) level 2 poison       45) level 3 poison       &lt;br /&gt;
46) level 4 poison       47) level 1 antidote     48) level 2 antidote     49) level 3 antidote     &lt;br /&gt;
50) descendable          51) bush portal          52) water portal         53) hole portal          &lt;br /&gt;
54) meat                 55) nugget               56) metal detector       57) tree                 &lt;br /&gt;
58) bark                 59) anvil                60) hammer               61) grindstone           &lt;br /&gt;
62) oil                  63) ore                  64) axe                  65) gem cluster          &lt;br /&gt;
66) element              67) shovel         68) wood                 69) machine              70) pickaxe             &lt;br /&gt;
71) nut                  72) skin                 73) furniture            74) portal hurdle        75) thermal protection   &lt;br /&gt;
76) radio                77) minor focus          78) major focus          79) lightsaber hilt      &lt;br /&gt;
80) zone flag            81) locker               82) garotte              83) vial                 84) bankbook             &lt;br /&gt;
85) spacebike            86) vehicle2  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''6) Extra flags :''' &lt;br /&gt;
&lt;br /&gt;
Again, an extensive list on what flags can be put on the object:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glowing               2) humming               3) unrentable            4) undonateable         &lt;br /&gt;
 5) anti-invisible        6) invisible             7) magic                 ￼ cursed               &lt;br /&gt;
 9) blessed              10) anti-good           11) anti-evil            12) anti-neutral         &lt;br /&gt;
13) anti-mage            14) anti-priest      15) anti-thief           16) anti-warrior         &lt;br /&gt;
17) unsellable           18) anti-faun         19) anti-centaur         20) anti-elf             &lt;br /&gt;
21) anti-dwarf           22) Live Grenade 23) anti-indian          24) anti-gringo          &lt;br /&gt;
25) anti-martian         26) anti-spacewolf 27) anti-hunter          28) anti-ranger          &lt;br /&gt;
29) anti-gypsy           30) anti-esper           31) melt-on-drop         32) (buried)             &lt;br /&gt;
33) player corpse        34) mob corpse     35) artifact             36) unique               &lt;br /&gt;
37) unlocateable         38) hidden              39) poison type 1        40) poison type 2        &lt;br /&gt;
41) poison type 3        42) poison type 4  43) edible               44) skinable             &lt;br /&gt;
45) anti-disarm          46) anti-male           47) anti-female          48) contraceptive        &lt;br /&gt;
49) &amp;lt;UNUSED&amp;gt;             50) &amp;lt;UNUSED&amp;gt;      51) tinkered             52) randomized           &lt;br /&gt;
53) enhanced             54) modified            55) lightsaber           56) two-handed           &lt;br /&gt;
57) &amp;lt;UNUSED&amp;gt;             58) &amp;lt;UNUSED&amp;gt;      59) life-stealing        60) mana-stealing        &lt;br /&gt;
61) move-stealing        62) undisplayed    63) extracting-(CODE)    64) shiftable            &lt;br /&gt;
65) key-rent             &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''7) Wear flags  :'''&lt;br /&gt;
&lt;br /&gt;
Where you want the player to be able to wear an item (if it’s a wearable/wieldable item).  This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off.  Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight.  Please note that certain areas are only for Clan items.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
  1) TAKE                  2) FINGER                3) NECK                  4) BODY                 &lt;br /&gt;
 5) HEAD                  6) LEGS                  7) FEET                  ￼ HANDS                &lt;br /&gt;
 9) ARMS                 10) SHIELD           11) ABOUT                12) WAIST                &lt;br /&gt;
13) WRIST                14) WIELD           15) HOLD                 16) FACE                 &lt;br /&gt;
17) EYES                 18) HIPS                 19) EAR                  20) ANKLE                &lt;br /&gt;
21) HORNS                22) ANTENNA    23) TAIL                 24) FOCUS                &lt;br /&gt;
25) SHOULDER             26) CREST       27) THIGH                28) KNEE                 &lt;br /&gt;
29) FLOATING&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;￼&lt;br /&gt;
&lt;br /&gt;
'''8)Weight      :''' &lt;br /&gt;
&lt;br /&gt;
The weight of an item.  There is nothing that weighs less than 1.&lt;br /&gt;
&lt;br /&gt;
'''9) Cost        :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost of the item if it was sold in a store.&lt;br /&gt;
&lt;br /&gt;
'''A) Cost/Day    :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost per day for the player to keep the item.  Most items have 0 cost.&lt;br /&gt;
'''B) Timer       : -1'''&lt;br /&gt;
&lt;br /&gt;
This would be how long the item exists in mud time after it is picked up.  Usually only used on major items or season items.  Most items would have a timer of -1 which is indefinite.&lt;br /&gt;
&lt;br /&gt;
'''C) Values      : 0 0 0 0 0 0'''&lt;br /&gt;
&lt;br /&gt;
The C values change depending on the TYPE of item it is.&lt;br /&gt;
&lt;br /&gt;
'''D) Menu ---&amp;gt;   : Applies'''&lt;br /&gt;
&lt;br /&gt;
This is any bonuses or negatives you want to apply to the item.  When you first enter this screen you will see this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) None.&lt;br /&gt;
 2) None.&lt;br /&gt;
 3) None.&lt;br /&gt;
 4) None.&lt;br /&gt;
 5) None.&lt;br /&gt;
 6) None.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is for the 6 stats you want to apply bonus/negs to.  Right now there are none.  When you hit 1 for the first state to apply, you enter this screen:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Nothing               1) Strength            2) Dexterity             3) Intelligence         &lt;br /&gt;
 4) Wisdom                5) Constitution   6) Charisma              7) Health-regen         &lt;br /&gt;
 ￼ Move-regen            9) Age              10) Weight               11) Height               &lt;br /&gt;
12) Maxmana              13) Maxhit       14) Maxmove              15) Mana-regen           &lt;br /&gt;
16) Experience           17) Armor         18) Hitroll              19) Damroll              &lt;br /&gt;
20) Paralyze Defence     21) Rod Defence         22) Petrify Defence      23) Breath Defence       &lt;br /&gt;
24) Spell Defence        25) Race                 26) Speed                27) Coolness             &lt;br /&gt;
28) Tunnel-Speed         29) Tunnel-Bonus  30) Tunnel-Stealth       31) Tunnel-Protection  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you choose which of those stats you want to apply a bonus/neg to.  Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1).  Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide&lt;br /&gt;
&lt;br /&gt;
'''E) Menu ---&amp;gt;   : Extra Desc'''&lt;br /&gt;
&lt;br /&gt;
This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther.   The first screen you see is this:&lt;br /&gt;
&lt;br /&gt;
'''1) Keyword: &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Like the namelist of the object itself, your keyword is the word used to look at the object.  For our pile of hay, you would again use pile hay as the keywords&lt;br /&gt;
&lt;br /&gt;
'''2) Description:'''&lt;br /&gt;
&lt;br /&gt;
This is the actually description of the keyword item.  For our pile of hay example, I have this:&lt;br /&gt;
This pile of hay has been sitting here for a long time.  So long, it's hard to say it's really a pile, but it isn't flat onto the ground.&lt;br /&gt;
3) Goto next description: &amp;lt;Not set&amp;gt;&lt;br /&gt;
This is in case I have something else I want to describe about this object.  Like maybe I’d said there was a green leaf in the pile of hay.  Well then I’d go to the next description and start all over with the keywords green leaf and enter that description&lt;br /&gt;
&lt;br /&gt;
'''0) Quit'''&lt;br /&gt;
&lt;br /&gt;
This is for once you’re done with all of your extra descriptions.&lt;br /&gt;
&lt;br /&gt;
'''F) Innate      :''' &lt;br /&gt;
&lt;br /&gt;
Innates are any skill/spell in the game that the object gives to the player that holds/wields it.  They player will always have that ability until they no longer hold/wield the object.  This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) armor                 2) teleport              3) bless                 4) blindness             &lt;br /&gt;
5) burning hands         6) call lightning        7) charm                 ￼ chill touch           9) clone                &lt;br /&gt;
10) colour spray         11) control weather      12) create food          13) create water         14) cure blind           &lt;br /&gt;
15) cure critic          16) cure light           17) curse 18) detect alignment     19) detect invisibility  &lt;br /&gt;
20) detect magic         21) detect poison        22) dispel evil          23) earthquake           &lt;br /&gt;
24) enchant weapon       25) energy drain         26) fireball             27) harm                 28) heal                 &lt;br /&gt;
29) invisibility         30) lightning bolt       31) locate object        32) magic missile        33) poison               &lt;br /&gt;
34) protection from evil 35) remove curse         36) sanctuary            37) shocking grasp       38) sleep                &lt;br /&gt;
39) strength             40) summon               41) suffocate            42) word of recall       43) antidote 1           &lt;br /&gt;
44) sense life           45) animate dead         46) dispel good          47) group armor          48) group heal           &lt;br /&gt;
49) group recall         50) infravision          51) waterwalk            52) gate                 53) minor identify       &lt;br /&gt;
54) remove alignment     55) locate person        56) poison 2             57) poison 3             58) poison 4             &lt;br /&gt;
59) antidote 2           60) antidote 3           61) evil eye             62) absolve              63) chain lightning      &lt;br /&gt;
64) recharge             65) meteor shower        66) stoneskin            67) steelskin            68) hold person          &lt;br /&gt;
69) paralyze             70) holy word            71) holy shout           72) haste                73) shield               &lt;br /&gt;
74) group shield         75) acid arrow           76) flame arrow          77) cone of cold         78) knock&lt;br /&gt;
 79) protection from fire 80) protection from cold 81) earth elemental      82) water elemental      &lt;br /&gt;
83) air elemental        84) fire elemental       85) fire shield          86) life transfer        87) mana transfer &lt;br /&gt;
88) protection from good 89) mind fire            90) mind electricity     91) mind water           92) mind ice             &lt;br /&gt;
93) ice shield           94) thorn shield         95) mana shield          96) mirror shield        97) holy shield          &lt;br /&gt;
98) static shield        99) fortify mind         100) fortify body         101) sweet dreams         102) divine mind          &lt;br /&gt;
103) numb mind            104) slowness             105) flight               106) battle rage          107) embue armor          &lt;br /&gt;
108) magic bubble         109) psi panic            110) nightmare            111) vitalize             &lt;br /&gt;
112) dispel sanctuary     113) forsee               114) mana blast           115) confuse             &lt;br /&gt;
116) corrupt armor        117) weaken               118) soulsmash            119) demonshriek          120) lifesuck             &lt;br /&gt;
121) burning skull        122) heart squeeze        123) facemelt             124) electric blast       125) inferno              &lt;br /&gt;
126) water to wine        127) midas touch          128) polymorph            129) darkness             131) backstab             &lt;br /&gt;
132) bash                 133) hide                 134) kick                 135) pick lock            136) flank               &lt;br /&gt;
 137) rescue               138) sneak                139) steal                140) track                141) mount                &lt;br /&gt;
142) riding               143) tame                 144) snare                145) throw                146) bow                  &lt;br /&gt;
147) sling                148) crossbow             149) dual                 150) encircle             151) blackjack            &lt;br /&gt;
152) advanced melee       153) firearm              154) push                 155) scan                 156) brew                 &lt;br /&gt;
157) scribe               158) tinker               159) poison weapon        160) retreat              161) filet                &lt;br /&gt;
162) disarm               163) forage               164) trap aware           165) parry                166) mounted combat       &lt;br /&gt;
167) trample              168) joust                169) grapple              170) drunk                171) hand-to-hand         &lt;br /&gt;
172) melee                173) master melee         174) hamstring            175) short blade          176) dodge                &lt;br /&gt;
177) phase                178) charge               179) grip                 180) face                 181) focus                &lt;br /&gt;
182) martial arts         183) slip                 184) manipulate           185) holy strength        186) berserk              &lt;br /&gt;
187) meditate             188) woodsing             189) hyperactivity        190) true strike          191) strangle             &lt;br /&gt;
192) fortify              193) manifest             194) scalp                195) brace                196) behead               &lt;br /&gt;
197) bladedance           198) longarm              199) cleave               200) smash                201) identify             &lt;br /&gt;
202) fire breath          203) gas breath           204) frost breath         205) acid breath          &lt;br /&gt;
206) lightning breath     207) burn                 208) freeze               209) acid                 210) resist fire          &lt;br /&gt;
211) resist cold          212) resist electricity   213) wall of fire         214) wall of force        215) dispel bubble        &lt;br /&gt;
216) slit                 217) thrust               218) bleed                219) embowel              293) Silenced             &lt;br /&gt;
294) Imm Freeze           295) Malactation          299) OUTCAST   &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''G) Smell Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object smells like: ie: it smells like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''H) Taste Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object tastes like, should someone try to taste it:  ie: No way you're tasting that.  Well, ok, it tastes like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''I) Feel Desc   :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object feels like: ie: It feels as if it's been in the elements for quite a while.  And by elements we do mean rain, sun, rain, etc.&lt;br /&gt;
*Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*&lt;br /&gt;
&lt;br /&gt;
'''J) Material    : base-material'''&lt;br /&gt;
&lt;br /&gt;
This is the base material that the object is made out of.  This is not used very often, but can be useful if you want your item to be made out of something specific.  The list of materials we have are:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glass                 2) iron                  3) gold          4) silver                5) copper                6) zinc                 &lt;br /&gt;
 7) cromium               ￼ tungsten              9) carbon               10) coal                 11) basalt              &lt;br /&gt;
 12) silica               13) diamond              14) plastic              15) tin                  16) leather              17) hair                 &lt;br /&gt;
18) wool                 19) wood                 20) magic-wood&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''M) Min Level   : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum level someone has to be to use that object.  As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.&lt;br /&gt;
&lt;br /&gt;
'''S) Script      : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is so you can put scripts on your objects so they can do special things.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For when you are done.&lt;br /&gt;
&lt;br /&gt;
== Mob editing ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Mob Number:  [30108]&lt;br /&gt;
1) Sex: male           2) Alias: mob unfinished&lt;br /&gt;
3) S-Desc: the unfinished mob&lt;br /&gt;
4) L-Desc:-&lt;br /&gt;
An unfinished mob stands here.&lt;br /&gt;
5) D-Desc:-&lt;br /&gt;
It looks unfinished.&lt;br /&gt;
6) Level:       [   0],  7) Alignment:    [   0]&lt;br /&gt;
8) Hitroll:     [   0],  9) Damroll:      [   0]&lt;br /&gt;
A) NumDamDice:  [   1],  B) SizeDamDice:  [   1]&lt;br /&gt;
C) Num HP Dice: [   0],  D) Size HP Dice: [   0],  E) HP Bonus: [    0]&lt;br /&gt;
F) Armor Class: [ 100],  G) Exp:     [        0],  H) Gold:  [       0]&lt;br /&gt;
I) Position  : Standing  J) Default   : Standing&lt;br /&gt;
K) Attack    : hit&lt;br /&gt;
L) NPC Flags : ISNPC &lt;br /&gt;
M) AFF Flags : NOBITS &lt;br /&gt;
N) Segments  : Not set        X) Training List : Not Set&lt;br /&gt;
R) Mob Race  : Humanoid       V) Mob Class     : Normal&lt;br /&gt;
T) Tier      : 0              O) Subskill      : UNUSED&lt;br /&gt;
U) Charisma  : 11             W) Skin Vnum     : -1&lt;br /&gt;
S) Script    : Not Set.       Y) Owner     : (null)&lt;br /&gt;
P) Arrive    : (null)&lt;br /&gt;
Z) Leave     : (null)&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1) Sex'''&lt;br /&gt;
&lt;br /&gt;
The mobs sex.&lt;br /&gt;
&lt;br /&gt;
'''2) Alias'''&lt;br /&gt;
&lt;br /&gt;
Key words for interacting with the mob (look, kill, etc).&lt;br /&gt;
&lt;br /&gt;
'''3) S-Desc'''&lt;br /&gt;
&lt;br /&gt;
Effectively the name of the mob.&lt;br /&gt;
&lt;br /&gt;
'''4) L-Desc'''&lt;br /&gt;
&lt;br /&gt;
The desc you see in the room.&lt;br /&gt;
&lt;br /&gt;
'''5) D-Desc'''&lt;br /&gt;
&lt;br /&gt;
The desc you see when you &amp;quot;look&amp;quot; at the mob.&lt;br /&gt;
&lt;br /&gt;
'''KVETCH POST START'''&lt;br /&gt;
&lt;br /&gt;
I can't find any specific guides on these.  I think I asked Molly a while back (we're talking years here) and I believe I got some answers, though where those answers have disappeared to, who knows.  I also know I pestered Horus about something and will post his answer here to help out everyone possible.&lt;br /&gt;
&lt;br /&gt;
My main questions concern the NPC flags.  The ones I know, I'll fill out.  The ones I don't, I'll put question marks (??) and a note by it and hopefully someone can answer.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) SPEC  (?? You know, I never use this and have no idea what it is)                 &lt;br /&gt;
2) SENTINEL    - this means that 1) the mob will stay where it loads or 2) if it's following someone it will not wander&lt;br /&gt;
3) SCAVENGER  - It picks EVERYTHING it can up off the ground.  Good for those sweepers.            &lt;br /&gt;
4) ISNPC  - every mob IS an NPC so this should be on every mob - btw: what happens if you don't put this on a mob?&lt;br /&gt;
5) AWARE (?? - not quite sure what this flag is for or when to use it)                  &lt;br /&gt;
6) AGGR   - this mob would be aggro to everyone.              &lt;br /&gt;
7) STAY-ZONE  - This mob obviously will not leave it's zone (?? does this mean it cannot be charmed to leave its zone?)            &lt;br /&gt;
8) WIMPY  - mob is a wimp, will flee once it hits a certain amount of hp (?? does anyone know the exact amount of hp?)               &lt;br /&gt;
9) AGGR_EVIL - mob is aggro to anyone with alignment between -1000 and -350 (considered evil)            &lt;br /&gt;
10) AGGR_GOOD   - mob is aggro to anyone with alignment between 350 and 1000 (considered good)&lt;br /&gt;
11) AGGR_NEUTRAL   - mob is aggro to anyone with alignment between -350 and 350 (considered neutral)&lt;br /&gt;
12) MEMORY  (?? I think this is that the mob remembers the player that attacked it - but is it only the last and am I right at all about that?)&lt;br /&gt;
13) HELPER  - mob helps the person/mob in the room that is the closest in alignment to it (yes, this means there are ways around this if you want a mob to help a specific mob in the room you better script it)             &lt;br /&gt;
14) !CHARM   - mob can not be charmed             &lt;br /&gt;
15) !SUMMN   - mob can not be summoned             &lt;br /&gt;
16) !SLEEP     - mob can not be put to sleep (?? does this include sweetdreams?)&lt;br /&gt;
17) !BASH     - mob can not be bashed            &lt;br /&gt;
18) !BLIND     - this mob can not be blinded           &lt;br /&gt;
19) MOUNTABLE  - mob can be mounted (get your mind outta the gutters!) and rode as a mount           &lt;br /&gt;
20) !PUSH      - mob can not be pushed           &lt;br /&gt;
21) REMOVE-THIS-FLAG  - I'm just assuming this is a &amp;quot;do not use&amp;quot; flag so don't put it on any mob.&lt;br /&gt;
22) !SHOOT    - mob can not be shot (?? does this include ranged spells AND bows/guns?)&lt;br /&gt;
23) !POISON    - mob can not be poisoned&lt;br /&gt;
24) EDIBLE     (?? I'm guessing that you would be able to eat the mob, but what exactly would that do?)&lt;br /&gt;
25) SKINABLE   - mob can be skinned (if you use this you must have a skin object made that the player would get if they skinned the mob - yes, anyone CAN use the skill skin).&lt;br /&gt;
26) UNUSED   - empty for future use?             &lt;br /&gt;
27) UNUSED   - empty for future use?&lt;br /&gt;
28) UNDEAD   - Mob is undead (?? there is also a mob:class undead - how do these relate?)&lt;br /&gt;
29) !FREEZE   - Mob can not be frozen&lt;br /&gt;
30) CAN_MATE    - Mob can mate (and produce baby mobs).  Last I knew, was not implemented yet so do not use.&lt;br /&gt;
31) NOTDEADYET  (?? REally?  why put this on a living mob?)&lt;br /&gt;
32) POISONS 1  - I'm assuming that mob has the ability to poison using poison1 (like small snakes)&lt;br /&gt;
33) POISONS 2  - I'm assuming that mob has the ability to poison using poison2 (like larger snakes)           &lt;br /&gt;
34) AIR       -(???)                 &lt;br /&gt;
35) WATER   - (???)&lt;br /&gt;
36) FIRE      - (???)    &lt;br /&gt;
37) EARTH   -(???)              &lt;br /&gt;
38) HERD    (???)              &lt;br /&gt;
39) SWIMS  - the mob swims (assume this is needed for those mobs in water like fish?)               &lt;br /&gt;
40) WIZINVIS  - the mob is wizinvis which means no-one will see it other than immorts - though if they react to a trigger or anything, players can find out about them.&lt;br /&gt;
41) STAY_SECTOR   - mob stays in the sector type it loads in (this is actually stronger than a !mob room.  Mobs can actually flee into !mob rooms but will not flee into different sector rooms (if I remember something Mord said correctly))&lt;br /&gt;
42) HEALER  - Mob is a healer (what exactly does this mean?  Are there specific spells it casts?  Is it like the healer in the  4D Inn where you can pay to have it cast certain spells?  Is there any way to change the spells the healer mob casts - and the cost of them?)               &lt;br /&gt;
43) POSTMASTER - mob is a postmaster - like Barts dog east of recall           &lt;br /&gt;
44) QUESTMOB   - (??? - really not sure when to use this or if there is any special meaning behind it.  I don't put questmob on my mobs that have quests.  Should I be?)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other things of note:&lt;br /&gt;
&lt;br /&gt;
Mob Class:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Normal - I assume there is nothing special about this mob and it will do no special attacks&lt;br /&gt;
 1) Undead - mob is undead - certain things do not affect it (will be listed at the end of this)&lt;br /&gt;
 2) Caster - mob casts spells (what spells and is there any reason to really use this?  Anything in the code to back up using this?  You still seem to need to use dg_cast to actually cast a spell - at least that was my experiance when I tried to use this.)&lt;br /&gt;
 3) Fighter - mob is a fighter class (?? He can do fighter type skills?  but I've had class fighters do rogue type skills as well)&lt;br /&gt;
 4) Rogue - mob is a rogue (?? but seems to be able to do some fighter type skills)&lt;br /&gt;
 5) Animal - mob is an animal (?? - nope, other than the fact it's not humanoid I don't know why to place this on an animal instead of normal)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undead mobs are not affected by:&lt;br /&gt;
&lt;br /&gt;
soul smash, demon shreak, burning skull, heart squeeze, facemelt&lt;br /&gt;
&lt;br /&gt;
I dont' know if this means under mob class (which is what I'd asked the person that looked it up) or choice #28 in the NPC flags.  Or if you need both to have a real undead.&lt;br /&gt;
&lt;br /&gt;
I'd like to have a real &amp;quot;how to build mobs&amp;quot; guidelines, but can't do it without answers.  &lt;br /&gt;
Thanks to all that read this.&lt;br /&gt;
&lt;br /&gt;
Kvetch&lt;br /&gt;
&lt;br /&gt;
== Zone editing ==&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Building&amp;diff=143</id>
		<title>Building</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Building&amp;diff=143"/>
				<updated>2015-11-12T08:24:20Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: /* Mob editing */  Just the start of some more info on medit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Extremely wip, thanks to Kvetch for the guides'''  &lt;br /&gt;
&lt;br /&gt;
== Room editing ==&lt;br /&gt;
&lt;br /&gt;
So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D.  I'm always glad to help, but I'm not always around, so here you go!&lt;br /&gt;
&lt;br /&gt;
This is what you will see when you first redit a room:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Room number : [4400]     Room zone: [44]&lt;br /&gt;
&lt;br /&gt;
1) Name         : An unfinished room&lt;br /&gt;
&lt;br /&gt;
2) Description  :&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
3) Room flags   : NOBITS &lt;br /&gt;
&lt;br /&gt;
4) Sector type  : Inside&lt;br /&gt;
&lt;br /&gt;
5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
6) Exit east    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
7) Exit south   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
8) Exit west    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
9) Exit up      : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
A) Exit down    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
B) Descriptions : Extra&lt;br /&gt;
&lt;br /&gt;
C) Descriptions : night description&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
E) Descriptions : Look under&lt;br /&gt;
&lt;br /&gt;
F) Descriptions : Look behind&lt;br /&gt;
&lt;br /&gt;
G) Descriptions : Look above&lt;br /&gt;
&lt;br /&gt;
H) Smell        :&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
I) Listen       :&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
J) Mine         : Num: -1 Level: -1 Tool: None&lt;br /&gt;
&lt;br /&gt;
R) Descriptions : Quests flagged - NOT SET&lt;br /&gt;
&lt;br /&gt;
S) Script       : Not Set.&lt;br /&gt;
&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we will change these one by one and show you how to do it.&lt;br /&gt;
&lt;br /&gt;
'''-- Room number : [4400]     Room zone: [44]'''&lt;br /&gt;
&lt;br /&gt;
The room number and room zone can not be changed.  This is the room you are editing and the zone it is in – hopefully your zone.&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : An unfinished room'''&lt;br /&gt;
&lt;br /&gt;
Let’s change the name of the room.  This is what will be at the top of the screen when someone walks into that room.  This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in.  Room 4400 is one of the rooms that’s around the path of the Dragon &lt;br /&gt;
&lt;br /&gt;
Master’s fort (zone 44).  So, we’ll change this to:&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : Dragon Fort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
This tells us exactly where it is in the Dragon Fort zone.&lt;br /&gt;
&lt;br /&gt;
'''2) Description  :'''&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
This is the actual description of the room.  As you see, it starts out with “You are in an unfinished room.”  Well, we want to make the room finished.  This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area.  Remember that small details can be added later.  So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here.  If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object.  For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:&lt;br /&gt;
&lt;br /&gt;
The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west.  The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life.  Not that there is any plant life around here to speak of as its all been&lt;br /&gt;
worn away.&lt;br /&gt;
&lt;br /&gt;
Always use /f when you’re finished with your description.  This will format it to the screen without the indent (Molly doesn’t like the indent).&lt;br /&gt;
&lt;br /&gt;
'''3) Room flags   : NOBITS''' &lt;br /&gt;
&lt;br /&gt;
This is where you get to make your room special by adding flags to it.  Is it dark so you need a light source or infravision to see in it?  Is it a deathtrap so anyone entering automatically falls to their death?  The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) DARK                  2) DEATH                &lt;br /&gt;
 3) !MOB                  4) INDOORS              &lt;br /&gt;
 5) PEACEFUL              6) SOUNDPROOF           &lt;br /&gt;
 7) !TRACK                8) !MAGIC               &lt;br /&gt;
 9) TUNNEL               10) PRIVATE              &lt;br /&gt;
11) GODROOM              12) HOUSE                &lt;br /&gt;
13) HCRSH                14) ATRIUM               &lt;br /&gt;
15) OLC                  16) *                    &lt;br /&gt;
17) VEHICLE              18) !RECALL              &lt;br /&gt;
19) ARENA                20) GOOD                 &lt;br /&gt;
21) EVIL                 22) HP                   &lt;br /&gt;
23) MANA                 24) MOVE                 &lt;br /&gt;
25) ROLEPLAY             26) !TELEPORT IN         &lt;br /&gt;
27) !TELEPORT OUT        28) !SUMMON IN           &lt;br /&gt;
29) !SUMMON OUT          30) WILDERNESS           &lt;br /&gt;
31) !VIEW                32) DO_NOT_USE           &lt;br /&gt;
33) GOLD DEPOSIT         34) SILVER DEPOSIT       &lt;br /&gt;
35) COPPER DEPOSIT       36) IRON DEPOSIT         &lt;br /&gt;
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT     &lt;br /&gt;
39) QUARRY               40) COAL MINE            &lt;br /&gt;
41) SPRING               42) PASTURE              &lt;br /&gt;
43) DRAGONPORT           44) TIN DEPOSIT          &lt;br /&gt;
45) PLASTONIUM DEPOSIT   46) BURNING  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path around Dragon Fort has nothing special to it, so we made no changes.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Inside'''&lt;br /&gt;
&lt;br /&gt;
There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside.  The default is inside.  Here is the list of choices you will come across:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Inside                1) City                 &lt;br /&gt;
 2) Field                 3) Forest               &lt;br /&gt;
 4) Hills                 5) Mountains            &lt;br /&gt;
 6) Water (Swim)          7) Water (No Swim)      &lt;br /&gt;
 8) Underwater            9) Air                  &lt;br /&gt;
10) Desert               11) Space                &lt;br /&gt;
12) Road                 13) Entrance             &lt;br /&gt;
14) Atmosphere           15) Sun                  &lt;br /&gt;
16) Black Hole           17) Vehicle(coded)       &lt;br /&gt;
18) Swamp                19) Reef                 &lt;br /&gt;
20) Tundra               21) Snow                 &lt;br /&gt;
22) Ice                  23) Prairie              &lt;br /&gt;
24) Badlands             25) Rail    &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work.  The best I could come up with at this point of time was “Field” so we’ll enter that.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Field'''&lt;br /&gt;
&lt;br /&gt;
'''5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
'''6) Exit east    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''7) Exit south   : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''8) Exit west    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''9) Exit up      : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''A) Exit down    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together.  I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8.  When you first open up the exit number, you get this table:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : -1 - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Like the main room, this too has to be filled out as much as you need to.  First is the exit to – this is the room vnum that the exit goes to.  For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : 4497 - DragonFort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
But, that’s not the only part that *has* to be filled out.  The second step is filling out a description of what someone sees if they look in that direction.  It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important.  In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
The path continues around the fort and you can see a rock in the distance.&lt;br /&gt;
Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you.  This is what *you* see when *you* look there.&lt;br /&gt;
&lt;br /&gt;
There is no door, keys or door flags for this room so we don’t need to use those.  But, in case you need those, you do it this way:&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word.  So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it.  So if you put in trap door and the player opens door, the player will see that s/he opens the trap.&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the vnum of the object you have created to be the key for this door.  It can seriously be anything and doesn’t even need to look like a key.&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
When you open up this choice, you get these options:&lt;br /&gt;
&lt;br /&gt;
'''0) No door'''&lt;br /&gt;
&lt;br /&gt;
'''1) Closeable door'''&lt;br /&gt;
&lt;br /&gt;
'''2) Pickproof'''&lt;br /&gt;
&lt;br /&gt;
No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice.&lt;br /&gt;
Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter.&lt;br /&gt;
Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made.  Use this sparingly though as picking lock can be one of the useful skills for thieves.  A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Purge exit is used if you realize the mistake that the western exit was supposed to be to the north.  This gets rid of the everything you’ve done in the exit choice.&lt;br /&gt;
&lt;br /&gt;
'''B) Descriptions : Extra'''&lt;br /&gt;
&lt;br /&gt;
This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like.  This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object).  If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there.  I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…&lt;br /&gt;
&lt;br /&gt;
'''C) Descriptions : night description'''&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
Night descriptions are something new to 4D and have been used rarely.  These are best used when the lighting would make the room look quite different than it would in the daytime.  For example, you have a forest.  In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister.  It’s all in the lighting.&lt;br /&gt;
&lt;br /&gt;
'''E) Descriptions : Look under'''&lt;br /&gt;
&lt;br /&gt;
'''F) Descriptions : Look behind'''&lt;br /&gt;
&lt;br /&gt;
'''G) Descriptions : Look above'''&lt;br /&gt;
&lt;br /&gt;
E, F, and G are all like B, except you are looking under, behind, or above the object.  So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something.  These are used for good places to hide things.&lt;br /&gt;
&lt;br /&gt;
'''H) Smell        :'''&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
This is the smell that is in the room.  All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something.  This could also be used to go into detail about a smell you have touched on briefly in the room description.  For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west.  This is one of the extra items that Molly wants filled out for a complete zone.&lt;br /&gt;
&lt;br /&gt;
'''I) Listen       :'''&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
Like smell, but the player is listening for some clues.  Again, every room has a sound whether it’s created in the room, or by things close to the room.  Be careful using this to let players know there is a mob nearby as that mob could have been killed.  Again, you can use *you* in this as the player is actively listening for sounds.  And you can use it to describe a sound in detail that you briefly touched on in the room description.  For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room.  Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over.  They do like shiny things.&lt;br /&gt;
&lt;br /&gt;
'''J) Mine         : Num: -1 Level: -1 Tool: None'''&lt;br /&gt;
&lt;br /&gt;
I’ve never used this myself and taking a look at it really doesn’t explain it.&lt;br /&gt;
&lt;br /&gt;
'''R) Descriptions : Quests flagged - NOT SET'''&lt;br /&gt;
&lt;br /&gt;
This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not.  For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed.  Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description.  Let’s look at our choices here:&lt;br /&gt;
&lt;br /&gt;
'''1) Quest Type: 0'''&lt;br /&gt;
&lt;br /&gt;
This is the type of quest – whether it affects a player or the whole zone.  Let’s look at the options:&lt;br /&gt;
&lt;br /&gt;
'''1) Zone wide quest flag'''&lt;br /&gt;
&lt;br /&gt;
'''2) Player only quest flag'''&lt;br /&gt;
&lt;br /&gt;
A zone wide quest flag would affect the whole zone once the quest is completed.  Let’s say to complete a quest, someone has to blow up a dam.  They do so and the affect is that the area is flooded.  Everyone who then comes into the area sees the area as flooded – because the quest had been done.&lt;br /&gt;
The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen.  The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.&lt;br /&gt;
&lt;br /&gt;
'''2) Quest Keywords:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the flag that the player has from completing the quest.&lt;br /&gt;
&lt;br /&gt;
'''3) Room Description:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the description the player (or the room if zone quest) will have if they’ve completed the quest.&lt;br /&gt;
&lt;br /&gt;
'''4) Goto next quest description: &amp;lt;NOT SET&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As you can see, there can be many different descriptions for a multi-layered quest.  Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to&lt;br /&gt;
Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together).  Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''S) Script       : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is for the scripts set on the room.  Each script is its own vnum.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
Erm… obviously when you’re done editing your room.&lt;br /&gt;
&lt;br /&gt;
== Object editing ==&lt;br /&gt;
&lt;br /&gt;
I did this for Rooms so thought I should continue for objects.  Careful, this is a very long post.  Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #&lt;br /&gt;
&lt;br /&gt;
'''1) Namelist :''' &lt;br /&gt;
&lt;br /&gt;
These are the words that can activate the object.  For example: pile hay – for a pile of hay.  That way the player can look at pile or hay to get the description for the pile of hay.&lt;br /&gt;
&lt;br /&gt;
'''2) S-Desc   :''' &lt;br /&gt;
&lt;br /&gt;
This is the description that is use when the object is being used.   For example let’s use that pile of hay.  If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”.  Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B.  You’d rather have Player A gives a pile of hay to player B.&lt;br /&gt;
&lt;br /&gt;
'''3) L-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description of the object as it’s lying in a room.  Using our pile of hay for example: A pile of hay lies here.  You don’t have to go so basic, but you should always use the main words that are in your namelist.   We could say: A pile of hay lies upon the loft.  But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.&lt;br /&gt;
&lt;br /&gt;
'''4) A-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description that’s given as the object is used.  And I never use this choice.&lt;br /&gt;
&lt;br /&gt;
'''5) Type        :''' &lt;br /&gt;
&lt;br /&gt;
This is the list of things this item can be.  The list is quite extensive and is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) light             2) scroll                3) wand                  4) staff                 5) weapon               &lt;br /&gt;
 6) &amp;lt;NOT USED&amp;gt;            7) &amp;lt;NOT USED&amp;gt;            ￼ treasure              9) armor                10) potion              &lt;br /&gt;
 11) worn                 12) other                13) trash                14) trap                 15) container            &lt;br /&gt;
16) note                 17) liquid container     18) key                  19) food                 20) money               &lt;br /&gt;
 21) pen                  22) boat                 23) fountain             24) throw                25) grenade              &lt;br /&gt;
26) bow                  27) sling                28) crossbow             29) bolt                 30) arrow                31) rock                 &lt;br /&gt;
32) vehicle              33) vehicle control      34) vehicle exit         35) vehicle window        36) room portal&lt;br /&gt;
37) gun                  38) ammo                 39) wings                40) spacesuit            41) aqualung             &lt;br /&gt;
42) climbable            43) level 1 poison       44) level 2 poison       45) level 3 poison       &lt;br /&gt;
46) level 4 poison       47) level 1 antidote     48) level 2 antidote     49) level 3 antidote     &lt;br /&gt;
50) descendable          51) bush portal          52) water portal         53) hole portal          &lt;br /&gt;
54) meat                 55) nugget               56) metal detector       57) tree                 &lt;br /&gt;
58) bark                 59) anvil                60) hammer               61) grindstone           &lt;br /&gt;
62) oil                  63) ore                  64) axe                  65) gem cluster          &lt;br /&gt;
66) element              67) shovel         68) wood                 69) machine              70) pickaxe             &lt;br /&gt;
71) nut                  72) skin                 73) furniture            74) portal hurdle        75) thermal protection   &lt;br /&gt;
76) radio                77) minor focus          78) major focus          79) lightsaber hilt      &lt;br /&gt;
80) zone flag            81) locker               82) garotte              83) vial                 84) bankbook             &lt;br /&gt;
85) spacebike            86) vehicle2  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''6) Extra flags :''' &lt;br /&gt;
&lt;br /&gt;
Again, an extensive list on what flags can be put on the object:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glowing               2) humming               3) unrentable            4) undonateable         &lt;br /&gt;
 5) anti-invisible        6) invisible             7) magic                 ￼ cursed               &lt;br /&gt;
 9) blessed              10) anti-good           11) anti-evil            12) anti-neutral         &lt;br /&gt;
13) anti-mage            14) anti-priest      15) anti-thief           16) anti-warrior         &lt;br /&gt;
17) unsellable           18) anti-faun         19) anti-centaur         20) anti-elf             &lt;br /&gt;
21) anti-dwarf           22) Live Grenade 23) anti-indian          24) anti-gringo          &lt;br /&gt;
25) anti-martian         26) anti-spacewolf 27) anti-hunter          28) anti-ranger          &lt;br /&gt;
29) anti-gypsy           30) anti-esper           31) melt-on-drop         32) (buried)             &lt;br /&gt;
33) player corpse        34) mob corpse     35) artifact             36) unique               &lt;br /&gt;
37) unlocateable         38) hidden              39) poison type 1        40) poison type 2        &lt;br /&gt;
41) poison type 3        42) poison type 4  43) edible               44) skinable             &lt;br /&gt;
45) anti-disarm          46) anti-male           47) anti-female          48) contraceptive        &lt;br /&gt;
49) &amp;lt;UNUSED&amp;gt;             50) &amp;lt;UNUSED&amp;gt;      51) tinkered             52) randomized           &lt;br /&gt;
53) enhanced             54) modified            55) lightsaber           56) two-handed           &lt;br /&gt;
57) &amp;lt;UNUSED&amp;gt;             58) &amp;lt;UNUSED&amp;gt;      59) life-stealing        60) mana-stealing        &lt;br /&gt;
61) move-stealing        62) undisplayed    63) extracting-(CODE)    64) shiftable            &lt;br /&gt;
65) key-rent             &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''7) Wear flags  :'''&lt;br /&gt;
&lt;br /&gt;
Where you want the player to be able to wear an item (if it’s a wearable/wieldable item).  This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off.  Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight.  Please note that certain areas are only for Clan items.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
  1) TAKE                  2) FINGER                3) NECK                  4) BODY                 &lt;br /&gt;
 5) HEAD                  6) LEGS                  7) FEET                  ￼ HANDS                &lt;br /&gt;
 9) ARMS                 10) SHIELD           11) ABOUT                12) WAIST                &lt;br /&gt;
13) WRIST                14) WIELD           15) HOLD                 16) FACE                 &lt;br /&gt;
17) EYES                 18) HIPS                 19) EAR                  20) ANKLE                &lt;br /&gt;
21) HORNS                22) ANTENNA    23) TAIL                 24) FOCUS                &lt;br /&gt;
25) SHOULDER             26) CREST       27) THIGH                28) KNEE                 &lt;br /&gt;
29) FLOATING&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;￼&lt;br /&gt;
&lt;br /&gt;
'''8)Weight      :''' &lt;br /&gt;
&lt;br /&gt;
The weight of an item.  There is nothing that weighs less than 1.&lt;br /&gt;
&lt;br /&gt;
'''9) Cost        :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost of the item if it was sold in a store.&lt;br /&gt;
&lt;br /&gt;
'''A) Cost/Day    :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost per day for the player to keep the item.  Most items have 0 cost.&lt;br /&gt;
'''B) Timer       : -1'''&lt;br /&gt;
&lt;br /&gt;
This would be how long the item exists in mud time after it is picked up.  Usually only used on major items or season items.  Most items would have a timer of -1 which is indefinite.&lt;br /&gt;
&lt;br /&gt;
'''C) Values      : 0 0 0 0 0 0'''&lt;br /&gt;
&lt;br /&gt;
The C values change depending on the TYPE of item it is.&lt;br /&gt;
&lt;br /&gt;
'''D) Menu ---&amp;gt;   : Applies'''&lt;br /&gt;
&lt;br /&gt;
This is any bonuses or negatives you want to apply to the item.  When you first enter this screen you will see this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) None.&lt;br /&gt;
 2) None.&lt;br /&gt;
 3) None.&lt;br /&gt;
 4) None.&lt;br /&gt;
 5) None.&lt;br /&gt;
 6) None.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is for the 6 stats you want to apply bonus/negs to.  Right now there are none.  When you hit 1 for the first state to apply, you enter this screen:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Nothing               1) Strength            2) Dexterity             3) Intelligence         &lt;br /&gt;
 4) Wisdom                5) Constitution   6) Charisma              7) Health-regen         &lt;br /&gt;
 ￼ Move-regen            9) Age              10) Weight               11) Height               &lt;br /&gt;
12) Maxmana              13) Maxhit       14) Maxmove              15) Mana-regen           &lt;br /&gt;
16) Experience           17) Armor         18) Hitroll              19) Damroll              &lt;br /&gt;
20) Paralyze Defence     21) Rod Defence         22) Petrify Defence      23) Breath Defence       &lt;br /&gt;
24) Spell Defence        25) Race                 26) Speed                27) Coolness             &lt;br /&gt;
28) Tunnel-Speed         29) Tunnel-Bonus  30) Tunnel-Stealth       31) Tunnel-Protection  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you choose which of those stats you want to apply a bonus/neg to.  Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1).  Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide&lt;br /&gt;
&lt;br /&gt;
'''E) Menu ---&amp;gt;   : Extra Desc'''&lt;br /&gt;
&lt;br /&gt;
This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther.   The first screen you see is this:&lt;br /&gt;
&lt;br /&gt;
'''1) Keyword: &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Like the namelist of the object itself, your keyword is the word used to look at the object.  For our pile of hay, you would again use pile hay as the keywords&lt;br /&gt;
&lt;br /&gt;
'''2) Description:'''&lt;br /&gt;
&lt;br /&gt;
This is the actually description of the keyword item.  For our pile of hay example, I have this:&lt;br /&gt;
This pile of hay has been sitting here for a long time.  So long, it's hard to say it's really a pile, but it isn't flat onto the ground.&lt;br /&gt;
3) Goto next description: &amp;lt;Not set&amp;gt;&lt;br /&gt;
This is in case I have something else I want to describe about this object.  Like maybe I’d said there was a green leaf in the pile of hay.  Well then I’d go to the next description and start all over with the keywords green leaf and enter that description&lt;br /&gt;
&lt;br /&gt;
'''0) Quit'''&lt;br /&gt;
&lt;br /&gt;
This is for once you’re done with all of your extra descriptions.&lt;br /&gt;
&lt;br /&gt;
'''F) Innate      :''' &lt;br /&gt;
&lt;br /&gt;
Innates are any skill/spell in the game that the object gives to the player that holds/wields it.  They player will always have that ability until they no longer hold/wield the object.  This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) armor                 2) teleport              3) bless                 4) blindness             &lt;br /&gt;
5) burning hands         6) call lightning        7) charm                 ￼ chill touch           9) clone                &lt;br /&gt;
10) colour spray         11) control weather      12) create food          13) create water         14) cure blind           &lt;br /&gt;
15) cure critic          16) cure light           17) curse 18) detect alignment     19) detect invisibility  &lt;br /&gt;
20) detect magic         21) detect poison        22) dispel evil          23) earthquake           &lt;br /&gt;
24) enchant weapon       25) energy drain         26) fireball             27) harm                 28) heal                 &lt;br /&gt;
29) invisibility         30) lightning bolt       31) locate object        32) magic missile        33) poison               &lt;br /&gt;
34) protection from evil 35) remove curse         36) sanctuary            37) shocking grasp       38) sleep                &lt;br /&gt;
39) strength             40) summon               41) suffocate            42) word of recall       43) antidote 1           &lt;br /&gt;
44) sense life           45) animate dead         46) dispel good          47) group armor          48) group heal           &lt;br /&gt;
49) group recall         50) infravision          51) waterwalk            52) gate                 53) minor identify       &lt;br /&gt;
54) remove alignment     55) locate person        56) poison 2             57) poison 3             58) poison 4             &lt;br /&gt;
59) antidote 2           60) antidote 3           61) evil eye             62) absolve              63) chain lightning      &lt;br /&gt;
64) recharge             65) meteor shower        66) stoneskin            67) steelskin            68) hold person          &lt;br /&gt;
69) paralyze             70) holy word            71) holy shout           72) haste                73) shield               &lt;br /&gt;
74) group shield         75) acid arrow           76) flame arrow          77) cone of cold         78) knock&lt;br /&gt;
 79) protection from fire 80) protection from cold 81) earth elemental      82) water elemental      &lt;br /&gt;
83) air elemental        84) fire elemental       85) fire shield          86) life transfer        87) mana transfer &lt;br /&gt;
88) protection from good 89) mind fire            90) mind electricity     91) mind water           92) mind ice             &lt;br /&gt;
93) ice shield           94) thorn shield         95) mana shield          96) mirror shield        97) holy shield          &lt;br /&gt;
98) static shield        99) fortify mind         100) fortify body         101) sweet dreams         102) divine mind          &lt;br /&gt;
103) numb mind            104) slowness             105) flight               106) battle rage          107) embue armor          &lt;br /&gt;
108) magic bubble         109) psi panic            110) nightmare            111) vitalize             &lt;br /&gt;
112) dispel sanctuary     113) forsee               114) mana blast           115) confuse             &lt;br /&gt;
116) corrupt armor        117) weaken               118) soulsmash            119) demonshriek          120) lifesuck             &lt;br /&gt;
121) burning skull        122) heart squeeze        123) facemelt             124) electric blast       125) inferno              &lt;br /&gt;
126) water to wine        127) midas touch          128) polymorph            129) darkness             131) backstab             &lt;br /&gt;
132) bash                 133) hide                 134) kick                 135) pick lock            136) flank               &lt;br /&gt;
 137) rescue               138) sneak                139) steal                140) track                141) mount                &lt;br /&gt;
142) riding               143) tame                 144) snare                145) throw                146) bow                  &lt;br /&gt;
147) sling                148) crossbow             149) dual                 150) encircle             151) blackjack            &lt;br /&gt;
152) advanced melee       153) firearm              154) push                 155) scan                 156) brew                 &lt;br /&gt;
157) scribe               158) tinker               159) poison weapon        160) retreat              161) filet                &lt;br /&gt;
162) disarm               163) forage               164) trap aware           165) parry                166) mounted combat       &lt;br /&gt;
167) trample              168) joust                169) grapple              170) drunk                171) hand-to-hand         &lt;br /&gt;
172) melee                173) master melee         174) hamstring            175) short blade          176) dodge                &lt;br /&gt;
177) phase                178) charge               179) grip                 180) face                 181) focus                &lt;br /&gt;
182) martial arts         183) slip                 184) manipulate           185) holy strength        186) berserk              &lt;br /&gt;
187) meditate             188) woodsing             189) hyperactivity        190) true strike          191) strangle             &lt;br /&gt;
192) fortify              193) manifest             194) scalp                195) brace                196) behead               &lt;br /&gt;
197) bladedance           198) longarm              199) cleave               200) smash                201) identify             &lt;br /&gt;
202) fire breath          203) gas breath           204) frost breath         205) acid breath          &lt;br /&gt;
206) lightning breath     207) burn                 208) freeze               209) acid                 210) resist fire          &lt;br /&gt;
211) resist cold          212) resist electricity   213) wall of fire         214) wall of force        215) dispel bubble        &lt;br /&gt;
216) slit                 217) thrust               218) bleed                219) embowel              293) Silenced             &lt;br /&gt;
294) Imm Freeze           295) Malactation          299) OUTCAST   &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''G) Smell Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object smells like: ie: it smells like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''H) Taste Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object tastes like, should someone try to taste it:  ie: No way you're tasting that.  Well, ok, it tastes like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''I) Feel Desc   :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object feels like: ie: It feels as if it's been in the elements for quite a while.  And by elements we do mean rain, sun, rain, etc.&lt;br /&gt;
*Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*&lt;br /&gt;
&lt;br /&gt;
'''J) Material    : base-material'''&lt;br /&gt;
&lt;br /&gt;
This is the base material that the object is made out of.  This is not used very often, but can be useful if you want your item to be made out of something specific.  The list of materials we have are:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glass                 2) iron                  3) gold          4) silver                5) copper                6) zinc                 &lt;br /&gt;
 7) cromium               ￼ tungsten              9) carbon               10) coal                 11) basalt              &lt;br /&gt;
 12) silica               13) diamond              14) plastic              15) tin                  16) leather              17) hair                 &lt;br /&gt;
18) wool                 19) wood                 20) magic-wood&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''M) Min Level   : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum level someone has to be to use that object.  As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.&lt;br /&gt;
&lt;br /&gt;
'''S) Script      : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is so you can put scripts on your objects so they can do special things.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For when you are done.&lt;br /&gt;
&lt;br /&gt;
== Mob editing ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Mob Number:  [30108]&lt;br /&gt;
1) Sex: male           2) Alias: mob unfinished&lt;br /&gt;
3) S-Desc: the unfinished mob&lt;br /&gt;
4) L-Desc:-&lt;br /&gt;
An unfinished mob stands here.&lt;br /&gt;
5) D-Desc:-&lt;br /&gt;
It looks unfinished.&lt;br /&gt;
6) Level:       [   0],  7) Alignment:    [   0]&lt;br /&gt;
8) Hitroll:     [   0],  9) Damroll:      [   0]&lt;br /&gt;
A) NumDamDice:  [   1],  B) SizeDamDice:  [   1]&lt;br /&gt;
C) Num HP Dice: [   0],  D) Size HP Dice: [   0],  E) HP Bonus: [    0]&lt;br /&gt;
F) Armor Class: [ 100],  G) Exp:     [        0],  H) Gold:  [       0]&lt;br /&gt;
I) Position  : Standing  J) Default   : Standing&lt;br /&gt;
K) Attack    : hit&lt;br /&gt;
L) NPC Flags : ISNPC &lt;br /&gt;
M) AFF Flags : NOBITS &lt;br /&gt;
N) Segments  : Not set        X) Training List : Not Set&lt;br /&gt;
R) Mob Race  : Humanoid       V) Mob Class     : Normal&lt;br /&gt;
T) Tier      : 0              O) Subskill      : UNUSED&lt;br /&gt;
U) Charisma  : 11             W) Skin Vnum     : -1&lt;br /&gt;
S) Script    : Not Set.       Y) Owner     : (null)&lt;br /&gt;
P) Arrive    : (null)&lt;br /&gt;
Z) Leave     : (null)&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1) Sex'''&lt;br /&gt;
&lt;br /&gt;
The mobs sex.&lt;br /&gt;
&lt;br /&gt;
'''2) Alias'''&lt;br /&gt;
&lt;br /&gt;
Key words for interacting with the mob (look, kill, etc).&lt;br /&gt;
&lt;br /&gt;
'''3) S-Desc'''&lt;br /&gt;
&lt;br /&gt;
Effectively the name of the mob.&lt;br /&gt;
&lt;br /&gt;
'''4) L-Desc'''&lt;br /&gt;
&lt;br /&gt;
The desc you see in the room.&lt;br /&gt;
&lt;br /&gt;
'''5) D-Desc'''&lt;br /&gt;
&lt;br /&gt;
The desc you see when you &amp;quot;look&amp;quot; at the mob.&lt;br /&gt;
&lt;br /&gt;
'''KVETCH POST START'''&lt;br /&gt;
&lt;br /&gt;
I can't find any specific guides on these.  I think I asked Molly a while back (we're talking years here) and I believe I got some answers, though where those answers have disappeared to, who knows.  I also know I pestered Horus about something and will post his answer here to help out everyone possible.&lt;br /&gt;
&lt;br /&gt;
My main questions concern the NPC flags.  The ones I know, I'll fill out.  The ones I don't, I'll put question marks (??) and a note by it and hopefully someone can answer.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) SPEC  (?? You know, I never use this and have no idea what it is)                 &lt;br /&gt;
2) SENTINEL    - this means that 1) the mob will stay where it loads or 2) if it's following someone it will not wander&lt;br /&gt;
3) SCAVENGER  - It picks EVERYTHING it can up off the ground.  Good for those sweepers.            &lt;br /&gt;
4) ISNPC  - every mob IS an NPC so this should be on every mob - btw: what happens if you don't put this on a mob?&lt;br /&gt;
5) AWARE (?? - not quite sure what this flag is for or when to use it)                  &lt;br /&gt;
6) AGGR   - this mob would be aggro to everyone.              &lt;br /&gt;
7) STAY-ZONE  - This mob obviously will not leave it's zone (?? does this mean it cannot be charmed to leave its zone?)            &lt;br /&gt;
8) WIMPY  - mob is a wimp, will flee once it hits a certain amount of hp (?? does anyone know the exact amount of hp?)               &lt;br /&gt;
9) AGGR_EVIL - mob is aggro to anyone with alignment between -1000 and -350 (considered evil)            &lt;br /&gt;
10) AGGR_GOOD   - mob is aggro to anyone with alignment between 350 and 1000 (considered good)&lt;br /&gt;
11) AGGR_NEUTRAL   - mob is aggro to anyone with alignment between -350 and 350 (considered neutral)&lt;br /&gt;
12) MEMORY  (?? I think this is that the mob remembers the player that attacked it - but is it only the last and am I right at all about that?)&lt;br /&gt;
13) HELPER  - mob helps the person/mob in the room that is the closest in alignment to it (yes, this means there are ways around this if you want a mob to help a specific mob in the room you better script it)             &lt;br /&gt;
14) !CHARM   - mob can not be charmed             &lt;br /&gt;
15) !SUMMN   - mob can not be summoned             &lt;br /&gt;
16) !SLEEP     - mob can not be put to sleep (?? does this include sweetdreams?)&lt;br /&gt;
17) !BASH     - mob can not be bashed            &lt;br /&gt;
18) !BLIND     - this mob can not be blinded           &lt;br /&gt;
19) MOUNTABLE  - mob can be mounted (get your mind outta the gutters!) and rode as a mount           &lt;br /&gt;
20) !PUSH      - mob can not be pushed           &lt;br /&gt;
21) REMOVE-THIS-FLAG  - I'm just assuming this is a &amp;quot;do not use&amp;quot; flag so don't put it on any mob.&lt;br /&gt;
22) !SHOOT    - mob can not be shot (?? does this include ranged spells AND bows/guns?)&lt;br /&gt;
23) !POISON    - mob can not be poisoned&lt;br /&gt;
24) EDIBLE     (?? I'm guessing that you would be able to eat the mob, but what exactly would that do?)&lt;br /&gt;
25) SKINABLE   - mob can be skinned (if you use this you must have a skin object made that the player would get if they skinned the mob - yes, anyone CAN use the skill skin).&lt;br /&gt;
26) UNUSED   - empty for future use?             &lt;br /&gt;
27) UNUSED   - empty for future use?&lt;br /&gt;
28) UNDEAD   - Mob is undead (?? there is also a mob:class undead - how do these relate?)&lt;br /&gt;
29) !FREEZE   - Mob can not be frozen&lt;br /&gt;
30) CAN_MATE    - Mob can mate (and produce baby mobs).  Last I knew, was not implemented yet so do not use.&lt;br /&gt;
31) NOTDEADYET  (?? REally?  why put this on a living mob?)&lt;br /&gt;
32) POISONS 1  - I'm assuming that mob has the ability to poison using poison1 (like small snakes)&lt;br /&gt;
33) POISONS 2  - I'm assuming that mob has the ability to poison using poison2 (like larger snakes)           &lt;br /&gt;
34) AIR       -(???)                 &lt;br /&gt;
35) WATER   - (???)&lt;br /&gt;
36) FIRE      - (???)    &lt;br /&gt;
37) EARTH   -(???)              &lt;br /&gt;
38) HERD    (???)              &lt;br /&gt;
39) SWIMS  - the mob swims (assume this is needed for those mobs in water like fish?)               &lt;br /&gt;
40) WIZINVIS  - the mob is wizinvis which means no-one will see it other than immorts - though if they react to a trigger or anything, players can find out about them.&lt;br /&gt;
41) STAY_SECTOR   - mob stays in the sector type it loads in (this is actually stronger than a !mob room.  Mobs can actually flee into !mob rooms but will not flee into different sector rooms (if I remember something Mord said correctly))&lt;br /&gt;
42) HEALER  - Mob is a healer (what exactly does this mean?  Are there specific spells it casts?  Is it like the healer in the  4D Inn where you can pay to have it cast certain spells?  Is there any way to change the spells the healer mob casts - and the cost of them?)               &lt;br /&gt;
43) POSTMASTER - mob is a postmaster - like Barts dog east of recall           &lt;br /&gt;
44) QUESTMOB   - (??? - really not sure when to use this or if there is any special meaning behind it.  I don't put questmob on my mobs that have quests.  Should I be?)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other things of note:&lt;br /&gt;
&lt;br /&gt;
Mob Class:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Normal - I assume there is nothing special about this mob and it will do no special attacks&lt;br /&gt;
 1) Undead - mob is undead - certain things do not affect it (will be listed at the end of this)&lt;br /&gt;
 2) Caster - mob casts spells (what spells and is there any reason to really use this?  Anything in the code to back up using this?  You still seem to need to use dg_cast to actually cast a spell - at least that was my experiance when I tried to use this.)&lt;br /&gt;
 3) Fighter - mob is a fighter class (?? He can do fighter type skills?  but I've had class fighters do rogue type skills as well)&lt;br /&gt;
 4) Rogue - mob is a rogue (?? but seems to be able to do some fighter type skills)&lt;br /&gt;
 5) Animal - mob is an animal (?? - nope, other than the fact it's not humanoid I don't know why to place this on an animal instead of normal)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undead mobs are not affected by:&lt;br /&gt;
&lt;br /&gt;
soul smash, demon shreak, burning skull, heart squeeze, facemelt&lt;br /&gt;
&lt;br /&gt;
I dont' know if this means under mob class (which is what I'd asked the person that looked it up) or choice #28 in the NPC flags.  Or if you need both to have a real undead.&lt;br /&gt;
&lt;br /&gt;
I'd like to have a real &amp;quot;how to build mobs&amp;quot; guidelines, but can't do it without answers.  &lt;br /&gt;
Thanks to all that read this.&lt;br /&gt;
&lt;br /&gt;
Kvetch&lt;br /&gt;
&lt;br /&gt;
== Zone editing ==&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Building&amp;diff=142</id>
		<title>Building</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Building&amp;diff=142"/>
				<updated>2015-11-12T08:11:14Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: /* Mob editing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Extremely wip, thanks to Kvetch for the guides'''  &lt;br /&gt;
&lt;br /&gt;
== Room editing ==&lt;br /&gt;
&lt;br /&gt;
So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D.  I'm always glad to help, but I'm not always around, so here you go!&lt;br /&gt;
&lt;br /&gt;
This is what you will see when you first redit a room:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Room number : [4400]     Room zone: [44]&lt;br /&gt;
&lt;br /&gt;
1) Name         : An unfinished room&lt;br /&gt;
&lt;br /&gt;
2) Description  :&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
3) Room flags   : NOBITS &lt;br /&gt;
&lt;br /&gt;
4) Sector type  : Inside&lt;br /&gt;
&lt;br /&gt;
5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
6) Exit east    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
7) Exit south   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
8) Exit west    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
9) Exit up      : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
A) Exit down    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
B) Descriptions : Extra&lt;br /&gt;
&lt;br /&gt;
C) Descriptions : night description&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
E) Descriptions : Look under&lt;br /&gt;
&lt;br /&gt;
F) Descriptions : Look behind&lt;br /&gt;
&lt;br /&gt;
G) Descriptions : Look above&lt;br /&gt;
&lt;br /&gt;
H) Smell        :&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
I) Listen       :&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
J) Mine         : Num: -1 Level: -1 Tool: None&lt;br /&gt;
&lt;br /&gt;
R) Descriptions : Quests flagged - NOT SET&lt;br /&gt;
&lt;br /&gt;
S) Script       : Not Set.&lt;br /&gt;
&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we will change these one by one and show you how to do it.&lt;br /&gt;
&lt;br /&gt;
'''-- Room number : [4400]     Room zone: [44]'''&lt;br /&gt;
&lt;br /&gt;
The room number and room zone can not be changed.  This is the room you are editing and the zone it is in – hopefully your zone.&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : An unfinished room'''&lt;br /&gt;
&lt;br /&gt;
Let’s change the name of the room.  This is what will be at the top of the screen when someone walks into that room.  This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in.  Room 4400 is one of the rooms that’s around the path of the Dragon &lt;br /&gt;
&lt;br /&gt;
Master’s fort (zone 44).  So, we’ll change this to:&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : Dragon Fort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
This tells us exactly where it is in the Dragon Fort zone.&lt;br /&gt;
&lt;br /&gt;
'''2) Description  :'''&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
This is the actual description of the room.  As you see, it starts out with “You are in an unfinished room.”  Well, we want to make the room finished.  This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area.  Remember that small details can be added later.  So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here.  If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object.  For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:&lt;br /&gt;
&lt;br /&gt;
The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west.  The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life.  Not that there is any plant life around here to speak of as its all been&lt;br /&gt;
worn away.&lt;br /&gt;
&lt;br /&gt;
Always use /f when you’re finished with your description.  This will format it to the screen without the indent (Molly doesn’t like the indent).&lt;br /&gt;
&lt;br /&gt;
'''3) Room flags   : NOBITS''' &lt;br /&gt;
&lt;br /&gt;
This is where you get to make your room special by adding flags to it.  Is it dark so you need a light source or infravision to see in it?  Is it a deathtrap so anyone entering automatically falls to their death?  The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) DARK                  2) DEATH                &lt;br /&gt;
 3) !MOB                  4) INDOORS              &lt;br /&gt;
 5) PEACEFUL              6) SOUNDPROOF           &lt;br /&gt;
 7) !TRACK                8) !MAGIC               &lt;br /&gt;
 9) TUNNEL               10) PRIVATE              &lt;br /&gt;
11) GODROOM              12) HOUSE                &lt;br /&gt;
13) HCRSH                14) ATRIUM               &lt;br /&gt;
15) OLC                  16) *                    &lt;br /&gt;
17) VEHICLE              18) !RECALL              &lt;br /&gt;
19) ARENA                20) GOOD                 &lt;br /&gt;
21) EVIL                 22) HP                   &lt;br /&gt;
23) MANA                 24) MOVE                 &lt;br /&gt;
25) ROLEPLAY             26) !TELEPORT IN         &lt;br /&gt;
27) !TELEPORT OUT        28) !SUMMON IN           &lt;br /&gt;
29) !SUMMON OUT          30) WILDERNESS           &lt;br /&gt;
31) !VIEW                32) DO_NOT_USE           &lt;br /&gt;
33) GOLD DEPOSIT         34) SILVER DEPOSIT       &lt;br /&gt;
35) COPPER DEPOSIT       36) IRON DEPOSIT         &lt;br /&gt;
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT     &lt;br /&gt;
39) QUARRY               40) COAL MINE            &lt;br /&gt;
41) SPRING               42) PASTURE              &lt;br /&gt;
43) DRAGONPORT           44) TIN DEPOSIT          &lt;br /&gt;
45) PLASTONIUM DEPOSIT   46) BURNING  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path around Dragon Fort has nothing special to it, so we made no changes.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Inside'''&lt;br /&gt;
&lt;br /&gt;
There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside.  The default is inside.  Here is the list of choices you will come across:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Inside                1) City                 &lt;br /&gt;
 2) Field                 3) Forest               &lt;br /&gt;
 4) Hills                 5) Mountains            &lt;br /&gt;
 6) Water (Swim)          7) Water (No Swim)      &lt;br /&gt;
 8) Underwater            9) Air                  &lt;br /&gt;
10) Desert               11) Space                &lt;br /&gt;
12) Road                 13) Entrance             &lt;br /&gt;
14) Atmosphere           15) Sun                  &lt;br /&gt;
16) Black Hole           17) Vehicle(coded)       &lt;br /&gt;
18) Swamp                19) Reef                 &lt;br /&gt;
20) Tundra               21) Snow                 &lt;br /&gt;
22) Ice                  23) Prairie              &lt;br /&gt;
24) Badlands             25) Rail    &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work.  The best I could come up with at this point of time was “Field” so we’ll enter that.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Field'''&lt;br /&gt;
&lt;br /&gt;
'''5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
'''6) Exit east    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''7) Exit south   : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''8) Exit west    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''9) Exit up      : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''A) Exit down    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together.  I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8.  When you first open up the exit number, you get this table:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : -1 - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Like the main room, this too has to be filled out as much as you need to.  First is the exit to – this is the room vnum that the exit goes to.  For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : 4497 - DragonFort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
But, that’s not the only part that *has* to be filled out.  The second step is filling out a description of what someone sees if they look in that direction.  It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important.  In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
The path continues around the fort and you can see a rock in the distance.&lt;br /&gt;
Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you.  This is what *you* see when *you* look there.&lt;br /&gt;
&lt;br /&gt;
There is no door, keys or door flags for this room so we don’t need to use those.  But, in case you need those, you do it this way:&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word.  So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it.  So if you put in trap door and the player opens door, the player will see that s/he opens the trap.&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the vnum of the object you have created to be the key for this door.  It can seriously be anything and doesn’t even need to look like a key.&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
When you open up this choice, you get these options:&lt;br /&gt;
&lt;br /&gt;
'''0) No door'''&lt;br /&gt;
&lt;br /&gt;
'''1) Closeable door'''&lt;br /&gt;
&lt;br /&gt;
'''2) Pickproof'''&lt;br /&gt;
&lt;br /&gt;
No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice.&lt;br /&gt;
Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter.&lt;br /&gt;
Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made.  Use this sparingly though as picking lock can be one of the useful skills for thieves.  A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Purge exit is used if you realize the mistake that the western exit was supposed to be to the north.  This gets rid of the everything you’ve done in the exit choice.&lt;br /&gt;
&lt;br /&gt;
'''B) Descriptions : Extra'''&lt;br /&gt;
&lt;br /&gt;
This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like.  This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object).  If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there.  I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…&lt;br /&gt;
&lt;br /&gt;
'''C) Descriptions : night description'''&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
Night descriptions are something new to 4D and have been used rarely.  These are best used when the lighting would make the room look quite different than it would in the daytime.  For example, you have a forest.  In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister.  It’s all in the lighting.&lt;br /&gt;
&lt;br /&gt;
'''E) Descriptions : Look under'''&lt;br /&gt;
&lt;br /&gt;
'''F) Descriptions : Look behind'''&lt;br /&gt;
&lt;br /&gt;
'''G) Descriptions : Look above'''&lt;br /&gt;
&lt;br /&gt;
E, F, and G are all like B, except you are looking under, behind, or above the object.  So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something.  These are used for good places to hide things.&lt;br /&gt;
&lt;br /&gt;
'''H) Smell        :'''&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
This is the smell that is in the room.  All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something.  This could also be used to go into detail about a smell you have touched on briefly in the room description.  For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west.  This is one of the extra items that Molly wants filled out for a complete zone.&lt;br /&gt;
&lt;br /&gt;
'''I) Listen       :'''&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
Like smell, but the player is listening for some clues.  Again, every room has a sound whether it’s created in the room, or by things close to the room.  Be careful using this to let players know there is a mob nearby as that mob could have been killed.  Again, you can use *you* in this as the player is actively listening for sounds.  And you can use it to describe a sound in detail that you briefly touched on in the room description.  For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room.  Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over.  They do like shiny things.&lt;br /&gt;
&lt;br /&gt;
'''J) Mine         : Num: -1 Level: -1 Tool: None'''&lt;br /&gt;
&lt;br /&gt;
I’ve never used this myself and taking a look at it really doesn’t explain it.&lt;br /&gt;
&lt;br /&gt;
'''R) Descriptions : Quests flagged - NOT SET'''&lt;br /&gt;
&lt;br /&gt;
This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not.  For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed.  Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description.  Let’s look at our choices here:&lt;br /&gt;
&lt;br /&gt;
'''1) Quest Type: 0'''&lt;br /&gt;
&lt;br /&gt;
This is the type of quest – whether it affects a player or the whole zone.  Let’s look at the options:&lt;br /&gt;
&lt;br /&gt;
'''1) Zone wide quest flag'''&lt;br /&gt;
&lt;br /&gt;
'''2) Player only quest flag'''&lt;br /&gt;
&lt;br /&gt;
A zone wide quest flag would affect the whole zone once the quest is completed.  Let’s say to complete a quest, someone has to blow up a dam.  They do so and the affect is that the area is flooded.  Everyone who then comes into the area sees the area as flooded – because the quest had been done.&lt;br /&gt;
The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen.  The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.&lt;br /&gt;
&lt;br /&gt;
'''2) Quest Keywords:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the flag that the player has from completing the quest.&lt;br /&gt;
&lt;br /&gt;
'''3) Room Description:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the description the player (or the room if zone quest) will have if they’ve completed the quest.&lt;br /&gt;
&lt;br /&gt;
'''4) Goto next quest description: &amp;lt;NOT SET&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As you can see, there can be many different descriptions for a multi-layered quest.  Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to&lt;br /&gt;
Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together).  Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''S) Script       : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is for the scripts set on the room.  Each script is its own vnum.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
Erm… obviously when you’re done editing your room.&lt;br /&gt;
&lt;br /&gt;
== Object editing ==&lt;br /&gt;
&lt;br /&gt;
I did this for Rooms so thought I should continue for objects.  Careful, this is a very long post.  Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #&lt;br /&gt;
&lt;br /&gt;
'''1) Namelist :''' &lt;br /&gt;
&lt;br /&gt;
These are the words that can activate the object.  For example: pile hay – for a pile of hay.  That way the player can look at pile or hay to get the description for the pile of hay.&lt;br /&gt;
&lt;br /&gt;
'''2) S-Desc   :''' &lt;br /&gt;
&lt;br /&gt;
This is the description that is use when the object is being used.   For example let’s use that pile of hay.  If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”.  Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B.  You’d rather have Player A gives a pile of hay to player B.&lt;br /&gt;
&lt;br /&gt;
'''3) L-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description of the object as it’s lying in a room.  Using our pile of hay for example: A pile of hay lies here.  You don’t have to go so basic, but you should always use the main words that are in your namelist.   We could say: A pile of hay lies upon the loft.  But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.&lt;br /&gt;
&lt;br /&gt;
'''4) A-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description that’s given as the object is used.  And I never use this choice.&lt;br /&gt;
&lt;br /&gt;
'''5) Type        :''' &lt;br /&gt;
&lt;br /&gt;
This is the list of things this item can be.  The list is quite extensive and is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) light             2) scroll                3) wand                  4) staff                 5) weapon               &lt;br /&gt;
 6) &amp;lt;NOT USED&amp;gt;            7) &amp;lt;NOT USED&amp;gt;            ￼ treasure              9) armor                10) potion              &lt;br /&gt;
 11) worn                 12) other                13) trash                14) trap                 15) container            &lt;br /&gt;
16) note                 17) liquid container     18) key                  19) food                 20) money               &lt;br /&gt;
 21) pen                  22) boat                 23) fountain             24) throw                25) grenade              &lt;br /&gt;
26) bow                  27) sling                28) crossbow             29) bolt                 30) arrow                31) rock                 &lt;br /&gt;
32) vehicle              33) vehicle control      34) vehicle exit         35) vehicle window        36) room portal&lt;br /&gt;
37) gun                  38) ammo                 39) wings                40) spacesuit            41) aqualung             &lt;br /&gt;
42) climbable            43) level 1 poison       44) level 2 poison       45) level 3 poison       &lt;br /&gt;
46) level 4 poison       47) level 1 antidote     48) level 2 antidote     49) level 3 antidote     &lt;br /&gt;
50) descendable          51) bush portal          52) water portal         53) hole portal          &lt;br /&gt;
54) meat                 55) nugget               56) metal detector       57) tree                 &lt;br /&gt;
58) bark                 59) anvil                60) hammer               61) grindstone           &lt;br /&gt;
62) oil                  63) ore                  64) axe                  65) gem cluster          &lt;br /&gt;
66) element              67) shovel         68) wood                 69) machine              70) pickaxe             &lt;br /&gt;
71) nut                  72) skin                 73) furniture            74) portal hurdle        75) thermal protection   &lt;br /&gt;
76) radio                77) minor focus          78) major focus          79) lightsaber hilt      &lt;br /&gt;
80) zone flag            81) locker               82) garotte              83) vial                 84) bankbook             &lt;br /&gt;
85) spacebike            86) vehicle2  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''6) Extra flags :''' &lt;br /&gt;
&lt;br /&gt;
Again, an extensive list on what flags can be put on the object:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glowing               2) humming               3) unrentable            4) undonateable         &lt;br /&gt;
 5) anti-invisible        6) invisible             7) magic                 ￼ cursed               &lt;br /&gt;
 9) blessed              10) anti-good           11) anti-evil            12) anti-neutral         &lt;br /&gt;
13) anti-mage            14) anti-priest      15) anti-thief           16) anti-warrior         &lt;br /&gt;
17) unsellable           18) anti-faun         19) anti-centaur         20) anti-elf             &lt;br /&gt;
21) anti-dwarf           22) Live Grenade 23) anti-indian          24) anti-gringo          &lt;br /&gt;
25) anti-martian         26) anti-spacewolf 27) anti-hunter          28) anti-ranger          &lt;br /&gt;
29) anti-gypsy           30) anti-esper           31) melt-on-drop         32) (buried)             &lt;br /&gt;
33) player corpse        34) mob corpse     35) artifact             36) unique               &lt;br /&gt;
37) unlocateable         38) hidden              39) poison type 1        40) poison type 2        &lt;br /&gt;
41) poison type 3        42) poison type 4  43) edible               44) skinable             &lt;br /&gt;
45) anti-disarm          46) anti-male           47) anti-female          48) contraceptive        &lt;br /&gt;
49) &amp;lt;UNUSED&amp;gt;             50) &amp;lt;UNUSED&amp;gt;      51) tinkered             52) randomized           &lt;br /&gt;
53) enhanced             54) modified            55) lightsaber           56) two-handed           &lt;br /&gt;
57) &amp;lt;UNUSED&amp;gt;             58) &amp;lt;UNUSED&amp;gt;      59) life-stealing        60) mana-stealing        &lt;br /&gt;
61) move-stealing        62) undisplayed    63) extracting-(CODE)    64) shiftable            &lt;br /&gt;
65) key-rent             &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''7) Wear flags  :'''&lt;br /&gt;
&lt;br /&gt;
Where you want the player to be able to wear an item (if it’s a wearable/wieldable item).  This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off.  Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight.  Please note that certain areas are only for Clan items.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
  1) TAKE                  2) FINGER                3) NECK                  4) BODY                 &lt;br /&gt;
 5) HEAD                  6) LEGS                  7) FEET                  ￼ HANDS                &lt;br /&gt;
 9) ARMS                 10) SHIELD           11) ABOUT                12) WAIST                &lt;br /&gt;
13) WRIST                14) WIELD           15) HOLD                 16) FACE                 &lt;br /&gt;
17) EYES                 18) HIPS                 19) EAR                  20) ANKLE                &lt;br /&gt;
21) HORNS                22) ANTENNA    23) TAIL                 24) FOCUS                &lt;br /&gt;
25) SHOULDER             26) CREST       27) THIGH                28) KNEE                 &lt;br /&gt;
29) FLOATING&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;￼&lt;br /&gt;
&lt;br /&gt;
'''8)Weight      :''' &lt;br /&gt;
&lt;br /&gt;
The weight of an item.  There is nothing that weighs less than 1.&lt;br /&gt;
&lt;br /&gt;
'''9) Cost        :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost of the item if it was sold in a store.&lt;br /&gt;
&lt;br /&gt;
'''A) Cost/Day    :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost per day for the player to keep the item.  Most items have 0 cost.&lt;br /&gt;
'''B) Timer       : -1'''&lt;br /&gt;
&lt;br /&gt;
This would be how long the item exists in mud time after it is picked up.  Usually only used on major items or season items.  Most items would have a timer of -1 which is indefinite.&lt;br /&gt;
&lt;br /&gt;
'''C) Values      : 0 0 0 0 0 0'''&lt;br /&gt;
&lt;br /&gt;
The C values change depending on the TYPE of item it is.&lt;br /&gt;
&lt;br /&gt;
'''D) Menu ---&amp;gt;   : Applies'''&lt;br /&gt;
&lt;br /&gt;
This is any bonuses or negatives you want to apply to the item.  When you first enter this screen you will see this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) None.&lt;br /&gt;
 2) None.&lt;br /&gt;
 3) None.&lt;br /&gt;
 4) None.&lt;br /&gt;
 5) None.&lt;br /&gt;
 6) None.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is for the 6 stats you want to apply bonus/negs to.  Right now there are none.  When you hit 1 for the first state to apply, you enter this screen:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Nothing               1) Strength            2) Dexterity             3) Intelligence         &lt;br /&gt;
 4) Wisdom                5) Constitution   6) Charisma              7) Health-regen         &lt;br /&gt;
 ￼ Move-regen            9) Age              10) Weight               11) Height               &lt;br /&gt;
12) Maxmana              13) Maxhit       14) Maxmove              15) Mana-regen           &lt;br /&gt;
16) Experience           17) Armor         18) Hitroll              19) Damroll              &lt;br /&gt;
20) Paralyze Defence     21) Rod Defence         22) Petrify Defence      23) Breath Defence       &lt;br /&gt;
24) Spell Defence        25) Race                 26) Speed                27) Coolness             &lt;br /&gt;
28) Tunnel-Speed         29) Tunnel-Bonus  30) Tunnel-Stealth       31) Tunnel-Protection  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you choose which of those stats you want to apply a bonus/neg to.  Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1).  Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide&lt;br /&gt;
&lt;br /&gt;
'''E) Menu ---&amp;gt;   : Extra Desc'''&lt;br /&gt;
&lt;br /&gt;
This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther.   The first screen you see is this:&lt;br /&gt;
&lt;br /&gt;
'''1) Keyword: &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Like the namelist of the object itself, your keyword is the word used to look at the object.  For our pile of hay, you would again use pile hay as the keywords&lt;br /&gt;
&lt;br /&gt;
'''2) Description:'''&lt;br /&gt;
&lt;br /&gt;
This is the actually description of the keyword item.  For our pile of hay example, I have this:&lt;br /&gt;
This pile of hay has been sitting here for a long time.  So long, it's hard to say it's really a pile, but it isn't flat onto the ground.&lt;br /&gt;
3) Goto next description: &amp;lt;Not set&amp;gt;&lt;br /&gt;
This is in case I have something else I want to describe about this object.  Like maybe I’d said there was a green leaf in the pile of hay.  Well then I’d go to the next description and start all over with the keywords green leaf and enter that description&lt;br /&gt;
&lt;br /&gt;
'''0) Quit'''&lt;br /&gt;
&lt;br /&gt;
This is for once you’re done with all of your extra descriptions.&lt;br /&gt;
&lt;br /&gt;
'''F) Innate      :''' &lt;br /&gt;
&lt;br /&gt;
Innates are any skill/spell in the game that the object gives to the player that holds/wields it.  They player will always have that ability until they no longer hold/wield the object.  This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) armor                 2) teleport              3) bless                 4) blindness             &lt;br /&gt;
5) burning hands         6) call lightning        7) charm                 ￼ chill touch           9) clone                &lt;br /&gt;
10) colour spray         11) control weather      12) create food          13) create water         14) cure blind           &lt;br /&gt;
15) cure critic          16) cure light           17) curse 18) detect alignment     19) detect invisibility  &lt;br /&gt;
20) detect magic         21) detect poison        22) dispel evil          23) earthquake           &lt;br /&gt;
24) enchant weapon       25) energy drain         26) fireball             27) harm                 28) heal                 &lt;br /&gt;
29) invisibility         30) lightning bolt       31) locate object        32) magic missile        33) poison               &lt;br /&gt;
34) protection from evil 35) remove curse         36) sanctuary            37) shocking grasp       38) sleep                &lt;br /&gt;
39) strength             40) summon               41) suffocate            42) word of recall       43) antidote 1           &lt;br /&gt;
44) sense life           45) animate dead         46) dispel good          47) group armor          48) group heal           &lt;br /&gt;
49) group recall         50) infravision          51) waterwalk            52) gate                 53) minor identify       &lt;br /&gt;
54) remove alignment     55) locate person        56) poison 2             57) poison 3             58) poison 4             &lt;br /&gt;
59) antidote 2           60) antidote 3           61) evil eye             62) absolve              63) chain lightning      &lt;br /&gt;
64) recharge             65) meteor shower        66) stoneskin            67) steelskin            68) hold person          &lt;br /&gt;
69) paralyze             70) holy word            71) holy shout           72) haste                73) shield               &lt;br /&gt;
74) group shield         75) acid arrow           76) flame arrow          77) cone of cold         78) knock&lt;br /&gt;
 79) protection from fire 80) protection from cold 81) earth elemental      82) water elemental      &lt;br /&gt;
83) air elemental        84) fire elemental       85) fire shield          86) life transfer        87) mana transfer &lt;br /&gt;
88) protection from good 89) mind fire            90) mind electricity     91) mind water           92) mind ice             &lt;br /&gt;
93) ice shield           94) thorn shield         95) mana shield          96) mirror shield        97) holy shield          &lt;br /&gt;
98) static shield        99) fortify mind         100) fortify body         101) sweet dreams         102) divine mind          &lt;br /&gt;
103) numb mind            104) slowness             105) flight               106) battle rage          107) embue armor          &lt;br /&gt;
108) magic bubble         109) psi panic            110) nightmare            111) vitalize             &lt;br /&gt;
112) dispel sanctuary     113) forsee               114) mana blast           115) confuse             &lt;br /&gt;
116) corrupt armor        117) weaken               118) soulsmash            119) demonshriek          120) lifesuck             &lt;br /&gt;
121) burning skull        122) heart squeeze        123) facemelt             124) electric blast       125) inferno              &lt;br /&gt;
126) water to wine        127) midas touch          128) polymorph            129) darkness             131) backstab             &lt;br /&gt;
132) bash                 133) hide                 134) kick                 135) pick lock            136) flank               &lt;br /&gt;
 137) rescue               138) sneak                139) steal                140) track                141) mount                &lt;br /&gt;
142) riding               143) tame                 144) snare                145) throw                146) bow                  &lt;br /&gt;
147) sling                148) crossbow             149) dual                 150) encircle             151) blackjack            &lt;br /&gt;
152) advanced melee       153) firearm              154) push                 155) scan                 156) brew                 &lt;br /&gt;
157) scribe               158) tinker               159) poison weapon        160) retreat              161) filet                &lt;br /&gt;
162) disarm               163) forage               164) trap aware           165) parry                166) mounted combat       &lt;br /&gt;
167) trample              168) joust                169) grapple              170) drunk                171) hand-to-hand         &lt;br /&gt;
172) melee                173) master melee         174) hamstring            175) short blade          176) dodge                &lt;br /&gt;
177) phase                178) charge               179) grip                 180) face                 181) focus                &lt;br /&gt;
182) martial arts         183) slip                 184) manipulate           185) holy strength        186) berserk              &lt;br /&gt;
187) meditate             188) woodsing             189) hyperactivity        190) true strike          191) strangle             &lt;br /&gt;
192) fortify              193) manifest             194) scalp                195) brace                196) behead               &lt;br /&gt;
197) bladedance           198) longarm              199) cleave               200) smash                201) identify             &lt;br /&gt;
202) fire breath          203) gas breath           204) frost breath         205) acid breath          &lt;br /&gt;
206) lightning breath     207) burn                 208) freeze               209) acid                 210) resist fire          &lt;br /&gt;
211) resist cold          212) resist electricity   213) wall of fire         214) wall of force        215) dispel bubble        &lt;br /&gt;
216) slit                 217) thrust               218) bleed                219) embowel              293) Silenced             &lt;br /&gt;
294) Imm Freeze           295) Malactation          299) OUTCAST   &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''G) Smell Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object smells like: ie: it smells like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''H) Taste Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object tastes like, should someone try to taste it:  ie: No way you're tasting that.  Well, ok, it tastes like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''I) Feel Desc   :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object feels like: ie: It feels as if it's been in the elements for quite a while.  And by elements we do mean rain, sun, rain, etc.&lt;br /&gt;
*Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*&lt;br /&gt;
&lt;br /&gt;
'''J) Material    : base-material'''&lt;br /&gt;
&lt;br /&gt;
This is the base material that the object is made out of.  This is not used very often, but can be useful if you want your item to be made out of something specific.  The list of materials we have are:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glass                 2) iron                  3) gold          4) silver                5) copper                6) zinc                 &lt;br /&gt;
 7) cromium               ￼ tungsten              9) carbon               10) coal                 11) basalt              &lt;br /&gt;
 12) silica               13) diamond              14) plastic              15) tin                  16) leather              17) hair                 &lt;br /&gt;
18) wool                 19) wood                 20) magic-wood&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''M) Min Level   : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum level someone has to be to use that object.  As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.&lt;br /&gt;
&lt;br /&gt;
'''S) Script      : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is so you can put scripts on your objects so they can do special things.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For when you are done.&lt;br /&gt;
&lt;br /&gt;
== Mob editing ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Mob Number:  [30108]&lt;br /&gt;
1) Sex: male           2) Alias: mob unfinished&lt;br /&gt;
3) S-Desc: the unfinished mob&lt;br /&gt;
4) L-Desc:-&lt;br /&gt;
An unfinished mob stands here.&lt;br /&gt;
5) D-Desc:-&lt;br /&gt;
It looks unfinished.&lt;br /&gt;
6) Level:       [   0],  7) Alignment:    [   0]&lt;br /&gt;
8) Hitroll:     [   0],  9) Damroll:      [   0]&lt;br /&gt;
A) NumDamDice:  [   1],  B) SizeDamDice:  [   1]&lt;br /&gt;
C) Num HP Dice: [   0],  D) Size HP Dice: [   0],  E) HP Bonus: [    0]&lt;br /&gt;
F) Armor Class: [ 100],  G) Exp:     [        0],  H) Gold:  [       0]&lt;br /&gt;
I) Position  : Standing  J) Default   : Standing&lt;br /&gt;
K) Attack    : hit&lt;br /&gt;
L) NPC Flags : ISNPC &lt;br /&gt;
M) AFF Flags : NOBITS &lt;br /&gt;
N) Segments  : Not set        X) Training List : Not Set&lt;br /&gt;
R) Mob Race  : Humanoid       V) Mob Class     : Normal&lt;br /&gt;
T) Tier      : 0              O) Subskill      : UNUSED&lt;br /&gt;
U) Charisma  : 11             W) Skin Vnum     : -1&lt;br /&gt;
S) Script    : Not Set.       Y) Owner     : (null)&lt;br /&gt;
P) Arrive    : (null)&lt;br /&gt;
Z) Leave     : (null)&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
'''KVETCH POST START'''&lt;br /&gt;
&lt;br /&gt;
I can't find any specific guides on these.  I think I asked Molly a while back (we're talking years here) and I believe I got some answers, though where those answers have disappeared to, who knows.  I also know I pestered Horus about something and will post his answer here to help out everyone possible.&lt;br /&gt;
&lt;br /&gt;
My main questions concern the NPC flags.  The ones I know, I'll fill out.  The ones I don't, I'll put question marks (??) and a note by it and hopefully someone can answer.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) SPEC  (?? You know, I never use this and have no idea what it is)                 &lt;br /&gt;
2) SENTINEL    - this means that 1) the mob will stay where it loads or 2) if it's following someone it will not wander&lt;br /&gt;
3) SCAVENGER  - It picks EVERYTHING it can up off the ground.  Good for those sweepers.            &lt;br /&gt;
4) ISNPC  - every mob IS an NPC so this should be on every mob - btw: what happens if you don't put this on a mob?&lt;br /&gt;
5) AWARE (?? - not quite sure what this flag is for or when to use it)                  &lt;br /&gt;
6) AGGR   - this mob would be aggro to everyone.              &lt;br /&gt;
7) STAY-ZONE  - This mob obviously will not leave it's zone (?? does this mean it cannot be charmed to leave its zone?)            &lt;br /&gt;
8) WIMPY  - mob is a wimp, will flee once it hits a certain amount of hp (?? does anyone know the exact amount of hp?)               &lt;br /&gt;
9) AGGR_EVIL - mob is aggro to anyone with alignment between -1000 and -350 (considered evil)            &lt;br /&gt;
10) AGGR_GOOD   - mob is aggro to anyone with alignment between 350 and 1000 (considered good)&lt;br /&gt;
11) AGGR_NEUTRAL   - mob is aggro to anyone with alignment between -350 and 350 (considered neutral)&lt;br /&gt;
12) MEMORY  (?? I think this is that the mob remembers the player that attacked it - but is it only the last and am I right at all about that?)&lt;br /&gt;
13) HELPER  - mob helps the person/mob in the room that is the closest in alignment to it (yes, this means there are ways around this if you want a mob to help a specific mob in the room you better script it)             &lt;br /&gt;
14) !CHARM   - mob can not be charmed             &lt;br /&gt;
15) !SUMMN   - mob can not be summoned             &lt;br /&gt;
16) !SLEEP     - mob can not be put to sleep (?? does this include sweetdreams?)&lt;br /&gt;
17) !BASH     - mob can not be bashed            &lt;br /&gt;
18) !BLIND     - this mob can not be blinded           &lt;br /&gt;
19) MOUNTABLE  - mob can be mounted (get your mind outta the gutters!) and rode as a mount           &lt;br /&gt;
20) !PUSH      - mob can not be pushed           &lt;br /&gt;
21) REMOVE-THIS-FLAG  - I'm just assuming this is a &amp;quot;do not use&amp;quot; flag so don't put it on any mob.&lt;br /&gt;
22) !SHOOT    - mob can not be shot (?? does this include ranged spells AND bows/guns?)&lt;br /&gt;
23) !POISON    - mob can not be poisoned&lt;br /&gt;
24) EDIBLE     (?? I'm guessing that you would be able to eat the mob, but what exactly would that do?)&lt;br /&gt;
25) SKINABLE   - mob can be skinned (if you use this you must have a skin object made that the player would get if they skinned the mob - yes, anyone CAN use the skill skin).&lt;br /&gt;
26) UNUSED   - empty for future use?             &lt;br /&gt;
27) UNUSED   - empty for future use?&lt;br /&gt;
28) UNDEAD   - Mob is undead (?? there is also a mob:class undead - how do these relate?)&lt;br /&gt;
29) !FREEZE   - Mob can not be frozen&lt;br /&gt;
30) CAN_MATE    - Mob can mate (and produce baby mobs).  Last I knew, was not implemented yet so do not use.&lt;br /&gt;
31) NOTDEADYET  (?? REally?  why put this on a living mob?)&lt;br /&gt;
32) POISONS 1  - I'm assuming that mob has the ability to poison using poison1 (like small snakes)&lt;br /&gt;
33) POISONS 2  - I'm assuming that mob has the ability to poison using poison2 (like larger snakes)           &lt;br /&gt;
34) AIR       -(???)                 &lt;br /&gt;
35) WATER   - (???)&lt;br /&gt;
36) FIRE      - (???)    &lt;br /&gt;
37) EARTH   -(???)              &lt;br /&gt;
38) HERD    (???)              &lt;br /&gt;
39) SWIMS  - the mob swims (assume this is needed for those mobs in water like fish?)               &lt;br /&gt;
40) WIZINVIS  - the mob is wizinvis which means no-one will see it other than immorts - though if they react to a trigger or anything, players can find out about them.&lt;br /&gt;
41) STAY_SECTOR   - mob stays in the sector type it loads in (this is actually stronger than a !mob room.  Mobs can actually flee into !mob rooms but will not flee into different sector rooms (if I remember something Mord said correctly))&lt;br /&gt;
42) HEALER  - Mob is a healer (what exactly does this mean?  Are there specific spells it casts?  Is it like the healer in the  4D Inn where you can pay to have it cast certain spells?  Is there any way to change the spells the healer mob casts - and the cost of them?)               &lt;br /&gt;
43) POSTMASTER - mob is a postmaster - like Barts dog east of recall           &lt;br /&gt;
44) QUESTMOB   - (??? - really not sure when to use this or if there is any special meaning behind it.  I don't put questmob on my mobs that have quests.  Should I be?)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other things of note:&lt;br /&gt;
&lt;br /&gt;
Mob Class:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Normal - I assume there is nothing special about this mob and it will do no special attacks&lt;br /&gt;
 1) Undead - mob is undead - certain things do not affect it (will be listed at the end of this)&lt;br /&gt;
 2) Caster - mob casts spells (what spells and is there any reason to really use this?  Anything in the code to back up using this?  You still seem to need to use dg_cast to actually cast a spell - at least that was my experiance when I tried to use this.)&lt;br /&gt;
 3) Fighter - mob is a fighter class (?? He can do fighter type skills?  but I've had class fighters do rogue type skills as well)&lt;br /&gt;
 4) Rogue - mob is a rogue (?? but seems to be able to do some fighter type skills)&lt;br /&gt;
 5) Animal - mob is an animal (?? - nope, other than the fact it's not humanoid I don't know why to place this on an animal instead of normal)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undead mobs are not affected by:&lt;br /&gt;
&lt;br /&gt;
soul smash, demon shreak, burning skull, heart squeeze, facemelt&lt;br /&gt;
&lt;br /&gt;
I dont' know if this means under mob class (which is what I'd asked the person that looked it up) or choice #28 in the NPC flags.  Or if you need both to have a real undead.&lt;br /&gt;
&lt;br /&gt;
I'd like to have a real &amp;quot;how to build mobs&amp;quot; guidelines, but can't do it without answers.  &lt;br /&gt;
Thanks to all that read this.&lt;br /&gt;
&lt;br /&gt;
Kvetch&lt;br /&gt;
&lt;br /&gt;
== Zone editing ==&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Building&amp;diff=141</id>
		<title>Building</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Building&amp;diff=141"/>
				<updated>2015-11-12T04:05:40Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Extremely wip, thanks to Kvetch for the guides'''  &lt;br /&gt;
&lt;br /&gt;
== Room editing ==&lt;br /&gt;
&lt;br /&gt;
So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D.  I'm always glad to help, but I'm not always around, so here you go!&lt;br /&gt;
&lt;br /&gt;
This is what you will see when you first redit a room:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Room number : [4400]     Room zone: [44]&lt;br /&gt;
&lt;br /&gt;
1) Name         : An unfinished room&lt;br /&gt;
&lt;br /&gt;
2) Description  :&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
3) Room flags   : NOBITS &lt;br /&gt;
&lt;br /&gt;
4) Sector type  : Inside&lt;br /&gt;
&lt;br /&gt;
5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
6) Exit east    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
7) Exit south   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
8) Exit west    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
9) Exit up      : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
A) Exit down    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
B) Descriptions : Extra&lt;br /&gt;
&lt;br /&gt;
C) Descriptions : night description&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
E) Descriptions : Look under&lt;br /&gt;
&lt;br /&gt;
F) Descriptions : Look behind&lt;br /&gt;
&lt;br /&gt;
G) Descriptions : Look above&lt;br /&gt;
&lt;br /&gt;
H) Smell        :&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
I) Listen       :&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
J) Mine         : Num: -1 Level: -1 Tool: None&lt;br /&gt;
&lt;br /&gt;
R) Descriptions : Quests flagged - NOT SET&lt;br /&gt;
&lt;br /&gt;
S) Script       : Not Set.&lt;br /&gt;
&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we will change these one by one and show you how to do it.&lt;br /&gt;
&lt;br /&gt;
'''-- Room number : [4400]     Room zone: [44]'''&lt;br /&gt;
&lt;br /&gt;
The room number and room zone can not be changed.  This is the room you are editing and the zone it is in – hopefully your zone.&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : An unfinished room'''&lt;br /&gt;
&lt;br /&gt;
Let’s change the name of the room.  This is what will be at the top of the screen when someone walks into that room.  This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in.  Room 4400 is one of the rooms that’s around the path of the Dragon &lt;br /&gt;
&lt;br /&gt;
Master’s fort (zone 44).  So, we’ll change this to:&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : Dragon Fort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
This tells us exactly where it is in the Dragon Fort zone.&lt;br /&gt;
&lt;br /&gt;
'''2) Description  :'''&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
This is the actual description of the room.  As you see, it starts out with “You are in an unfinished room.”  Well, we want to make the room finished.  This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area.  Remember that small details can be added later.  So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here.  If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object.  For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:&lt;br /&gt;
&lt;br /&gt;
The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west.  The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life.  Not that there is any plant life around here to speak of as its all been&lt;br /&gt;
worn away.&lt;br /&gt;
&lt;br /&gt;
Always use /f when you’re finished with your description.  This will format it to the screen without the indent (Molly doesn’t like the indent).&lt;br /&gt;
&lt;br /&gt;
'''3) Room flags   : NOBITS''' &lt;br /&gt;
&lt;br /&gt;
This is where you get to make your room special by adding flags to it.  Is it dark so you need a light source or infravision to see in it?  Is it a deathtrap so anyone entering automatically falls to their death?  The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) DARK                  2) DEATH                &lt;br /&gt;
 3) !MOB                  4) INDOORS              &lt;br /&gt;
 5) PEACEFUL              6) SOUNDPROOF           &lt;br /&gt;
 7) !TRACK                8) !MAGIC               &lt;br /&gt;
 9) TUNNEL               10) PRIVATE              &lt;br /&gt;
11) GODROOM              12) HOUSE                &lt;br /&gt;
13) HCRSH                14) ATRIUM               &lt;br /&gt;
15) OLC                  16) *                    &lt;br /&gt;
17) VEHICLE              18) !RECALL              &lt;br /&gt;
19) ARENA                20) GOOD                 &lt;br /&gt;
21) EVIL                 22) HP                   &lt;br /&gt;
23) MANA                 24) MOVE                 &lt;br /&gt;
25) ROLEPLAY             26) !TELEPORT IN         &lt;br /&gt;
27) !TELEPORT OUT        28) !SUMMON IN           &lt;br /&gt;
29) !SUMMON OUT          30) WILDERNESS           &lt;br /&gt;
31) !VIEW                32) DO_NOT_USE           &lt;br /&gt;
33) GOLD DEPOSIT         34) SILVER DEPOSIT       &lt;br /&gt;
35) COPPER DEPOSIT       36) IRON DEPOSIT         &lt;br /&gt;
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT     &lt;br /&gt;
39) QUARRY               40) COAL MINE            &lt;br /&gt;
41) SPRING               42) PASTURE              &lt;br /&gt;
43) DRAGONPORT           44) TIN DEPOSIT          &lt;br /&gt;
45) PLASTONIUM DEPOSIT   46) BURNING  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path around Dragon Fort has nothing special to it, so we made no changes.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Inside'''&lt;br /&gt;
&lt;br /&gt;
There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside.  The default is inside.  Here is the list of choices you will come across:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Inside                1) City                 &lt;br /&gt;
 2) Field                 3) Forest               &lt;br /&gt;
 4) Hills                 5) Mountains            &lt;br /&gt;
 6) Water (Swim)          7) Water (No Swim)      &lt;br /&gt;
 8) Underwater            9) Air                  &lt;br /&gt;
10) Desert               11) Space                &lt;br /&gt;
12) Road                 13) Entrance             &lt;br /&gt;
14) Atmosphere           15) Sun                  &lt;br /&gt;
16) Black Hole           17) Vehicle(coded)       &lt;br /&gt;
18) Swamp                19) Reef                 &lt;br /&gt;
20) Tundra               21) Snow                 &lt;br /&gt;
22) Ice                  23) Prairie              &lt;br /&gt;
24) Badlands             25) Rail    &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work.  The best I could come up with at this point of time was “Field” so we’ll enter that.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Field'''&lt;br /&gt;
&lt;br /&gt;
'''5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
'''6) Exit east    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''7) Exit south   : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''8) Exit west    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''9) Exit up      : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''A) Exit down    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together.  I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8.  When you first open up the exit number, you get this table:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : -1 - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Like the main room, this too has to be filled out as much as you need to.  First is the exit to – this is the room vnum that the exit goes to.  For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : 4497 - DragonFort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
But, that’s not the only part that *has* to be filled out.  The second step is filling out a description of what someone sees if they look in that direction.  It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important.  In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
The path continues around the fort and you can see a rock in the distance.&lt;br /&gt;
Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you.  This is what *you* see when *you* look there.&lt;br /&gt;
&lt;br /&gt;
There is no door, keys or door flags for this room so we don’t need to use those.  But, in case you need those, you do it this way:&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word.  So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it.  So if you put in trap door and the player opens door, the player will see that s/he opens the trap.&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the vnum of the object you have created to be the key for this door.  It can seriously be anything and doesn’t even need to look like a key.&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
When you open up this choice, you get these options:&lt;br /&gt;
&lt;br /&gt;
'''0) No door'''&lt;br /&gt;
&lt;br /&gt;
'''1) Closeable door'''&lt;br /&gt;
&lt;br /&gt;
'''2) Pickproof'''&lt;br /&gt;
&lt;br /&gt;
No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice.&lt;br /&gt;
Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter.&lt;br /&gt;
Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made.  Use this sparingly though as picking lock can be one of the useful skills for thieves.  A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Purge exit is used if you realize the mistake that the western exit was supposed to be to the north.  This gets rid of the everything you’ve done in the exit choice.&lt;br /&gt;
&lt;br /&gt;
'''B) Descriptions : Extra'''&lt;br /&gt;
&lt;br /&gt;
This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like.  This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object).  If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there.  I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…&lt;br /&gt;
&lt;br /&gt;
'''C) Descriptions : night description'''&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
Night descriptions are something new to 4D and have been used rarely.  These are best used when the lighting would make the room look quite different than it would in the daytime.  For example, you have a forest.  In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister.  It’s all in the lighting.&lt;br /&gt;
&lt;br /&gt;
'''E) Descriptions : Look under'''&lt;br /&gt;
&lt;br /&gt;
'''F) Descriptions : Look behind'''&lt;br /&gt;
&lt;br /&gt;
'''G) Descriptions : Look above'''&lt;br /&gt;
&lt;br /&gt;
E, F, and G are all like B, except you are looking under, behind, or above the object.  So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something.  These are used for good places to hide things.&lt;br /&gt;
&lt;br /&gt;
'''H) Smell        :'''&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
This is the smell that is in the room.  All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something.  This could also be used to go into detail about a smell you have touched on briefly in the room description.  For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west.  This is one of the extra items that Molly wants filled out for a complete zone.&lt;br /&gt;
&lt;br /&gt;
'''I) Listen       :'''&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
Like smell, but the player is listening for some clues.  Again, every room has a sound whether it’s created in the room, or by things close to the room.  Be careful using this to let players know there is a mob nearby as that mob could have been killed.  Again, you can use *you* in this as the player is actively listening for sounds.  And you can use it to describe a sound in detail that you briefly touched on in the room description.  For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room.  Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over.  They do like shiny things.&lt;br /&gt;
&lt;br /&gt;
'''J) Mine         : Num: -1 Level: -1 Tool: None'''&lt;br /&gt;
&lt;br /&gt;
I’ve never used this myself and taking a look at it really doesn’t explain it.&lt;br /&gt;
&lt;br /&gt;
'''R) Descriptions : Quests flagged - NOT SET'''&lt;br /&gt;
&lt;br /&gt;
This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not.  For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed.  Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description.  Let’s look at our choices here:&lt;br /&gt;
&lt;br /&gt;
'''1) Quest Type: 0'''&lt;br /&gt;
&lt;br /&gt;
This is the type of quest – whether it affects a player or the whole zone.  Let’s look at the options:&lt;br /&gt;
&lt;br /&gt;
'''1) Zone wide quest flag'''&lt;br /&gt;
&lt;br /&gt;
'''2) Player only quest flag'''&lt;br /&gt;
&lt;br /&gt;
A zone wide quest flag would affect the whole zone once the quest is completed.  Let’s say to complete a quest, someone has to blow up a dam.  They do so and the affect is that the area is flooded.  Everyone who then comes into the area sees the area as flooded – because the quest had been done.&lt;br /&gt;
The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen.  The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.&lt;br /&gt;
&lt;br /&gt;
'''2) Quest Keywords:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the flag that the player has from completing the quest.&lt;br /&gt;
&lt;br /&gt;
'''3) Room Description:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the description the player (or the room if zone quest) will have if they’ve completed the quest.&lt;br /&gt;
&lt;br /&gt;
'''4) Goto next quest description: &amp;lt;NOT SET&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As you can see, there can be many different descriptions for a multi-layered quest.  Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to&lt;br /&gt;
Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together).  Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''S) Script       : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is for the scripts set on the room.  Each script is its own vnum.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
Erm… obviously when you’re done editing your room.&lt;br /&gt;
&lt;br /&gt;
== Object editing ==&lt;br /&gt;
&lt;br /&gt;
I did this for Rooms so thought I should continue for objects.  Careful, this is a very long post.  Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #&lt;br /&gt;
&lt;br /&gt;
'''1) Namelist :''' &lt;br /&gt;
&lt;br /&gt;
These are the words that can activate the object.  For example: pile hay – for a pile of hay.  That way the player can look at pile or hay to get the description for the pile of hay.&lt;br /&gt;
&lt;br /&gt;
'''2) S-Desc   :''' &lt;br /&gt;
&lt;br /&gt;
This is the description that is use when the object is being used.   For example let’s use that pile of hay.  If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”.  Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B.  You’d rather have Player A gives a pile of hay to player B.&lt;br /&gt;
&lt;br /&gt;
'''3) L-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description of the object as it’s lying in a room.  Using our pile of hay for example: A pile of hay lies here.  You don’t have to go so basic, but you should always use the main words that are in your namelist.   We could say: A pile of hay lies upon the loft.  But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.&lt;br /&gt;
&lt;br /&gt;
'''4) A-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description that’s given as the object is used.  And I never use this choice.&lt;br /&gt;
&lt;br /&gt;
'''5) Type        :''' &lt;br /&gt;
&lt;br /&gt;
This is the list of things this item can be.  The list is quite extensive and is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) light             2) scroll                3) wand                  4) staff                 5) weapon               &lt;br /&gt;
 6) &amp;lt;NOT USED&amp;gt;            7) &amp;lt;NOT USED&amp;gt;            ￼ treasure              9) armor                10) potion              &lt;br /&gt;
 11) worn                 12) other                13) trash                14) trap                 15) container            &lt;br /&gt;
16) note                 17) liquid container     18) key                  19) food                 20) money               &lt;br /&gt;
 21) pen                  22) boat                 23) fountain             24) throw                25) grenade              &lt;br /&gt;
26) bow                  27) sling                28) crossbow             29) bolt                 30) arrow                31) rock                 &lt;br /&gt;
32) vehicle              33) vehicle control      34) vehicle exit         35) vehicle window        36) room portal&lt;br /&gt;
37) gun                  38) ammo                 39) wings                40) spacesuit            41) aqualung             &lt;br /&gt;
42) climbable            43) level 1 poison       44) level 2 poison       45) level 3 poison       &lt;br /&gt;
46) level 4 poison       47) level 1 antidote     48) level 2 antidote     49) level 3 antidote     &lt;br /&gt;
50) descendable          51) bush portal          52) water portal         53) hole portal          &lt;br /&gt;
54) meat                 55) nugget               56) metal detector       57) tree                 &lt;br /&gt;
58) bark                 59) anvil                60) hammer               61) grindstone           &lt;br /&gt;
62) oil                  63) ore                  64) axe                  65) gem cluster          &lt;br /&gt;
66) element              67) shovel         68) wood                 69) machine              70) pickaxe             &lt;br /&gt;
71) nut                  72) skin                 73) furniture            74) portal hurdle        75) thermal protection   &lt;br /&gt;
76) radio                77) minor focus          78) major focus          79) lightsaber hilt      &lt;br /&gt;
80) zone flag            81) locker               82) garotte              83) vial                 84) bankbook             &lt;br /&gt;
85) spacebike            86) vehicle2  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''6) Extra flags :''' &lt;br /&gt;
&lt;br /&gt;
Again, an extensive list on what flags can be put on the object:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glowing               2) humming               3) unrentable            4) undonateable         &lt;br /&gt;
 5) anti-invisible        6) invisible             7) magic                 ￼ cursed               &lt;br /&gt;
 9) blessed              10) anti-good           11) anti-evil            12) anti-neutral         &lt;br /&gt;
13) anti-mage            14) anti-priest      15) anti-thief           16) anti-warrior         &lt;br /&gt;
17) unsellable           18) anti-faun         19) anti-centaur         20) anti-elf             &lt;br /&gt;
21) anti-dwarf           22) Live Grenade 23) anti-indian          24) anti-gringo          &lt;br /&gt;
25) anti-martian         26) anti-spacewolf 27) anti-hunter          28) anti-ranger          &lt;br /&gt;
29) anti-gypsy           30) anti-esper           31) melt-on-drop         32) (buried)             &lt;br /&gt;
33) player corpse        34) mob corpse     35) artifact             36) unique               &lt;br /&gt;
37) unlocateable         38) hidden              39) poison type 1        40) poison type 2        &lt;br /&gt;
41) poison type 3        42) poison type 4  43) edible               44) skinable             &lt;br /&gt;
45) anti-disarm          46) anti-male           47) anti-female          48) contraceptive        &lt;br /&gt;
49) &amp;lt;UNUSED&amp;gt;             50) &amp;lt;UNUSED&amp;gt;      51) tinkered             52) randomized           &lt;br /&gt;
53) enhanced             54) modified            55) lightsaber           56) two-handed           &lt;br /&gt;
57) &amp;lt;UNUSED&amp;gt;             58) &amp;lt;UNUSED&amp;gt;      59) life-stealing        60) mana-stealing        &lt;br /&gt;
61) move-stealing        62) undisplayed    63) extracting-(CODE)    64) shiftable            &lt;br /&gt;
65) key-rent             &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''7) Wear flags  :'''&lt;br /&gt;
&lt;br /&gt;
Where you want the player to be able to wear an item (if it’s a wearable/wieldable item).  This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off.  Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight.  Please note that certain areas are only for Clan items.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
  1) TAKE                  2) FINGER                3) NECK                  4) BODY                 &lt;br /&gt;
 5) HEAD                  6) LEGS                  7) FEET                  ￼ HANDS                &lt;br /&gt;
 9) ARMS                 10) SHIELD           11) ABOUT                12) WAIST                &lt;br /&gt;
13) WRIST                14) WIELD           15) HOLD                 16) FACE                 &lt;br /&gt;
17) EYES                 18) HIPS                 19) EAR                  20) ANKLE                &lt;br /&gt;
21) HORNS                22) ANTENNA    23) TAIL                 24) FOCUS                &lt;br /&gt;
25) SHOULDER             26) CREST       27) THIGH                28) KNEE                 &lt;br /&gt;
29) FLOATING&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;￼&lt;br /&gt;
&lt;br /&gt;
'''8)Weight      :''' &lt;br /&gt;
&lt;br /&gt;
The weight of an item.  There is nothing that weighs less than 1.&lt;br /&gt;
&lt;br /&gt;
'''9) Cost        :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost of the item if it was sold in a store.&lt;br /&gt;
&lt;br /&gt;
'''A) Cost/Day    :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost per day for the player to keep the item.  Most items have 0 cost.&lt;br /&gt;
'''B) Timer       : -1'''&lt;br /&gt;
&lt;br /&gt;
This would be how long the item exists in mud time after it is picked up.  Usually only used on major items or season items.  Most items would have a timer of -1 which is indefinite.&lt;br /&gt;
&lt;br /&gt;
'''C) Values      : 0 0 0 0 0 0'''&lt;br /&gt;
&lt;br /&gt;
The C values change depending on the TYPE of item it is.&lt;br /&gt;
&lt;br /&gt;
'''D) Menu ---&amp;gt;   : Applies'''&lt;br /&gt;
&lt;br /&gt;
This is any bonuses or negatives you want to apply to the item.  When you first enter this screen you will see this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) None.&lt;br /&gt;
 2) None.&lt;br /&gt;
 3) None.&lt;br /&gt;
 4) None.&lt;br /&gt;
 5) None.&lt;br /&gt;
 6) None.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is for the 6 stats you want to apply bonus/negs to.  Right now there are none.  When you hit 1 for the first state to apply, you enter this screen:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Nothing               1) Strength            2) Dexterity             3) Intelligence         &lt;br /&gt;
 4) Wisdom                5) Constitution   6) Charisma              7) Health-regen         &lt;br /&gt;
 ￼ Move-regen            9) Age              10) Weight               11) Height               &lt;br /&gt;
12) Maxmana              13) Maxhit       14) Maxmove              15) Mana-regen           &lt;br /&gt;
16) Experience           17) Armor         18) Hitroll              19) Damroll              &lt;br /&gt;
20) Paralyze Defence     21) Rod Defence         22) Petrify Defence      23) Breath Defence       &lt;br /&gt;
24) Spell Defence        25) Race                 26) Speed                27) Coolness             &lt;br /&gt;
28) Tunnel-Speed         29) Tunnel-Bonus  30) Tunnel-Stealth       31) Tunnel-Protection  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you choose which of those stats you want to apply a bonus/neg to.  Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1).  Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide&lt;br /&gt;
&lt;br /&gt;
'''E) Menu ---&amp;gt;   : Extra Desc'''&lt;br /&gt;
&lt;br /&gt;
This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther.   The first screen you see is this:&lt;br /&gt;
&lt;br /&gt;
'''1) Keyword: &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Like the namelist of the object itself, your keyword is the word used to look at the object.  For our pile of hay, you would again use pile hay as the keywords&lt;br /&gt;
&lt;br /&gt;
'''2) Description:'''&lt;br /&gt;
&lt;br /&gt;
This is the actually description of the keyword item.  For our pile of hay example, I have this:&lt;br /&gt;
This pile of hay has been sitting here for a long time.  So long, it's hard to say it's really a pile, but it isn't flat onto the ground.&lt;br /&gt;
3) Goto next description: &amp;lt;Not set&amp;gt;&lt;br /&gt;
This is in case I have something else I want to describe about this object.  Like maybe I’d said there was a green leaf in the pile of hay.  Well then I’d go to the next description and start all over with the keywords green leaf and enter that description&lt;br /&gt;
&lt;br /&gt;
'''0) Quit'''&lt;br /&gt;
&lt;br /&gt;
This is for once you’re done with all of your extra descriptions.&lt;br /&gt;
&lt;br /&gt;
'''F) Innate      :''' &lt;br /&gt;
&lt;br /&gt;
Innates are any skill/spell in the game that the object gives to the player that holds/wields it.  They player will always have that ability until they no longer hold/wield the object.  This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) armor                 2) teleport              3) bless                 4) blindness             &lt;br /&gt;
5) burning hands         6) call lightning        7) charm                 ￼ chill touch           9) clone                &lt;br /&gt;
10) colour spray         11) control weather      12) create food          13) create water         14) cure blind           &lt;br /&gt;
15) cure critic          16) cure light           17) curse 18) detect alignment     19) detect invisibility  &lt;br /&gt;
20) detect magic         21) detect poison        22) dispel evil          23) earthquake           &lt;br /&gt;
24) enchant weapon       25) energy drain         26) fireball             27) harm                 28) heal                 &lt;br /&gt;
29) invisibility         30) lightning bolt       31) locate object        32) magic missile        33) poison               &lt;br /&gt;
34) protection from evil 35) remove curse         36) sanctuary            37) shocking grasp       38) sleep                &lt;br /&gt;
39) strength             40) summon               41) suffocate            42) word of recall       43) antidote 1           &lt;br /&gt;
44) sense life           45) animate dead         46) dispel good          47) group armor          48) group heal           &lt;br /&gt;
49) group recall         50) infravision          51) waterwalk            52) gate                 53) minor identify       &lt;br /&gt;
54) remove alignment     55) locate person        56) poison 2             57) poison 3             58) poison 4             &lt;br /&gt;
59) antidote 2           60) antidote 3           61) evil eye             62) absolve              63) chain lightning      &lt;br /&gt;
64) recharge             65) meteor shower        66) stoneskin            67) steelskin            68) hold person          &lt;br /&gt;
69) paralyze             70) holy word            71) holy shout           72) haste                73) shield               &lt;br /&gt;
74) group shield         75) acid arrow           76) flame arrow          77) cone of cold         78) knock&lt;br /&gt;
 79) protection from fire 80) protection from cold 81) earth elemental      82) water elemental      &lt;br /&gt;
83) air elemental        84) fire elemental       85) fire shield          86) life transfer        87) mana transfer &lt;br /&gt;
88) protection from good 89) mind fire            90) mind electricity     91) mind water           92) mind ice             &lt;br /&gt;
93) ice shield           94) thorn shield         95) mana shield          96) mirror shield        97) holy shield          &lt;br /&gt;
98) static shield        99) fortify mind         100) fortify body         101) sweet dreams         102) divine mind          &lt;br /&gt;
103) numb mind            104) slowness             105) flight               106) battle rage          107) embue armor          &lt;br /&gt;
108) magic bubble         109) psi panic            110) nightmare            111) vitalize             &lt;br /&gt;
112) dispel sanctuary     113) forsee               114) mana blast           115) confuse             &lt;br /&gt;
116) corrupt armor        117) weaken               118) soulsmash            119) demonshriek          120) lifesuck             &lt;br /&gt;
121) burning skull        122) heart squeeze        123) facemelt             124) electric blast       125) inferno              &lt;br /&gt;
126) water to wine        127) midas touch          128) polymorph            129) darkness             131) backstab             &lt;br /&gt;
132) bash                 133) hide                 134) kick                 135) pick lock            136) flank               &lt;br /&gt;
 137) rescue               138) sneak                139) steal                140) track                141) mount                &lt;br /&gt;
142) riding               143) tame                 144) snare                145) throw                146) bow                  &lt;br /&gt;
147) sling                148) crossbow             149) dual                 150) encircle             151) blackjack            &lt;br /&gt;
152) advanced melee       153) firearm              154) push                 155) scan                 156) brew                 &lt;br /&gt;
157) scribe               158) tinker               159) poison weapon        160) retreat              161) filet                &lt;br /&gt;
162) disarm               163) forage               164) trap aware           165) parry                166) mounted combat       &lt;br /&gt;
167) trample              168) joust                169) grapple              170) drunk                171) hand-to-hand         &lt;br /&gt;
172) melee                173) master melee         174) hamstring            175) short blade          176) dodge                &lt;br /&gt;
177) phase                178) charge               179) grip                 180) face                 181) focus                &lt;br /&gt;
182) martial arts         183) slip                 184) manipulate           185) holy strength        186) berserk              &lt;br /&gt;
187) meditate             188) woodsing             189) hyperactivity        190) true strike          191) strangle             &lt;br /&gt;
192) fortify              193) manifest             194) scalp                195) brace                196) behead               &lt;br /&gt;
197) bladedance           198) longarm              199) cleave               200) smash                201) identify             &lt;br /&gt;
202) fire breath          203) gas breath           204) frost breath         205) acid breath          &lt;br /&gt;
206) lightning breath     207) burn                 208) freeze               209) acid                 210) resist fire          &lt;br /&gt;
211) resist cold          212) resist electricity   213) wall of fire         214) wall of force        215) dispel bubble        &lt;br /&gt;
216) slit                 217) thrust               218) bleed                219) embowel              293) Silenced             &lt;br /&gt;
294) Imm Freeze           295) Malactation          299) OUTCAST   &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''G) Smell Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object smells like: ie: it smells like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''H) Taste Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object tastes like, should someone try to taste it:  ie: No way you're tasting that.  Well, ok, it tastes like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''I) Feel Desc   :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object feels like: ie: It feels as if it's been in the elements for quite a while.  And by elements we do mean rain, sun, rain, etc.&lt;br /&gt;
*Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*&lt;br /&gt;
&lt;br /&gt;
'''J) Material    : base-material'''&lt;br /&gt;
&lt;br /&gt;
This is the base material that the object is made out of.  This is not used very often, but can be useful if you want your item to be made out of something specific.  The list of materials we have are:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glass                 2) iron                  3) gold          4) silver                5) copper                6) zinc                 &lt;br /&gt;
 7) cromium               ￼ tungsten              9) carbon               10) coal                 11) basalt              &lt;br /&gt;
 12) silica               13) diamond              14) plastic              15) tin                  16) leather              17) hair                 &lt;br /&gt;
18) wool                 19) wood                 20) magic-wood&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''M) Min Level   : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum level someone has to be to use that object.  As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.&lt;br /&gt;
&lt;br /&gt;
'''S) Script      : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is so you can put scripts on your objects so they can do special things.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For when you are done.&lt;br /&gt;
&lt;br /&gt;
== Mob editing ==&lt;br /&gt;
&lt;br /&gt;
I can't find any specific guides on these.  I think I asked Molly a while back (we're talking years here) and I believe I got some answers, though where those answers have disappeared to, who knows.  I also know I pestered Horus about something and will post his answer here to help out everyone possible.&lt;br /&gt;
&lt;br /&gt;
My main questions concern the NPC flags.  The ones I know, I'll fill out.  The ones I don't, I'll put question marks (??) and a note by it and hopefully someone can answer.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) SPEC  (?? You know, I never use this and have no idea what it is)                 &lt;br /&gt;
2) SENTINEL    - this means that 1) the mob will stay where it loads or 2) if it's following someone it will not wander&lt;br /&gt;
3) SCAVENGER  - It picks EVERYTHING it can up off the ground.  Good for those sweepers.            &lt;br /&gt;
4) ISNPC  - every mob IS an NPC so this should be on every mob - btw: what happens if you don't put this on a mob?&lt;br /&gt;
5) AWARE (?? - not quite sure what this flag is for or when to use it)                  &lt;br /&gt;
6) AGGR   - this mob would be aggro to everyone.              &lt;br /&gt;
7) STAY-ZONE  - This mob obviously will not leave it's zone (?? does this mean it cannot be charmed to leave its zone?)            &lt;br /&gt;
8) WIMPY  - mob is a wimp, will flee once it hits a certain amount of hp (?? does anyone know the exact amount of hp?)               &lt;br /&gt;
9) AGGR_EVIL - mob is aggro to anyone with alignment between -1000 and -350 (considered evil)            &lt;br /&gt;
10) AGGR_GOOD   - mob is aggro to anyone with alignment between 350 and 1000 (considered good)&lt;br /&gt;
11) AGGR_NEUTRAL   - mob is aggro to anyone with alignment between -350 and 350 (considered neutral)&lt;br /&gt;
12) MEMORY  (?? I think this is that the mob remembers the player that attacked it - but is it only the last and am I right at all about that?)&lt;br /&gt;
13) HELPER  - mob helps the person/mob in the room that is the closest in alignment to it (yes, this means there are ways around this if you want a mob to help a specific mob in the room you better script it)             &lt;br /&gt;
14) !CHARM   - mob can not be charmed             &lt;br /&gt;
15) !SUMMN   - mob can not be summoned             &lt;br /&gt;
16) !SLEEP     - mob can not be put to sleep (?? does this include sweetdreams?)&lt;br /&gt;
17) !BASH     - mob can not be bashed            &lt;br /&gt;
18) !BLIND     - this mob can not be blinded           &lt;br /&gt;
19) MOUNTABLE  - mob can be mounted (get your mind outta the gutters!) and rode as a mount           &lt;br /&gt;
20) !PUSH      - mob can not be pushed           &lt;br /&gt;
21) REMOVE-THIS-FLAG  - I'm just assuming this is a &amp;quot;do not use&amp;quot; flag so don't put it on any mob.&lt;br /&gt;
22) !SHOOT    - mob can not be shot (?? does this include ranged spells AND bows/guns?)&lt;br /&gt;
23) !POISON    - mob can not be poisoned&lt;br /&gt;
24) EDIBLE     (?? I'm guessing that you would be able to eat the mob, but what exactly would that do?)&lt;br /&gt;
25) SKINABLE   - mob can be skinned (if you use this you must have a skin object made that the player would get if they skinned the mob - yes, anyone CAN use the skill skin).&lt;br /&gt;
26) UNUSED   - empty for future use?             &lt;br /&gt;
27) UNUSED   - empty for future use?&lt;br /&gt;
28) UNDEAD   - Mob is undead (?? there is also a mob:class undead - how do these relate?)&lt;br /&gt;
29) !FREEZE   - Mob can not be frozen&lt;br /&gt;
30) CAN_MATE    - Mob can mate (and produce baby mobs).  Last I knew, was not implemented yet so do not use.&lt;br /&gt;
31) NOTDEADYET  (?? REally?  why put this on a living mob?)&lt;br /&gt;
32) POISONS 1  - I'm assuming that mob has the ability to poison using poison1 (like small snakes)&lt;br /&gt;
33) POISONS 2  - I'm assuming that mob has the ability to poison using poison2 (like larger snakes)           &lt;br /&gt;
34) AIR       -(???)                 &lt;br /&gt;
35) WATER   - (???)&lt;br /&gt;
36) FIRE      - (???)    &lt;br /&gt;
37) EARTH   -(???)              &lt;br /&gt;
38) HERD    (???)              &lt;br /&gt;
39) SWIMS  - the mob swims (assume this is needed for those mobs in water like fish?)               &lt;br /&gt;
40) WIZINVIS  - the mob is wizinvis which means no-one will see it other than immorts - though if they react to a trigger or anything, players can find out about them.&lt;br /&gt;
41) STAY_SECTOR   - mob stays in the sector type it loads in (this is actually stronger than a !mob room.  Mobs can actually flee into !mob rooms but will not flee into different sector rooms (if I remember something Mord said correctly))&lt;br /&gt;
42) HEALER  - Mob is a healer (what exactly does this mean?  Are there specific spells it casts?  Is it like the healer in the  4D Inn where you can pay to have it cast certain spells?  Is there any way to change the spells the healer mob casts - and the cost of them?)               &lt;br /&gt;
43) POSTMASTER - mob is a postmaster - like Barts dog east of recall           &lt;br /&gt;
44) QUESTMOB   - (??? - really not sure when to use this or if there is any special meaning behind it.  I don't put questmob on my mobs that have quests.  Should I be?)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other things of note:&lt;br /&gt;
&lt;br /&gt;
Mob Class:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Normal - I assume there is nothing special about this mob and it will do no special attacks&lt;br /&gt;
 1) Undead - mob is undead - certain things do not affect it (will be listed at the end of this)&lt;br /&gt;
 2) Caster - mob casts spells (what spells and is there any reason to really use this?  Anything in the code to back up using this?  You still seem to need to use dg_cast to actually cast a spell - at least that was my experiance when I tried to use this.)&lt;br /&gt;
 3) Fighter - mob is a fighter class (?? He can do fighter type skills?  but I've had class fighters do rogue type skills as well)&lt;br /&gt;
 4) Rogue - mob is a rogue (?? but seems to be able to do some fighter type skills)&lt;br /&gt;
 5) Animal - mob is an animal (?? - nope, other than the fact it's not humanoid I don't know why to place this on an animal instead of normal)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undead mobs are not affected by:&lt;br /&gt;
&lt;br /&gt;
soul smash, demon shreak, burning skull, heart squeeze, facemelt&lt;br /&gt;
&lt;br /&gt;
I dont' know if this means under mob class (which is what I'd asked the person that looked it up) or choice #28 in the NPC flags.  Or if you need both to have a real undead.&lt;br /&gt;
&lt;br /&gt;
I'd like to have a real &amp;quot;how to build mobs&amp;quot; guidelines, but can't do it without answers.  &lt;br /&gt;
Thanks to all that read this.&lt;br /&gt;
&lt;br /&gt;
Kvetch&lt;br /&gt;
&lt;br /&gt;
== Zone editing ==&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Talk:Building&amp;diff=140</id>
		<title>Talk:Building</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Talk:Building&amp;diff=140"/>
				<updated>2015-11-11T14:32:51Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Created page with &amp;quot;This page is, at the moment. Just a copy paste of some posts made on the old forums (by Kvetch). It needs expanding on, and some clean up for the wiki format. WIP clearly.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is, at the moment. Just a copy paste of some posts made on the old forums (by Kvetch). It needs expanding on, and some clean up for the wiki format. WIP clearly.&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Building&amp;diff=139</id>
		<title>Building</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Building&amp;diff=139"/>
				<updated>2015-11-11T14:31:21Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: some mod editing info, again taken from one of Kvetch's posts on the forum. Needs expanding on.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Extremely wip, thanks to Kvetch for the guides'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D.  I'm always glad to help, but I'm not always around, so here you go!&lt;br /&gt;
&lt;br /&gt;
== Room editing ==&lt;br /&gt;
&lt;br /&gt;
This is what you will see when you first redit a room:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Room number : [4400]     Room zone: [44]&lt;br /&gt;
&lt;br /&gt;
1) Name         : An unfinished room&lt;br /&gt;
&lt;br /&gt;
2) Description  :&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
3) Room flags   : NOBITS &lt;br /&gt;
&lt;br /&gt;
4) Sector type  : Inside&lt;br /&gt;
&lt;br /&gt;
5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
6) Exit east    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
7) Exit south   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
8) Exit west    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
9) Exit up      : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
A) Exit down    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
B) Descriptions : Extra&lt;br /&gt;
&lt;br /&gt;
C) Descriptions : night description&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
E) Descriptions : Look under&lt;br /&gt;
&lt;br /&gt;
F) Descriptions : Look behind&lt;br /&gt;
&lt;br /&gt;
G) Descriptions : Look above&lt;br /&gt;
&lt;br /&gt;
H) Smell        :&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
I) Listen       :&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
J) Mine         : Num: -1 Level: -1 Tool: None&lt;br /&gt;
&lt;br /&gt;
R) Descriptions : Quests flagged - NOT SET&lt;br /&gt;
&lt;br /&gt;
S) Script       : Not Set.&lt;br /&gt;
&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we will change these one by one and show you how to do it.&lt;br /&gt;
&lt;br /&gt;
'''-- Room number : [4400]     Room zone: [44]'''&lt;br /&gt;
&lt;br /&gt;
The room number and room zone can not be changed.  This is the room you are editing and the zone it is in – hopefully your zone.&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : An unfinished room'''&lt;br /&gt;
&lt;br /&gt;
Let’s change the name of the room.  This is what will be at the top of the screen when someone walks into that room.  This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in.  Room 4400 is one of the rooms that’s around the path of the Dragon &lt;br /&gt;
&lt;br /&gt;
Master’s fort (zone 44).  So, we’ll change this to:&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : Dragon Fort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
This tells us exactly where it is in the Dragon Fort zone.&lt;br /&gt;
&lt;br /&gt;
'''2) Description  :'''&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
This is the actual description of the room.  As you see, it starts out with “You are in an unfinished room.”  Well, we want to make the room finished.  This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area.  Remember that small details can be added later.  So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here.  If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object.  For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:&lt;br /&gt;
&lt;br /&gt;
The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west.  The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life.  Not that there is any plant life around here to speak of as its all been&lt;br /&gt;
worn away.&lt;br /&gt;
&lt;br /&gt;
Always use /f when you’re finished with your description.  This will format it to the screen without the indent (Molly doesn’t like the indent).&lt;br /&gt;
&lt;br /&gt;
'''3) Room flags   : NOBITS''' &lt;br /&gt;
&lt;br /&gt;
This is where you get to make your room special by adding flags to it.  Is it dark so you need a light source or infravision to see in it?  Is it a deathtrap so anyone entering automatically falls to their death?  The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) DARK                  2) DEATH                &lt;br /&gt;
 3) !MOB                  4) INDOORS              &lt;br /&gt;
 5) PEACEFUL              6) SOUNDPROOF           &lt;br /&gt;
 7) !TRACK                8) !MAGIC               &lt;br /&gt;
 9) TUNNEL               10) PRIVATE              &lt;br /&gt;
11) GODROOM              12) HOUSE                &lt;br /&gt;
13) HCRSH                14) ATRIUM               &lt;br /&gt;
15) OLC                  16) *                    &lt;br /&gt;
17) VEHICLE              18) !RECALL              &lt;br /&gt;
19) ARENA                20) GOOD                 &lt;br /&gt;
21) EVIL                 22) HP                   &lt;br /&gt;
23) MANA                 24) MOVE                 &lt;br /&gt;
25) ROLEPLAY             26) !TELEPORT IN         &lt;br /&gt;
27) !TELEPORT OUT        28) !SUMMON IN           &lt;br /&gt;
29) !SUMMON OUT          30) WILDERNESS           &lt;br /&gt;
31) !VIEW                32) DO_NOT_USE           &lt;br /&gt;
33) GOLD DEPOSIT         34) SILVER DEPOSIT       &lt;br /&gt;
35) COPPER DEPOSIT       36) IRON DEPOSIT         &lt;br /&gt;
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT     &lt;br /&gt;
39) QUARRY               40) COAL MINE            &lt;br /&gt;
41) SPRING               42) PASTURE              &lt;br /&gt;
43) DRAGONPORT           44) TIN DEPOSIT          &lt;br /&gt;
45) PLASTONIUM DEPOSIT   46) BURNING  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path around Dragon Fort has nothing special to it, so we made no changes.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Inside'''&lt;br /&gt;
&lt;br /&gt;
There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside.  The default is inside.  Here is the list of choices you will come across:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Inside                1) City                 &lt;br /&gt;
 2) Field                 3) Forest               &lt;br /&gt;
 4) Hills                 5) Mountains            &lt;br /&gt;
 6) Water (Swim)          7) Water (No Swim)      &lt;br /&gt;
 8) Underwater            9) Air                  &lt;br /&gt;
10) Desert               11) Space                &lt;br /&gt;
12) Road                 13) Entrance             &lt;br /&gt;
14) Atmosphere           15) Sun                  &lt;br /&gt;
16) Black Hole           17) Vehicle(coded)       &lt;br /&gt;
18) Swamp                19) Reef                 &lt;br /&gt;
20) Tundra               21) Snow                 &lt;br /&gt;
22) Ice                  23) Prairie              &lt;br /&gt;
24) Badlands             25) Rail    &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work.  The best I could come up with at this point of time was “Field” so we’ll enter that.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Field'''&lt;br /&gt;
&lt;br /&gt;
'''5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
'''6) Exit east    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''7) Exit south   : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''8) Exit west    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''9) Exit up      : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''A) Exit down    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together.  I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8.  When you first open up the exit number, you get this table:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : -1 - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Like the main room, this too has to be filled out as much as you need to.  First is the exit to – this is the room vnum that the exit goes to.  For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : 4497 - DragonFort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
But, that’s not the only part that *has* to be filled out.  The second step is filling out a description of what someone sees if they look in that direction.  It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important.  In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
The path continues around the fort and you can see a rock in the distance.&lt;br /&gt;
Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you.  This is what *you* see when *you* look there.&lt;br /&gt;
&lt;br /&gt;
There is no door, keys or door flags for this room so we don’t need to use those.  But, in case you need those, you do it this way:&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word.  So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it.  So if you put in trap door and the player opens door, the player will see that s/he opens the trap.&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the vnum of the object you have created to be the key for this door.  It can seriously be anything and doesn’t even need to look like a key.&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
When you open up this choice, you get these options:&lt;br /&gt;
&lt;br /&gt;
'''0) No door'''&lt;br /&gt;
&lt;br /&gt;
'''1) Closeable door'''&lt;br /&gt;
&lt;br /&gt;
'''2) Pickproof'''&lt;br /&gt;
&lt;br /&gt;
No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice.&lt;br /&gt;
Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter.&lt;br /&gt;
Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made.  Use this sparingly though as picking lock can be one of the useful skills for thieves.  A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Purge exit is used if you realize the mistake that the western exit was supposed to be to the north.  This gets rid of the everything you’ve done in the exit choice.&lt;br /&gt;
&lt;br /&gt;
'''B) Descriptions : Extra'''&lt;br /&gt;
&lt;br /&gt;
This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like.  This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object).  If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there.  I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…&lt;br /&gt;
&lt;br /&gt;
'''C) Descriptions : night description'''&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
Night descriptions are something new to 4D and have been used rarely.  These are best used when the lighting would make the room look quite different than it would in the daytime.  For example, you have a forest.  In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister.  It’s all in the lighting.&lt;br /&gt;
&lt;br /&gt;
'''E) Descriptions : Look under'''&lt;br /&gt;
&lt;br /&gt;
'''F) Descriptions : Look behind'''&lt;br /&gt;
&lt;br /&gt;
'''G) Descriptions : Look above'''&lt;br /&gt;
&lt;br /&gt;
E, F, and G are all like B, except you are looking under, behind, or above the object.  So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something.  These are used for good places to hide things.&lt;br /&gt;
&lt;br /&gt;
'''H) Smell        :'''&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
This is the smell that is in the room.  All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something.  This could also be used to go into detail about a smell you have touched on briefly in the room description.  For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west.  This is one of the extra items that Molly wants filled out for a complete zone.&lt;br /&gt;
&lt;br /&gt;
'''I) Listen       :'''&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
Like smell, but the player is listening for some clues.  Again, every room has a sound whether it’s created in the room, or by things close to the room.  Be careful using this to let players know there is a mob nearby as that mob could have been killed.  Again, you can use *you* in this as the player is actively listening for sounds.  And you can use it to describe a sound in detail that you briefly touched on in the room description.  For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room.  Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over.  They do like shiny things.&lt;br /&gt;
&lt;br /&gt;
'''J) Mine         : Num: -1 Level: -1 Tool: None'''&lt;br /&gt;
&lt;br /&gt;
I’ve never used this myself and taking a look at it really doesn’t explain it.&lt;br /&gt;
&lt;br /&gt;
'''R) Descriptions : Quests flagged - NOT SET'''&lt;br /&gt;
&lt;br /&gt;
This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not.  For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed.  Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description.  Let’s look at our choices here:&lt;br /&gt;
&lt;br /&gt;
'''1) Quest Type: 0'''&lt;br /&gt;
&lt;br /&gt;
This is the type of quest – whether it affects a player or the whole zone.  Let’s look at the options:&lt;br /&gt;
&lt;br /&gt;
'''1) Zone wide quest flag'''&lt;br /&gt;
&lt;br /&gt;
'''2) Player only quest flag'''&lt;br /&gt;
&lt;br /&gt;
A zone wide quest flag would affect the whole zone once the quest is completed.  Let’s say to complete a quest, someone has to blow up a dam.  They do so and the affect is that the area is flooded.  Everyone who then comes into the area sees the area as flooded – because the quest had been done.&lt;br /&gt;
The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen.  The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.&lt;br /&gt;
&lt;br /&gt;
'''2) Quest Keywords:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the flag that the player has from completing the quest.&lt;br /&gt;
&lt;br /&gt;
'''3) Room Description:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the description the player (or the room if zone quest) will have if they’ve completed the quest.&lt;br /&gt;
&lt;br /&gt;
'''4) Goto next quest description: &amp;lt;NOT SET&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As you can see, there can be many different descriptions for a multi-layered quest.  Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to&lt;br /&gt;
Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together).  Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''S) Script       : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is for the scripts set on the room.  Each script is its own vnum.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
Erm… obviously when you’re done editing your room.&lt;br /&gt;
&lt;br /&gt;
== Object editing ==&lt;br /&gt;
&lt;br /&gt;
I did this for Rooms so thought I should continue for objects.  Careful, this is a very long post.  Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #&lt;br /&gt;
&lt;br /&gt;
'''1) Namelist :''' &lt;br /&gt;
&lt;br /&gt;
These are the words that can activate the object.  For example: pile hay – for a pile of hay.  That way the player can look at pile or hay to get the description for the pile of hay.&lt;br /&gt;
&lt;br /&gt;
'''2) S-Desc   :''' &lt;br /&gt;
&lt;br /&gt;
This is the description that is use when the object is being used.   For example let’s use that pile of hay.  If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”.  Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B.  You’d rather have Player A gives a pile of hay to player B.&lt;br /&gt;
&lt;br /&gt;
'''3) L-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description of the object as it’s lying in a room.  Using our pile of hay for example: A pile of hay lies here.  You don’t have to go so basic, but you should always use the main words that are in your namelist.   We could say: A pile of hay lies upon the loft.  But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.&lt;br /&gt;
&lt;br /&gt;
'''4) A-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description that’s given as the object is used.  And I never use this choice.&lt;br /&gt;
&lt;br /&gt;
'''5) Type        :''' &lt;br /&gt;
&lt;br /&gt;
This is the list of things this item can be.  The list is quite extensive and is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) light             2) scroll                3) wand                  4) staff                 5) weapon               &lt;br /&gt;
 6) &amp;lt;NOT USED&amp;gt;            7) &amp;lt;NOT USED&amp;gt;            ￼ treasure              9) armor                10) potion              &lt;br /&gt;
 11) worn                 12) other                13) trash                14) trap                 15) container            &lt;br /&gt;
16) note                 17) liquid container     18) key                  19) food                 20) money               &lt;br /&gt;
 21) pen                  22) boat                 23) fountain             24) throw                25) grenade              &lt;br /&gt;
26) bow                  27) sling                28) crossbow             29) bolt                 30) arrow                31) rock                 &lt;br /&gt;
32) vehicle              33) vehicle control      34) vehicle exit         35) vehicle window        36) room portal&lt;br /&gt;
37) gun                  38) ammo                 39) wings                40) spacesuit            41) aqualung             &lt;br /&gt;
42) climbable            43) level 1 poison       44) level 2 poison       45) level 3 poison       &lt;br /&gt;
46) level 4 poison       47) level 1 antidote     48) level 2 antidote     49) level 3 antidote     &lt;br /&gt;
50) descendable          51) bush portal          52) water portal         53) hole portal          &lt;br /&gt;
54) meat                 55) nugget               56) metal detector       57) tree                 &lt;br /&gt;
58) bark                 59) anvil                60) hammer               61) grindstone           &lt;br /&gt;
62) oil                  63) ore                  64) axe                  65) gem cluster          &lt;br /&gt;
66) element              67) shovel         68) wood                 69) machine              70) pickaxe             &lt;br /&gt;
71) nut                  72) skin                 73) furniture            74) portal hurdle        75) thermal protection   &lt;br /&gt;
76) radio                77) minor focus          78) major focus          79) lightsaber hilt      &lt;br /&gt;
80) zone flag            81) locker               82) garotte              83) vial                 84) bankbook             &lt;br /&gt;
85) spacebike            86) vehicle2  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''6) Extra flags :''' &lt;br /&gt;
&lt;br /&gt;
Again, an extensive list on what flags can be put on the object:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glowing               2) humming               3) unrentable            4) undonateable         &lt;br /&gt;
 5) anti-invisible        6) invisible             7) magic                 ￼ cursed               &lt;br /&gt;
 9) blessed              10) anti-good           11) anti-evil            12) anti-neutral         &lt;br /&gt;
13) anti-mage            14) anti-priest      15) anti-thief           16) anti-warrior         &lt;br /&gt;
17) unsellable           18) anti-faun         19) anti-centaur         20) anti-elf             &lt;br /&gt;
21) anti-dwarf           22) Live Grenade 23) anti-indian          24) anti-gringo          &lt;br /&gt;
25) anti-martian         26) anti-spacewolf 27) anti-hunter          28) anti-ranger          &lt;br /&gt;
29) anti-gypsy           30) anti-esper           31) melt-on-drop         32) (buried)             &lt;br /&gt;
33) player corpse        34) mob corpse     35) artifact             36) unique               &lt;br /&gt;
37) unlocateable         38) hidden              39) poison type 1        40) poison type 2        &lt;br /&gt;
41) poison type 3        42) poison type 4  43) edible               44) skinable             &lt;br /&gt;
45) anti-disarm          46) anti-male           47) anti-female          48) contraceptive        &lt;br /&gt;
49) &amp;lt;UNUSED&amp;gt;             50) &amp;lt;UNUSED&amp;gt;      51) tinkered             52) randomized           &lt;br /&gt;
53) enhanced             54) modified            55) lightsaber           56) two-handed           &lt;br /&gt;
57) &amp;lt;UNUSED&amp;gt;             58) &amp;lt;UNUSED&amp;gt;      59) life-stealing        60) mana-stealing        &lt;br /&gt;
61) move-stealing        62) undisplayed    63) extracting-(CODE)    64) shiftable            &lt;br /&gt;
65) key-rent             &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''7) Wear flags  :'''&lt;br /&gt;
&lt;br /&gt;
Where you want the player to be able to wear an item (if it’s a wearable/wieldable item).  This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off.  Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight.  Please note that certain areas are only for Clan items.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
  1) TAKE                  2) FINGER                3) NECK                  4) BODY                 &lt;br /&gt;
 5) HEAD                  6) LEGS                  7) FEET                  ￼ HANDS                &lt;br /&gt;
 9) ARMS                 10) SHIELD           11) ABOUT                12) WAIST                &lt;br /&gt;
13) WRIST                14) WIELD           15) HOLD                 16) FACE                 &lt;br /&gt;
17) EYES                 18) HIPS                 19) EAR                  20) ANKLE                &lt;br /&gt;
21) HORNS                22) ANTENNA    23) TAIL                 24) FOCUS                &lt;br /&gt;
25) SHOULDER             26) CREST       27) THIGH                28) KNEE                 &lt;br /&gt;
29) FLOATING&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;￼&lt;br /&gt;
&lt;br /&gt;
'''8)Weight      :''' &lt;br /&gt;
&lt;br /&gt;
The weight of an item.  There is nothing that weighs less than 1.&lt;br /&gt;
&lt;br /&gt;
'''9) Cost        :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost of the item if it was sold in a store.&lt;br /&gt;
&lt;br /&gt;
'''A) Cost/Day    :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost per day for the player to keep the item.  Most items have 0 cost.&lt;br /&gt;
'''B) Timer       : -1'''&lt;br /&gt;
&lt;br /&gt;
This would be how long the item exists in mud time after it is picked up.  Usually only used on major items or season items.  Most items would have a timer of -1 which is indefinite.&lt;br /&gt;
&lt;br /&gt;
'''C) Values      : 0 0 0 0 0 0'''&lt;br /&gt;
&lt;br /&gt;
The C values change depending on the TYPE of item it is.&lt;br /&gt;
&lt;br /&gt;
'''D) Menu ---&amp;gt;   : Applies'''&lt;br /&gt;
&lt;br /&gt;
This is any bonuses or negatives you want to apply to the item.  When you first enter this screen you will see this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) None.&lt;br /&gt;
 2) None.&lt;br /&gt;
 3) None.&lt;br /&gt;
 4) None.&lt;br /&gt;
 5) None.&lt;br /&gt;
 6) None.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is for the 6 stats you want to apply bonus/negs to.  Right now there are none.  When you hit 1 for the first state to apply, you enter this screen:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Nothing               1) Strength            2) Dexterity             3) Intelligence         &lt;br /&gt;
 4) Wisdom                5) Constitution   6) Charisma              7) Health-regen         &lt;br /&gt;
 ￼ Move-regen            9) Age              10) Weight               11) Height               &lt;br /&gt;
12) Maxmana              13) Maxhit       14) Maxmove              15) Mana-regen           &lt;br /&gt;
16) Experience           17) Armor         18) Hitroll              19) Damroll              &lt;br /&gt;
20) Paralyze Defence     21) Rod Defence         22) Petrify Defence      23) Breath Defence       &lt;br /&gt;
24) Spell Defence        25) Race                 26) Speed                27) Coolness             &lt;br /&gt;
28) Tunnel-Speed         29) Tunnel-Bonus  30) Tunnel-Stealth       31) Tunnel-Protection  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you choose which of those stats you want to apply a bonus/neg to.  Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1).  Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide&lt;br /&gt;
&lt;br /&gt;
'''E) Menu ---&amp;gt;   : Extra Desc'''&lt;br /&gt;
&lt;br /&gt;
This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther.   The first screen you see is this:&lt;br /&gt;
&lt;br /&gt;
'''1) Keyword: &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Like the namelist of the object itself, your keyword is the word used to look at the object.  For our pile of hay, you would again use pile hay as the keywords&lt;br /&gt;
&lt;br /&gt;
'''2) Description:'''&lt;br /&gt;
&lt;br /&gt;
This is the actually description of the keyword item.  For our pile of hay example, I have this:&lt;br /&gt;
This pile of hay has been sitting here for a long time.  So long, it's hard to say it's really a pile, but it isn't flat onto the ground.&lt;br /&gt;
3) Goto next description: &amp;lt;Not set&amp;gt;&lt;br /&gt;
This is in case I have something else I want to describe about this object.  Like maybe I’d said there was a green leaf in the pile of hay.  Well then I’d go to the next description and start all over with the keywords green leaf and enter that description&lt;br /&gt;
&lt;br /&gt;
'''0) Quit'''&lt;br /&gt;
&lt;br /&gt;
This is for once you’re done with all of your extra descriptions.&lt;br /&gt;
&lt;br /&gt;
'''F) Innate      :''' &lt;br /&gt;
&lt;br /&gt;
Innates are any skill/spell in the game that the object gives to the player that holds/wields it.  They player will always have that ability until they no longer hold/wield the object.  This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) armor                 2) teleport              3) bless                 4) blindness             &lt;br /&gt;
5) burning hands         6) call lightning        7) charm                 ￼ chill touch           9) clone                &lt;br /&gt;
10) colour spray         11) control weather      12) create food          13) create water         14) cure blind           &lt;br /&gt;
15) cure critic          16) cure light           17) curse 18) detect alignment     19) detect invisibility  &lt;br /&gt;
20) detect magic         21) detect poison        22) dispel evil          23) earthquake           &lt;br /&gt;
24) enchant weapon       25) energy drain         26) fireball             27) harm                 28) heal                 &lt;br /&gt;
29) invisibility         30) lightning bolt       31) locate object        32) magic missile        33) poison               &lt;br /&gt;
34) protection from evil 35) remove curse         36) sanctuary            37) shocking grasp       38) sleep                &lt;br /&gt;
39) strength             40) summon               41) suffocate            42) word of recall       43) antidote 1           &lt;br /&gt;
44) sense life           45) animate dead         46) dispel good          47) group armor          48) group heal           &lt;br /&gt;
49) group recall         50) infravision          51) waterwalk            52) gate                 53) minor identify       &lt;br /&gt;
54) remove alignment     55) locate person        56) poison 2             57) poison 3             58) poison 4             &lt;br /&gt;
59) antidote 2           60) antidote 3           61) evil eye             62) absolve              63) chain lightning      &lt;br /&gt;
64) recharge             65) meteor shower        66) stoneskin            67) steelskin            68) hold person          &lt;br /&gt;
69) paralyze             70) holy word            71) holy shout           72) haste                73) shield               &lt;br /&gt;
74) group shield         75) acid arrow           76) flame arrow          77) cone of cold         78) knock&lt;br /&gt;
 79) protection from fire 80) protection from cold 81) earth elemental      82) water elemental      &lt;br /&gt;
83) air elemental        84) fire elemental       85) fire shield          86) life transfer        87) mana transfer &lt;br /&gt;
88) protection from good 89) mind fire            90) mind electricity     91) mind water           92) mind ice             &lt;br /&gt;
93) ice shield           94) thorn shield         95) mana shield          96) mirror shield        97) holy shield          &lt;br /&gt;
98) static shield        99) fortify mind         100) fortify body         101) sweet dreams         102) divine mind          &lt;br /&gt;
103) numb mind            104) slowness             105) flight               106) battle rage          107) embue armor          &lt;br /&gt;
108) magic bubble         109) psi panic            110) nightmare            111) vitalize             &lt;br /&gt;
112) dispel sanctuary     113) forsee               114) mana blast           115) confuse             &lt;br /&gt;
116) corrupt armor        117) weaken               118) soulsmash            119) demonshriek          120) lifesuck             &lt;br /&gt;
121) burning skull        122) heart squeeze        123) facemelt             124) electric blast       125) inferno              &lt;br /&gt;
126) water to wine        127) midas touch          128) polymorph            129) darkness             131) backstab             &lt;br /&gt;
132) bash                 133) hide                 134) kick                 135) pick lock            136) flank               &lt;br /&gt;
 137) rescue               138) sneak                139) steal                140) track                141) mount                &lt;br /&gt;
142) riding               143) tame                 144) snare                145) throw                146) bow                  &lt;br /&gt;
147) sling                148) crossbow             149) dual                 150) encircle             151) blackjack            &lt;br /&gt;
152) advanced melee       153) firearm              154) push                 155) scan                 156) brew                 &lt;br /&gt;
157) scribe               158) tinker               159) poison weapon        160) retreat              161) filet                &lt;br /&gt;
162) disarm               163) forage               164) trap aware           165) parry                166) mounted combat       &lt;br /&gt;
167) trample              168) joust                169) grapple              170) drunk                171) hand-to-hand         &lt;br /&gt;
172) melee                173) master melee         174) hamstring            175) short blade          176) dodge                &lt;br /&gt;
177) phase                178) charge               179) grip                 180) face                 181) focus                &lt;br /&gt;
182) martial arts         183) slip                 184) manipulate           185) holy strength        186) berserk              &lt;br /&gt;
187) meditate             188) woodsing             189) hyperactivity        190) true strike          191) strangle             &lt;br /&gt;
192) fortify              193) manifest             194) scalp                195) brace                196) behead               &lt;br /&gt;
197) bladedance           198) longarm              199) cleave               200) smash                201) identify             &lt;br /&gt;
202) fire breath          203) gas breath           204) frost breath         205) acid breath          &lt;br /&gt;
206) lightning breath     207) burn                 208) freeze               209) acid                 210) resist fire          &lt;br /&gt;
211) resist cold          212) resist electricity   213) wall of fire         214) wall of force        215) dispel bubble        &lt;br /&gt;
216) slit                 217) thrust               218) bleed                219) embowel              293) Silenced             &lt;br /&gt;
294) Imm Freeze           295) Malactation          299) OUTCAST   &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''G) Smell Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object smells like: ie: it smells like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''H) Taste Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object tastes like, should someone try to taste it:  ie: No way you're tasting that.  Well, ok, it tastes like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''I) Feel Desc   :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object feels like: ie: It feels as if it's been in the elements for quite a while.  And by elements we do mean rain, sun, rain, etc.&lt;br /&gt;
*Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*&lt;br /&gt;
&lt;br /&gt;
'''J) Material    : base-material'''&lt;br /&gt;
&lt;br /&gt;
This is the base material that the object is made out of.  This is not used very often, but can be useful if you want your item to be made out of something specific.  The list of materials we have are:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glass                 2) iron                  3) gold          4) silver                5) copper                6) zinc                 &lt;br /&gt;
 7) cromium               ￼ tungsten              9) carbon               10) coal                 11) basalt              &lt;br /&gt;
 12) silica               13) diamond              14) plastic              15) tin                  16) leather              17) hair                 &lt;br /&gt;
18) wool                 19) wood                 20) magic-wood&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''M) Min Level   : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum level someone has to be to use that object.  As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.&lt;br /&gt;
&lt;br /&gt;
'''S) Script      : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is so you can put scripts on your objects so they can do special things.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For when you are done.&lt;br /&gt;
&lt;br /&gt;
== Mob editing ==&lt;br /&gt;
&lt;br /&gt;
I can't find any specific guides on these.  I think I asked Molly a while back (we're talking years here) and I believe I got some answers, though where those answers have disappeared to, who knows.  I also know I pestered Horus about something and will post his answer here to help out everyone possible.&lt;br /&gt;
&lt;br /&gt;
My main questions concern the NPC flags.  The ones I know, I'll fill out.  The ones I don't, I'll put question marks (??) and a note by it and hopefully someone can answer.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) SPEC  (?? You know, I never use this and have no idea what it is)                 &lt;br /&gt;
2) SENTINEL    - this means that 1) the mob will stay where it loads or 2) if it's following someone it will not wander&lt;br /&gt;
3) SCAVENGER  - It picks EVERYTHING it can up off the ground.  Good for those sweepers.            &lt;br /&gt;
4) ISNPC  - every mob IS an NPC so this should be on every mob - btw: what happens if you don't put this on a mob?&lt;br /&gt;
5) AWARE (?? - not quite sure what this flag is for or when to use it)                  &lt;br /&gt;
6) AGGR   - this mob would be aggro to everyone.              &lt;br /&gt;
7) STAY-ZONE  - This mob obviously will not leave it's zone (?? does this mean it cannot be charmed to leave its zone?)            &lt;br /&gt;
8) WIMPY  - mob is a wimp, will flee once it hits a certain amount of hp (?? does anyone know the exact amount of hp?)               &lt;br /&gt;
9) AGGR_EVIL - mob is aggro to anyone with alignment between -1000 and -350 (considered evil)            &lt;br /&gt;
10) AGGR_GOOD   - mob is aggro to anyone with alignment between 350 and 1000 (considered good)&lt;br /&gt;
11) AGGR_NEUTRAL   - mob is aggro to anyone with alignment between -350 and 350 (considered neutral)&lt;br /&gt;
12) MEMORY  (?? I think this is that the mob remembers the player that attacked it - but is it only the last and am I right at all about that?)&lt;br /&gt;
13) HELPER  - mob helps the person/mob in the room that is the closest in alignment to it (yes, this means there are ways around this if you want a mob to help a specific mob in the room you better script it)             &lt;br /&gt;
14) !CHARM   - mob can not be charmed             &lt;br /&gt;
15) !SUMMN   - mob can not be summoned             &lt;br /&gt;
16) !SLEEP     - mob can not be put to sleep (?? does this include sweetdreams?)&lt;br /&gt;
17) !BASH     - mob can not be bashed            &lt;br /&gt;
18) !BLIND     - this mob can not be blinded           &lt;br /&gt;
19) MOUNTABLE  - mob can be mounted (get your mind outta the gutters!) and rode as a mount           &lt;br /&gt;
20) !PUSH      - mob can not be pushed           &lt;br /&gt;
21) REMOVE-THIS-FLAG  - I'm just assuming this is a &amp;quot;do not use&amp;quot; flag so don't put it on any mob.&lt;br /&gt;
22) !SHOOT    - mob can not be shot (?? does this include ranged spells AND bows/guns?)&lt;br /&gt;
23) !POISON    - mob can not be poisoned&lt;br /&gt;
24) EDIBLE     (?? I'm guessing that you would be able to eat the mob, but what exactly would that do?)&lt;br /&gt;
25) SKINABLE   - mob can be skinned (if you use this you must have a skin object made that the player would get if they skinned the mob - yes, anyone CAN use the skill skin).&lt;br /&gt;
26) UNUSED   - empty for future use?             &lt;br /&gt;
27) UNUSED   - empty for future use?&lt;br /&gt;
28) UNDEAD   - Mob is undead (?? there is also a mob:class undead - how do these relate?)&lt;br /&gt;
29) !FREEZE   - Mob can not be frozen&lt;br /&gt;
30) CAN_MATE    - Mob can mate (and produce baby mobs).  Last I knew, was not implemented yet so do not use.&lt;br /&gt;
31) NOTDEADYET  (?? REally?  why put this on a living mob?)&lt;br /&gt;
32) POISONS 1  - I'm assuming that mob has the ability to poison using poison1 (like small snakes)&lt;br /&gt;
33) POISONS 2  - I'm assuming that mob has the ability to poison using poison2 (like larger snakes)           &lt;br /&gt;
34) AIR       -(???)                 &lt;br /&gt;
35) WATER   - (???)&lt;br /&gt;
36) FIRE      - (???)    &lt;br /&gt;
37) EARTH   -(???)              &lt;br /&gt;
38) HERD    (???)              &lt;br /&gt;
39) SWIMS  - the mob swims (assume this is needed for those mobs in water like fish?)               &lt;br /&gt;
40) WIZINVIS  - the mob is wizinvis which means no-one will see it other than immorts - though if they react to a trigger or anything, players can find out about them.&lt;br /&gt;
41) STAY_SECTOR   - mob stays in the sector type it loads in (this is actually stronger than a !mob room.  Mobs can actually flee into !mob rooms but will not flee into different sector rooms (if I remember something Mord said correctly))&lt;br /&gt;
42) HEALER  - Mob is a healer (what exactly does this mean?  Are there specific spells it casts?  Is it like the healer in the  4D Inn where you can pay to have it cast certain spells?  Is there any way to change the spells the healer mob casts - and the cost of them?)               &lt;br /&gt;
43) POSTMASTER - mob is a postmaster - like Barts dog east of recall           &lt;br /&gt;
44) QUESTMOB   - (??? - really not sure when to use this or if there is any special meaning behind it.  I don't put questmob on my mobs that have quests.  Should I be?)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other things of note:&lt;br /&gt;
&lt;br /&gt;
Mob Class:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Normal - I assume there is nothing special about this mob and it will do no special attacks&lt;br /&gt;
 1) Undead - mob is undead - certain things do not affect it (will be listed at the end of this)&lt;br /&gt;
 2) Caster - mob casts spells (what spells and is there any reason to really use this?  Anything in the code to back up using this?  You still seem to need to use dg_cast to actually cast a spell - at least that was my experiance when I tried to use this.)&lt;br /&gt;
 3) Fighter - mob is a fighter class (?? He can do fighter type skills?  but I've had class fighters do rogue type skills as well)&lt;br /&gt;
 4) Rogue - mob is a rogue (?? but seems to be able to do some fighter type skills)&lt;br /&gt;
 5) Animal - mob is an animal (?? - nope, other than the fact it's not humanoid I don't know why to place this on an animal instead of normal)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undead mobs are not affected by:&lt;br /&gt;
&lt;br /&gt;
soul smash, demon shreak, burning skull, heart squeeze, facemelt&lt;br /&gt;
&lt;br /&gt;
I dont' know if this means under mob class (which is what I'd asked the person that looked it up) or choice #28 in the NPC flags.  Or if you need both to have a real undead.&lt;br /&gt;
&lt;br /&gt;
I'd like to have a real &amp;quot;how to build mobs&amp;quot; guidelines, but can't do it without answers.  &lt;br /&gt;
Thanks to all that read this.&lt;br /&gt;
&lt;br /&gt;
Kvetch&lt;br /&gt;
&lt;br /&gt;
== Zone editing ==&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=133</id>
		<title>Zones</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=133"/>
				<updated>2015-11-10T07:48:33Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Protected &amp;quot;Zones&amp;quot;: test (‎[edit=autoconfirmed] (indefinite) ‎[move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Different Dimensions ==&lt;br /&gt;
&lt;br /&gt;
4D exist out of 4 Dimensions. Each Dimension consists out of different zones, which its own quests, adventures and secrets. To have a closer look at the different zones, just click on the dimension you're interested in, and you'll get a more detailed look of how the dimension is setup. Next to those 4 Dimension there's also a Central part, where people can gather, and talk about things, or find information concerning other areas in the game.&lt;br /&gt;
&lt;br /&gt;
=== The Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central zones are not connected to any Dimension. They consist of Recall and Travel Agency, Mud School, the 4 Newbie zones and the Newbie arena and 'special' PK zones that need imm help to access, like the Battlefield and the Gladiator Arena.&lt;br /&gt;
&lt;br /&gt;
Recall is the place where people hangout when they're not exploring one of our 4 Dimensions. The area is not really part of any of the other Dimension. Recall provides lots of information about features that can be found or done throughout the game.&lt;br /&gt;
&lt;br /&gt;
Recently there's also been made a new expansion to the Recall Area, namely the Gladiator Arena. The Arena itself is only accessible by a certain type of players, namely the Gladiators. Though there's a public Gallery for everyone else where you can support for your favorite Gladiator or maybe throw some rotten tomatoes towards them.&lt;br /&gt;
&lt;br /&gt;
THE 4D CENTER AREA This realm, which is rather small, contains the Healer, the main Donation Pit, Mud School, the Time Warp, from which all the 4 Dimensions can be reached, and the 4D Travel Agency, where you can learn a bit about the special options presented in our unique Mud.&lt;br /&gt;
&lt;br /&gt;
Last but not least the Center Area contains 4 Newbie zones for the levels 1-10 - (one for each Dimension) - plus the Newbie Arena and some shortcuts to some more easy zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#Recall_and_4D_Travel_Agency|Recall and 4D Travel Agency]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-5) || [[#Mud_school_and_Quest_Academy|Mud school and Quest Academy]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Stone_Age_I|Stone Age I]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Robber_Baron_Castle_I|Robber Baron Castle I]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Dry_Gulch|Dry Gulch]] || Nave || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Android_Factory|Android Factory]] || Flyte || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(51-56) || [[#God_Rooms|God Rooms]] || Immortals || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Battlefield|Battlefield]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Chicken_Casino|The Chicken Casino]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-15) || [[#The_Newbie_Arena|The Newbie Arena]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-50) || [[#Realms_of_the_Traders|Realms of the Traders]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Colosseum|The Colosseum]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==== Recall and 4D Travel Agency ====&lt;br /&gt;
&lt;br /&gt;
This Realm is the starting point of your character's life. This is where you enter the game as a newbie, and where all the necessary things for the starting mudder are gathered along Adventure Avenue and venture Way. Here you find Recall Point with the Healer, the Guildmaster, the Donation Pit, a small Bar where you can buy a few necessities, the mortal Post Office, the entrance to 4D Mud School, the 4 Newbie zones, the Newbie Training Arena and last but not least the 4D Travel Agency. The Travel Agency is the place to get information about the special features of this mud. Want to buy yourself a crash-proof private player house? Want a personalized weapon or piece of armour? Want to buy a personal pet or mount or spaceship or Recall item? The Travel Agency is where you find out the price and conditions for all those extra features.&lt;br /&gt;
This is also where you can find the 4D Map room, with descriptions of all the zones in the 4 Realms, the Building Department, with lists of all Builders in 4D and the conditions to become one yourself, the Crypt for the Craven, where you can retrieve your corpse for gold, if you were killed in a distant or dangerous place, the Clan Office with information about the Clans in 4D and the 4D Hall of Fame, where remarkable players in 4D acquire everlasting fame. Maybe one day you will get your own statue in this Hall...&lt;br /&gt;
And one step up from Recall is the Time Guardian, who on request will take you to the Main Game Realm, for players from level 10 upwards.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mud school and Quest Academy ====&lt;br /&gt;
&lt;br /&gt;
The Mud school of 4D is not the usual Mud School with chained mobs in cages that you meet in most muds. This School is totally customized to 4D, and it is also a playable area, full of mobs of a suitable strength for your level and some decent equipment that you can't get anywhere else. It has 4 Classes or Grades - one for each Dimension - and you can drop out of School or skip a class at your own will. The 1st grade teaches the basics about moving about, surviving and killing, the 2nd is devoted to communication and the use of magic, the 3rd teaches you how to use firearms, mounts and vehicles and how to form groups, and the 4th gives you some &amp;quot;special&amp;quot; tips about the secrets of the game. And at the top of the fourth grade is the unique Questor's Academy, where you can learn some of the tricks that usually only very seasoned players know about. Mud School is restricted to the levels 1-5, and it is highly recommended for new players to go through it, before venturing into the world of 4 Dimensions.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age I ====&lt;br /&gt;
&lt;br /&gt;
This is the first of the four Newbie zones for level 1-10, set in Stone Age, where the Neanderthal and the Cro Magnon tribes fight each other, while at the same time fighting Nature for survival. Apart from the Stone Age people, you'll meet mammoths, sabre-toothed tigers and a lot of less dangerous animals that inhabit the forests and steppe at about 9000 years BC. You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Robber Baron Castle I ====&lt;br /&gt;
&lt;br /&gt;
This castle may be rather small, and the robber Baron may not be the most powerful man in the Realms, but he is a pretty nasty customer nonetheless. And so are his ill-bred offspring and his snotty wife, so nobody would object if you raided this castle to rid him of some of his excessive goods and gold. He does have a dungeon though, and if you get thrown into that, it might not be very easy to get out again...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch ====&lt;br /&gt;
&lt;br /&gt;
It's just a small outback town, but it does have some shops and of course a saloon, where you can get yourself a drink. I'm told even the great Shorty himself still buys his shots in this saloon. Apart from that there is not much of interest in this small outback town, just the usual towns people, mongrel dogs, Indians, tumbleweeds and dust, dust, dust...&lt;br /&gt;
It has been months since it last rained in Dry Gulch.&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Android Factory ====&lt;br /&gt;
&lt;br /&gt;
This is where all the androids that overrun the planets in the Future Dimension are manufactured. The androids are of course supposed to help Mankind, in doing many of the menial tasks that Man thinks below himself. Only lately it seems that they don't quite get the message. In fact lately they seem to have grown uppity, lazy, defiant - even hostile at times. Maybe something went wrong at the conveyor belts? Or maybe it's a bug in the programming itself...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== God Rooms ====&lt;br /&gt;
&lt;br /&gt;
These are for the Immortals exclusively, you're only chance to get there would be by &amp;quot;special invitation&amp;quot; - or if you get yourself in major trouble, which would be a wise choice to avoid...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Battlefield ====&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;Battlefield&amp;quot; or Arena of 4 Dimensions, where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;pkiller&amp;quot; or not. When you die in the Battlefield, you do not lose exp or equipment like you risk to do in the normal game. All you lose is your pride, since this is the place to determine who is the best pkiller in the mud. Only one player can win, but all levels can participate, and you can place bets on the Winner. The way to do this is to type 'PLACE Playername'. You need an imm to start up the Battlefield however. Type ARENA to listen to the special Battlefield channel, and HELP ARENA to see the rules for the tournaments.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Chicken Casino ====&lt;br /&gt;
&lt;br /&gt;
Like a game of old fashioned Poker? Well, you can get that here too, although it is a wee bit different from the usual. We don't have a dealer here, instead all the players are let into a large chicken pen, full of chicken and hens.&lt;br /&gt;
Each of these fowl have a card, so you kill as many as you can and collect the cards. Then you put together the best poker hand you can from what you have got, junk the rest of the cards and return to the Casino, where each in turn gives his hand to the Poker Master, who looks at them and decides who the winner is. The Poker rules are the same as always, and there is a list of winning hands posted in the room in case you forgot the rules.&lt;br /&gt;
You will need an imm/hero/helper to open the door to the chicken pen and supervise the game, and it won't be started up unless there are at least 3 players.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Newbie Arena ====&lt;br /&gt;
&lt;br /&gt;
Like most things in 4D, the Newbie Training Arena has four parts, one for each Dimension. You can start in any of them, but the easiest is Pre Historic, and then they gradually get harder. Built by Lonewolf, one of the most experienced players of 4D, this zone not only provides good hunting grounds for low levels, but also a good introduction to the special culture of 4D, with several easy Quests where you can train your brain for larger challenges to come. Also this zone holds some special equipment for Newbies, with rather good stats. If you start your career in 4D with the Quest Academy and this zone, you stand a better chance than most Newbies of mastering the Game.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of the Traders ====&lt;br /&gt;
&lt;br /&gt;
Tired of hack and slash? Want to do something more creative with your spare time? Learn a useful trade, perhaps? The Realms of the Traders will provide you with these options. They are spread over the 4 Dimensions, but with the main centerpoint in the Medieval Dimension.&lt;br /&gt;
The Trader's Office in the 4D Traveling Agency will provide more information.&lt;br /&gt;
&lt;br /&gt;
'''Around Old Yorke, you'll find:'''&lt;br /&gt;
&lt;br /&gt;
8 fields for Farming&lt;br /&gt;
&lt;br /&gt;
8 plots for Gardening	- West Trade Road&lt;br /&gt;
&lt;br /&gt;
Crafter's Alley	- Northeast of Old Yorke&lt;br /&gt;
&lt;br /&gt;
The Chicken Farm	- North Wall Road&lt;br /&gt;
&lt;br /&gt;
The Orchard and the Dairy	- South Wall Road&lt;br /&gt;
&lt;br /&gt;
Several sub-contractors	- To help develop the products.&lt;br /&gt;
&lt;br /&gt;
'''In Old West, you'll find:'''&lt;br /&gt;
&lt;br /&gt;
The Ranch - raise your own herd!	- South of The Range, west of Dodge City&lt;br /&gt;
&lt;br /&gt;
The Old Gold Mine	- West of the Range&lt;br /&gt;
&lt;br /&gt;
Main entrance to the big Mine	- Type 'help Mine' to get directions&lt;br /&gt;
&lt;br /&gt;
Prospecting and gold panning	- Stake your own claim!&lt;br /&gt;
&lt;br /&gt;
The GoldMiners Office	- Dry Gulch&lt;br /&gt;
3 Trading Posts and 3 Cattle Pens	- Main trail between Dodge and Tombstone&lt;br /&gt;
&lt;br /&gt;
Goldmining and Farming	- Fort Sutter, in California&lt;br /&gt;
&lt;br /&gt;
Goldpanning and Prospecting	- Creeks and rocky terrain everywhere&lt;br /&gt;
&lt;br /&gt;
Trapping and skinning	- In The Wild, south and east of Legend&lt;br /&gt;
&lt;br /&gt;
'''In Future, you'll find:'''&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	- Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
An Alchemy feature	- Whotvar System&lt;br /&gt;
&lt;br /&gt;
A Mine for alien Minerals	- Whotvar System&lt;br /&gt;
&lt;br /&gt;
Different natural assets	- Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
2 IGTC's to trade the assets	- Outer Space Grid&lt;br /&gt;
&lt;br /&gt;
Reptile skins to trade	- Planet Reptilia&lt;br /&gt;
&lt;br /&gt;
'''In Prehistoric, you'll find:'''&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	- Greek Islands, Mainland, Egypt, Kush&lt;br /&gt;
&lt;br /&gt;
Exotic fruits, herbs and spices	- Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Silk cocoons	- Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Animal skins, ivory, rhino horns	- Greek Mainland, Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Large forests, exotic logs	- Greek Mainland, some Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Natural assets and local products	- Greek Mainland and all Islands&lt;br /&gt;
&lt;br /&gt;
Gold-carrying streams	- Find out where yourself!&lt;br /&gt;
&lt;br /&gt;
2 Greek Trading Centres	- The islands Carpathos and Cyprus&lt;br /&gt;
&lt;br /&gt;
5 African Trading Markets	- Aswan, Kerma, Napata, Meroe, Khartoum&lt;br /&gt;
&lt;br /&gt;
African trading opportunities	- Egypt, Kush and Punt&lt;br /&gt;
&lt;br /&gt;
Exotic native treasures	- Land of Punt&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Colosseum ====&lt;br /&gt;
&lt;br /&gt;
This is the zone that was made for the PK feature The Gladiator Arena. The Colosseum Arena has two parts. The upper, outdoors part is a plain 7x5 grid. Under this arena is a cellar, accessed by two stairs. The cellar is a bit like a maze, with winding, narrow corridors, animal cages and some maintenance rooms. This part is good for ambush, and it also has some extra features and twists. There is a Gladiator School, which works a bit like a Clan hall, and has some supply shops. There is a Healer in one of the Cellar Rooms and another one in Gladiator School. And finally there is a public Area for spectators to view the fights and get some info about the Gladiator Games. You will find the Public part of this zone west of the Map room, all south from Recall. The Arena itself is only accessible with assistance of an imm. For more info check out the link The Gladiator Arena.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Prehistoric Dimension ===&lt;br /&gt;
&lt;br /&gt;
This dimension is mostly centred around the Mediterranean sea basin, at approximately 1500 BC, and featuring countries like ancient Greece, Egypt, Kush and Punt. The Pre Historic areas can all be reached from the Old Carthage Archaeological Excavation Camp, which is extremely loaded with TimeTraps.&lt;br /&gt;
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As you enter the different excavation trenches, you will be transported to different places within a wide rage of time. You can also access the Mediterranean Sea directly from the harbour of Old Carthage or Carthage Bay.&lt;br /&gt;
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The best way to travel in the PreHistoric World is by ship. You'll find large concentrations of ships near Cape Aulis and at the island Carpathos in the Aegean Sea.&lt;br /&gt;
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Click any of the below zone names for more information.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Old_Carthage|Old Carthage]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#Prehistoric_Forest|Prehistoric Forest]] || Snowbird/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Stone_Age_II|Stone Age II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Crete|Crete]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Labyrinth_of_Knossos|Labyrinth of Knossos]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Greek_Archipelago|Greek Archipelago]] || Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Trojan_War|Trojan War]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Kolchis_and_The_Amazons|Kolchis and The Amazons]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Realms_of_Thetis|Realms of Thetis]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#West_Mediterranean_Sea|West Mediterranean Sea]] || Molly || 300 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Odyssey|The Odyssey]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_River_Nile|The River Nile]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Egyptian_Desert|The Egyptian Desert]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Temple_of_Hatshepsut|Temple of Hatshepsut]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Lower_Egypt|Lower Egypt]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Valley_of_Kings|The Valley of Kings]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Realms_of_Hades|The Realms of Hades]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Greek_Mainland|The Greek Mainland]] || Molly || 900 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Aegean_Sea|The Aegean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Greek_Cities_I|Greek Cities I]] || Molly ||100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Olympus|Mount Olympus]] || Shartrance	|| (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Mediterranean_Sea|Mediterranean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Carthage_Bay|Carthage Bay]] || Molly || 100 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Aegean_Islands|Aegean Islands]] || Molly || 500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#Ali_Baba's_Cave|Ali Baba's Cave]] || Phantom || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Arabian_Desert|Arabian Desert]] || Echin || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Land_of_Punt|The Land of Punt]] || Mireille || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Upper_Nile|Upper Nile]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Desert_of_Wawat|The Desert of Wawat]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Land_of_Kush|The Land of Kush]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==== Old Carthage ====&lt;br /&gt;
&lt;br /&gt;
When you take the Time Warp to the Pre Historic Dimension you are going to land at the gate of the archaeological excavation camp of Old Carthage.&lt;br /&gt;
This city, that was once the centre of all known world, is now practically loaded with Time Traps. Almost every excavation trench that you enter might land you in distant places and ancient times.&lt;br /&gt;
And since the harbour of Carthage was the meeting place for ships from all over the antique world, the finding places under water in that harbour are not exactly safe either.&lt;br /&gt;
Already several of the archaeologists have mysteriously disappeared. So don't be surprised if the remaining crew treat you with suspicion and distrust.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Prehistoric Forest ====&lt;br /&gt;
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The dense, luxuriant jungle is vibrant with life and simmering with moist, steaming heat. Enormous but peaceful Brontosaurs feed from the tops of the trees, and smaller dinosaurs dart in and out between the undergrowth. From the almost impenetrable foliage you hear strange and mysterious sounds, some of them faint - a mere rustle of leaves - but every now and then an ear-shattering roar echoes through the forest, and the earth trembles under the steps of the Tyrannosaurus Rex and the Giganotosaurus. Large flying Pteranodons sail majestically through the air and even the watering hole is teeming with life.&lt;br /&gt;
*** WARNING! ***&lt;br /&gt;
This forest is a VERY dangerous place. If you are not a very powerful traveller who has defeated the toughest of creatures to be found in the 4 Dimensions, fighting the Dinosaurs in this forest is NOT for you... yet.&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the western parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Stone Age II ====&lt;br /&gt;
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In the south European mountains about 9000 years BC two tribes of pre historic men are engaged in a life and death struggle. The Cro Magnon Man, in every way as intelligent and resourceful as modern man, is fighting the older and more primitive race of Neanderthal Man, and step by step the Neanderthal tribe is driven to retreat. In just a few more centuries the Neanderthals will be totally extinct and no more will remain of them than legends of Goblins and Trolls, still lingering until modern time. But the shaman of the Neanderthals has planned a gruesome revenge - and in the very heart of the deep caverns under the Cro Magnon home cave too...&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the eastern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Crete ====&lt;br /&gt;
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The island of Crete has a dominant position during the antique period. The rulers of Crete also rule the sea, and since the water ways are the main transportation during this era, they rule the earth. All known countries with the exception of Egypt pay tribute to Crete. And since the Cretans are a decadent people with peculiar and cruel tastes, the main part of that tribute consists of slaves - young men and women destined to dance and die before the Cretan bulls on the bloody sand in the arena. But - at long last there is a faint gleam of hope. Theseus has come to Crete, to organize the Bull Dancers in rebellion against the King Minos, and the monster Minotaurus.&lt;br /&gt;
You will find the entrance to this zone in the harbor, situated in the northern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Labyrinth of Knossos ====&lt;br /&gt;
&lt;br /&gt;
Under the Palace of Knossos lies the famous Labyrinth, once created by the celebrated architect Daidalos. It was built by order of King Minos of Crete, to contain and hide the monster Minotauros, the unfortunate offspring of an unnatural intercourse between Queen Pasiphae and a bull. - (Talk about family skeletons!) - Minotauros has the head, neck and shoulders of a bull and the body of a man, he is uncommonly strong and feeds on human flesh. Only the brave and strong should venture into the Labyrinth, since once in there it may not be so easy to find your way out again. There IS a way out though - in fact there are even two...&lt;br /&gt;
How do you enter this Labyrinth? Well, how do you think? From the cellar vaults of the Palace of Knossos of course...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Greek Archipelago ====&lt;br /&gt;
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The Greek Archipelago consists of:&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|10-20 || Aegean Sea || 120 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|10-30 || Northwest Cyklades || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|40-50 || Southeast Cyklades || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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North of the island of Crete lies the Cyclade archipelago, with all the famous classical islands, Thera, Naxos, Paros, Ios, Andros, Mykonos, Delos, where the twins Apollo and Artemis were born, and many many more. On these islands you will meet mythical creatures like titans, fauns, nymphs, centaurs, satyrs, dryads and oreads. The sea too is inhabited by strange beings, like tritons, naiads, sirens and halkyons. Occasionally even some of the Greek Gods descend from heaven, mostly to pursue human youths and maidens - the Greek Gods are infamous for their sexual appetite. Don't anger the Gods though, unless you are prepared to take the consequences - the Greek Gods are infamous for their short temper and long memory too. So worshipping them might be a better choice than attacking them, unless you are very strong and bold. Beware also of the Southeast Cyklades - many perils await the adventurer on those islands - but also rich rewards.&lt;br /&gt;
You will find the entrance to this archipelago in the harbour in the north part of old Carthage; find the wreck of a Greek ship and enter that. You can also get there by sailing east and then north and west from Crete.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Trojan War ====&lt;br /&gt;
&lt;br /&gt;
The siege has lasted for nine years and tension is building up in both sides. Achilleus is sulking in his tenth after a quarrel with the commanding officer, Agamamnon, over a woman captive, Briseis. Without their main warrior, the Greeks aren't doing too good, and there has been some talk among the men about breaking the siege and going home. On the other hand, supplies are getting scarse in the besieged city, and after the long siege many citizens are losing heart. The main thing that is still keeping the defense up is the knowledge of what would happen if the city fell. There would be no end to the looting, killing and raping, since the victors would be merciless, after this long wait. So Troja still stands, but the cunning Odysseus has a plan. Ever heard of the Trojan horse?&lt;br /&gt;
You will find this legendary City east of the Greek Archipelago, on the mainland of Asia Minor. The best way to get there would be to catch one of the ships with reinforcements, that are gathering at the Cape of Aulis. Although the city of Troy is not yet in the game, the Aegean Sea, with all its many islands are.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Kolchis and The Amazons ====&lt;br /&gt;
&lt;br /&gt;
Far east of the Hellespont Strait lies the mythical Kolchis, also called Phrygia, where the Amazons live and where the rivers are said to be filled with gold. This is where Iason went to capture the Golden Fleece. And this is where the chaste Moon Maidens worship the Goddess Artemis, who is known as Bendis in these parts of the world. The Amazons are a folk of women exclusively, they are female warriors that frequently raid the neighbouring countries to get fathers for their children. After performing their task - which they usually do quite willingly - the studs are killed off by the Amazons to keep their race clean.&lt;br /&gt;
According to the myth the Amazons cut off their right breast to be able to draw their bow more easily. Wouldn't you like to know if the myth is true?&lt;br /&gt;
Well - you'll have to wait a bit. This zone is in advanced planning, but not yet in the game.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Realms of Thetis ====&lt;br /&gt;
&lt;br /&gt;
If you succeed in escaping the bulls in the island of Crete, the Mediterranean Sea lies before you, stretching all the way south to the African coast, where countries like Egypt and Arabia are situated, east to the coast of Asia, with countries like Assyria, Babylon, Persia and Palestine and west to the Garden of the Hesperides and the Statues of Heracles (which is now known as the Straits of Gibraltar). And under the surface lies a world of its own, ruled by the mighty Poseidon and his spouse Amphitrite. Rich bounty may await you here, but also sharks an innumerable other dangers. And since the Mediterranean Sea is so vast and perilous, it might be a better idea to head north instead, to the Greek Archipelago, where the dangers of getting lost in a storm or eaten by a shark aren't nearly as great. But then again - the skilled sailor can avoid many of the dangers in his fast ship...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== West Mediterranean Sea ====&lt;br /&gt;
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When Odysseus was on his way back to his home island, Ithaka, after the Trojan War, he was wind-driven and lost his way. And like Odysseus you will be a play-thing for the capricious winds, if you manage to pass the ten-headed monster Skylla to enter these vast and perilous waters. You cannot map the open sea and the winds will blow you any way they like. It took Odysseus ten years to return to his native home - how long will it take you? There are 11 islands in this zone, each presenting its own challenges and its own rewards.&lt;br /&gt;
How many of them will you be able to find? And will you be able to make your way to the island of Ithaka, which is the only way you can leave this maze? One way to enter this part of the sea would be through the strait of Scylla and Charybdis, which you will find west of the rock of Lorelei on the African coast. And that straight isn't exactly safe...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Odyssey ====&lt;br /&gt;
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This zone is recreating the wanderings of Odysseus; sailing from island to island, trying to find his way home from the Trojan War. Each island presents a challenge of its own, and on most of them you will find a choice item, making the efforts well worth while. Here is a list of all the islands:&lt;br /&gt;
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Island of Aeolus, where the Master of all Winds resides.&lt;br /&gt;
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Island of the Lotophags, where the inhabitants are lost in dizzy drug dreams.&lt;br /&gt;
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Island Of The Cyclopes, inhabited by titans with a single eye in the forehead.&lt;br /&gt;
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Island Of The Laistrygons, man-eating giants with a very nasty temper.&lt;br /&gt;
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The Statues Of Heracles, also the entrance to Oceanus and the Island Erythia.&lt;br /&gt;
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Island of Aeaea, the home of Circe the sorceress and also the entrance to Hades.&lt;br /&gt;
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Island Of The Sirens, who trap unlucky seamen with their irresistible song.&lt;br /&gt;
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Island of Thrinakia, where the fat cattle of the Sun God Helios graze.&lt;br /&gt;
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Island of Ogygia, where the lovesick nymph Calypso will smother you in love.&lt;br /&gt;
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Island of Scheria, home of the friendly and hospitable Phaeacians.&lt;br /&gt;
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Ithaka, Odysseus' home island, where his wife Penelope is besieged by suitors.&lt;br /&gt;
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How many of these islands in West Mediterranean Sea will you be able to find?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The River Nile ====&lt;br /&gt;
&lt;br /&gt;
Broad and majestic the River Nile floats on its way to the Mediterranean Sea. It is the main artery of life for Egypt, the yearly flooding bringing its gift of nutritious mud to fertilise the fields. But it is also the main transport route, even large ships can sail all the way up to Thebes, where the famous necropolis 'The Valley of Kings' is situated. If you venture up this river you should know that it has its perils of its own - huge and aggressive crocodiles and riverhorses, that can overturn a small boat easily. Which is why using a larger ship for your travel would be a good idea.&lt;br /&gt;
The River Nile is reached from the south-eastern part of the Mediterranean Sea and is the entrance to all Egyptian zones. You can also get here from a Time Trap in Old Carthage. Which one should be pretty obvious.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Egyptian Desert ====&lt;br /&gt;
&lt;br /&gt;
The south part of Egypt, known as Upper Egypt or the Red Land, is a barren land. Apart from a narrow stripe along the Nile it consists mostly of desert. Harsh and forbidding is this desert; very few creatures can survive the heat of the day and the cold of the night, and you might find it a deadly task just to traverse it. Yet it is the only way to get to the famous Temple of Hatshetshup, which is situated beyond the Valley of Kings. On your way there you might be lucky enough to find the small shop in the middle of the desert.&lt;br /&gt;
&lt;br /&gt;
And talking to the people you will meet by the riverside before venturing into the desert might provide you with some valuable information - if you know how to use it.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Temple of Hatshepsut ====&lt;br /&gt;
&lt;br /&gt;
This great female Pharaoh, who was more successful than many of her male counterparts, made Egypt more prosperous than in many centuries. Her ships sailed all the way to the land of Punt, bringing back immense riches; gold, myrrh and rare and valuable kinds of wood, like the black ebony and the red mahogany. To manifest her many deeds Hatshepsut built this great temple in the desert, where it would be hard to find for those that bear ill will. The temple is truly grand, few have seen the likes of this building or of the treasures harboured behind the pillared walls. But bad men and robbers go everywhere, and it is rumoured that some of the most valuable items have been stolen from the temple...&lt;br /&gt;
The entrance to this zone is from the Egyptian Desert. Good luck in finding it... Muhahaha!&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Lower Egypt ====&lt;br /&gt;
&lt;br /&gt;
The north part of Egypt, where the soil is dark and fertile, is known as the Black Land or Lower Egypt. It is a land of agriculture, where the people are totally dependent on the river for survival. It is a land of great social contrast, where the rich people are more prosperous than in most other countries, while the fishermen and the farmers are as poor and insignificant as the dirt on the ground. It is a land of religion, where the Priests hold much of the power and wealth and the Temples hold many of the secrets. It is a land of perils, like the great swamps east of the Nile estuary that only few dare to enter. And it is the land of myths, like the story about Isis and Osiris and the evil Seth, a legend that is a personification of the annual flooding of the river Nile. Perhaps you will become a part of this ancient legend during your travels through the land.&lt;br /&gt;
You will find several entrances to this zone along the River Nile.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Valley of Kings ====&lt;br /&gt;
&lt;br /&gt;
The Pharaohs of the Old Kingdom built the vast pyramids to contain their mummies, so that they would live for ever. The Pharaoh was buried deep inside the pyramid, surrounded by all the things he would need for the next life. The pyramids could be seen from great distances and were an easy target for thieves, who could break into them at night. The later Pharaohs wanted their burials to be safer, so they cut their tombs deep into rocks in this remote valley, but even so the grave robbers found ways of breaking into them. The passages were filled with enormous stone blocks, the doors were barred and sealed, dire threats were written on the walls to scare off any intruders, the graves were turned into mazes, full of deathtraps. And still the tombs were robbed...&lt;br /&gt;
The burial place of the Pharaos, known as the Valley of Kings, was once the home of a Bedouin tribe, and the members of that tribe didn't take kindly to being forcibly evicted from their ancestral home. They are set on revenge. The entrance to the Valley of Kings lies in the barren desert west of the River Nile, opposite the city known as Thebes in Old Egypt.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Realms of Hades ====&lt;br /&gt;
&lt;br /&gt;
When the ancient Greeks die, this is where they end up, in the dark Realms, where Hades is King and Persephone Queen. You have to be ferried over the River of Styx to enter this dark land, but if no burial rites have been performed over your corpse, you won't even be allowed in. If you cannot pay the obol that Charon will ask for the passage, you are doomed to wander for ever on the Fields of Shadow, near the groves of Persephone. But once past the Styx, you will reach the Asphodel Fields, the Vales of Mourning and the Plain of Judgement, where the good will be separated from the evil. If you have lead a good life, you will be sent to the Elysean Fields, the land of the happy dead. But the evil souls will be thrown into the pits of Tartaros, where they will be tortured by fire, until they repent and are given a second chance.&lt;br /&gt;
There are several backdoors to the Realms of Hades, but the main entrance is from Circe's island in the West Mediterranean Sea. But you might also end up there if you throw yourself over a precipice somewhere in the Cyclades... or do some other foolish action leading to your untimely death.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Greek Mainland ====&lt;br /&gt;
&lt;br /&gt;
Ancient Greece, the cradle of civilization and of democracy. There is an old saying; 'Even the ancient Greek...' illustrating how Greece has influenced modern man in many different ways. Warriors, demagogues, athletes, scientists, philosophers, poets, playwrights - the ancient Greeks had many strings on their lyre. You have probably read many of the myths; part history, part fiction. Heracles, Bellerophon, Agamemnon and Clytaimnestra in Mycenae, Helen of Troy, Achilleus and Ajax, Iason and Medea, Theseus and the Minotaur, Orfeus and Euridice, Oedipus of Thebes, Socrates and Platon, Archimedes - real or mythical persons, who have in many different ways influenced our litterature and our science. This is where they all lived, loved, fought and died - Ancient Greece.&lt;br /&gt;
This large zone, 800 rooms big, is mostly a grid, a 'travel zone', which can be regarded as a map over Greece. And it holds the entrances to many of the 'real' zones. However, this 'map' is inhabited with Gods and mortals, beasts and mythical creatures, some peaceful, some aggressive. So don't stray too far off the main track or the more densely populated areas in Argolis, Attica and Boetia, if you want to be reasonably safe from robbers and predators.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Aegean Sea ====&lt;br /&gt;
&lt;br /&gt;
Many great seafarers have traversed the Aegean Sea. Among the more famous were Jason and the Argonauts, setting out to capture the Golden Fleece; Theseus and Pirithoos, roving adventurers; the Achean fleet, setting out to conquer Troy under the leadership of Agamemnon; home-turning heroes like Odysseus, returning to Ithaka after the siege, and also some of the defeated Trojans like Aneas, who was looking for a new home and found it in Rome. All these famous heroes have sailed in these waters, and also innumerable others, who shall remain nameless. Because during the antique period the sea was the main route of communication, full of perils, but still faster and safer than traveling over land.&lt;br /&gt;
This zone is a travel zone, a 500 room large grid, which will connect you to Crete, the Greek Mainland and the Cyclades Archipelago, Asia Minor with Troy and the land of the Amazons, Macedonia and Thrace in the north, and all the Islands along the coasts. It is not a 'safe' travel zone however, sharks and other large sea creatures may attack and overturn a small boat, so it is best traversed by ship. You will find a small fleet of ships gathered at the cape of Aulis, and the fastest way to get there is by finding the right Time Trap in Old Carthage. Unless of course you want to do it the hard way, and sail there on your own.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Greek Cities I ====&lt;br /&gt;
&lt;br /&gt;
Some of the cities of Peleponnesos in antique times come to life in this zone.&lt;br /&gt;
&lt;br /&gt;
- Olympia, where the Olympiad was born, and where the Games are held each fourth year. A prospering city, rich from all the visitors for the Games.&lt;br /&gt;
&lt;br /&gt;
- Pisa, the small neighbour city, envious of the prosperity of Olympia, but with a great history of its own. Pelops, who gave his name to the entire peninsula, lived, died and was buried in this city.&lt;br /&gt;
&lt;br /&gt;
- Argos, ruled by a tyrant, and with a dark past. Its history is a part of the blood feud between Atreus and Thyestes, sons of Pelops.&lt;br /&gt;
&lt;br /&gt;
- Tiryns, the city of Heracles, dedicated to the name of the great Hero, and making a hefty profit from exploiting it to Time Tourists.&lt;br /&gt;
&lt;br /&gt;
Olympia and Pisa are situated in the west part of Peloponnesos, Argos and Tiryns in the east.&lt;br /&gt;
More Greek cities are in planning: Sparta, Mycenae, Athens, Thebes and Delphi.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mount Olympus ====&lt;br /&gt;
&lt;br /&gt;
The Greek Gods were infamous for their adultery, temper tantrums, jealousy and vindictiveness. In fact, the Greek Mythology is like one endless Soap Opera - or even worse, because the Gods, with their immortal powers had options that few mortals enjoy. One of the most notorious was the King of the Olymp, Zeus himself, who had innumerable affairs with different women. He used to pursue them in different disguises; a bull, a swan, a cloud, a fire flame, a shower of gold... And then his jealous spouse, Hera, in turn used to pursue his mistresses and their offspring relentlessly...&lt;br /&gt;
Mount Olympus is where most of the Gods live in comfort and luxury, dining on Nectar and Ambrosia, plotting and scheming, quarrelling and having love affairs.&lt;br /&gt;
Those of you that know Shartrance also know that she is the right person to do justice to a scenario like this.&lt;br /&gt;
You will find the entrance to Mount Olympus in the Northeastern parts of the Greek Mainland, the region known as Pieria. &lt;br /&gt;
When the zone is completed, that is.&lt;br /&gt;
If you see Shartrance around, remind her of it.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mediterranean Sea ====&lt;br /&gt;
&lt;br /&gt;
All in all the Mediterranean Sea Grid with its groups of islands now contains ca 1300 rooms. Most of the islands can be entered and are smaller or larger zones of their own, an additional 400 rooms.&lt;br /&gt;
The grid may be expanded westwards later, as the known world grows.&lt;br /&gt;
For now the sea Grid consists of the following parts:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
| 50-60 || North Aegean Sea (North Sporades) || 400 Rooms&lt;br /&gt;
|-&lt;br /&gt;
| 10-20 || Southwest Aegean Sea (Cyclades) || 120 rooms&lt;br /&gt;
|-&lt;br /&gt;
| 50-60 || Southeast Aegean Sea	(South Sporades) || 105 rooms&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || Ionian Sea (Ionian Islands) || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
| 30-50 || East Central Mediterranean Sea (Crete) || 185 rooms&lt;br /&gt;
|-&lt;br /&gt;
| 50-60 || East Mediterranean Sea (Cyprus) || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || West Mediterranean Sea (The Odyssey) || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The entire sea grid is accessible with ships. There are 33 ships available in different locations along the Greek coast, most of them outside Aulis. And an additional 25 are located in harbours around the South Sporades, with Carpathos as the centre point.&lt;br /&gt;
As a general rule the sea is a rather dangerous place, with roaming flocks of sharks, so using a ship when venturing outside the shallow coastal waters is highly recommended.&lt;br /&gt;
Small parts of the sea (the Cyclades and the central sea between Crete and Carthage) are also guarded by the Sacred Shield of Thetis, making these parts reasonably safe from the most aggressives shark flocks.&lt;br /&gt;
If you venture outside the safe parts in a small boat - prepare to die!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Carthage Bay ====&lt;br /&gt;
&lt;br /&gt;
Situated in the northeast part of the Archeological Excavation Camp of Old Carthage is Carthage Bay, a large bay sheltered by a coral reef - and a fence. The archeologists of Old Carthage have decided that they need some help from the visitors in their work, since the native workers have started to desert the Camp in superstitious fear of the Timetraps. So, Time Tourists are allowed to search for artifacts in the Bay. And if you find all the parts of an old item and turn them in to the right expert, you will be well rewarded.&lt;br /&gt;
And if you succeed in assembling them yourself, you'll be even better rewarded. Carthage Bay probably has the best fishing waters in the Realms, with plenty of easy and non-aggressive fish and other sea creatures to hunt. And since the bay is secured from large and aggressive sharks by a fence, many Time Tourists go there just for the safe and abundant fishing.&lt;br /&gt;
For the Questor, this is a very good place to get adjusted to the way questing usually works in 4D. The zone has all the tricks and treats of the high level zones, but without the dangers.&lt;br /&gt;
And it has these features to a much higher degree. While in a hard Quest zone you might have to search around 50 rooms before you find anything interesting, in Carthage Bay there is something hidden in almost every room. But HIDDEN is of course the key word, don't expect the pieces to lie out in the open.&lt;br /&gt;
You'll find the entrance to Carthage Bay if you go all north and then follow the fence east in Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Aegean Islands ====&lt;br /&gt;
&lt;br /&gt;
There are 4 Main Island Groups in the Aegean Sea:&lt;br /&gt;
&lt;br /&gt;
- The Cyclades (which form zone 6P called Greek Archipelago).&lt;br /&gt;
&lt;br /&gt;
- The North Sporades, with the islands Euboea, Sciathus, Parapethus and Scyros.&lt;br /&gt;
&lt;br /&gt;
- The Thracian Archipelago, with the islands Thasos, Imbros, Lemnos, Tenedos, the somewhat isolated island Lesbos and the peninsula Athos.&lt;br /&gt;
&lt;br /&gt;
- The South Sporades or Dodecanese, with the islands Chios, Samos, Icaria, Calydnos, Calymne, Lebinthos, Astypalea, Cos, Anaphe, Nisyrus, Syme, Carpathos and Rhodes.&lt;br /&gt;
&lt;br /&gt;
- And far to the east in the Mediterranean Sea lies the isolated island Cyprus.&lt;br /&gt;
&lt;br /&gt;
Trading is abundant in all the Greek islands, and almost every island has some valuable asset that can be traded somewhere else. It is possible to travel among the islands in a small boat, but if you leave the coastal waters or the archipelagos a ship is recommended, due to the flocks of sharks. Apart from the perils of the sea, most of the islands are comparatively safe, as long as you don't break the peace yourself. The exceptions from this rule are Tenedos, where a guerilla war is raging, and Icaria, which is possessed by pirates.&lt;br /&gt;
The enterprising Trader would be advised to start out on Carpathos, northeast of Crete, where you can get access to Sea Charts and Trading Charts.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Ali Baba's Cave ====&lt;br /&gt;
&lt;br /&gt;
You have probably heard about Ali Baba and the 40 thieves, and the hidden cave with all the legendary treasures they collected on their raids to the Sultan's palace. Now is your chance to find out if these legends are true.&lt;br /&gt;
Of course, you need to get through the desert to find the cave first...&lt;br /&gt;
And then figure out how to get into the cave...&lt;br /&gt;
But that shouldn't be too hard for a smart guy like you.&lt;br /&gt;
This zone is mainly for those who just left the Newbie zones, and are looking for something a bit more challenging, but still not too hard. It was created by one of the Helpers, so it has some easy quests, designed to teach you some of the things that are special for this Mud. Things like listening, smelling, looking behind and under things and so on...&lt;br /&gt;
You will find the zone just east of the Gate that leads to the Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Arabian Desert ====&lt;br /&gt;
&lt;br /&gt;
This is the link between Europe, Africa and the Orient. Situated east of Egypt, this vast and arid desert is a dangerous place, and most people crossing it prefer to travel in groups or caravans. The heat alone could kill you, but there are also raiders, poisonous snakes, locust and other plagues. And yet people manage to live in this desert, nomad tribes, living in tents made of Oryx hide. There are a few oasises, where you can find shadow and water. And also there are some tales of a mysterious forest in the heart of the desert.&lt;br /&gt;
Is it just a mirage? Is it the confused ramblings of exhausted travelers on the verge of heat stroke? What is the truth about the mysterious forest?&lt;br /&gt;
You can enter this desert from the southeast corner of the Mediterranean Sea.&lt;br /&gt;
Or from the time trap in the northernmost excavation trench on West Path in Old Carthage.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Land of Punt ====&lt;br /&gt;
&lt;br /&gt;
The legendary Land of Punt... This is the place where Queen Hatshepsut sent her famous expedition that brought exotic and rare treasures back to Egypt.&lt;br /&gt;
Since then others have followed in her footsteps, but few have returned. The way to Punt is long and full of perils, and once there you might find that the land itself is equally perilous. Even though the natives are mostly friendly, you'll have to deal with the large animals of the jungle and the savannah - lions, leopards, elephants, giraffes, not to mention several breeds of poisonous snakes... And if you think that the jungle is perilous, this is nothing compared to the limestone caves that you will find in another part of Punt. There are also mythical creatures, of which even the natives speak with fear and awe, like the Dzunkwa, who is said to feed on small children.&lt;br /&gt;
And still many people find it worth while braving the hardships and perils, just for the exotic treasures and the trading opportunities. To find the Land of Punt, you need to travel up the Nile, past the Land of Kush and the swamp where the pygmies live. But if you expect to have any success in trading with the natives, you'd better learn the language or find some kind of translating device that works.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Upper Nile ====&lt;br /&gt;
&lt;br /&gt;
While the Lower Nile flows broad and lazy through a fertile cultivated valley, the Upper Nile has a different character. The current is swifter, the river is much narrower, and the surrounding landscape, with the exception of a narrow green basin along the river shores, is much harsher. Through a long part of its course, the Upper Nile flows through the vast and inhospitable Sahara desert, where not many life forms can survive. But along the river basin civilization has developed, and the cities, temples and graveyards of Kush are just as amazing as those of Egypt.&lt;br /&gt;
Situated along the upper Nile are also the famous temples of Philae and Abu Simbel, which were erected by the Egyptians.&lt;br /&gt;
There are six cataracts between Aswan and Khartoum, and these make sailing more difficult, since you have to drag the ships past the rapids. At Khartoum the Nile splits in two arms, one emanating from the Abyssinian highlands, the other from the steaming jungles and swamps of Central Africa. And somewhere along its course you'll find the legendary Land of Punt.&lt;br /&gt;
The Upper Nile is mainly a Travel zone, which connects Egypt with the Land of Kush, and beyond that the legendary Land of Punt, but it also has its own challenges and quests. Above all it is a Trading zone, and you'll find Trading Markets in several places along its course. And if you are headed for Punt, it might be a good idea to keep your eyes and ears open along the way, because both the Egyptians and the Kushites seem fascinated by that country. To get to the Upper Nile zone you need to travel upstream from the estuary, through the lower Nile and past Aswan.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Desert of Wawat ====&lt;br /&gt;
&lt;br /&gt;
The northern parts of the vast Sahara desert is known as Wawat, or Lower Kush. It is an arid, desolate country, where only a few nomad tribes can survive with their herds. No wonder that the Egyptians mostly refer to Kush as 'The wretched Lands'. But Wawat also has a very strategic location, and several goldmines.&lt;br /&gt;
The Egyptians and the Kushites constantly fight for power over the territory, although the two countries officially are at peace and have close and frequent trading contacts.&lt;br /&gt;
Wawat is also a place that attracts archaeologists, because of the many nomad graves, and because of the treasures lost by caravans and other travellers that have perished in the sand and the heat.&lt;br /&gt;
This 200 room grid zone should be a good levelling place for reasonably strong players, because it has the unique feature of loading mobs that are adapted to your level and tier when you enter 6 special rooms.&lt;br /&gt;
It also has several quests, some pretty easy, some very hard. Helping the nomad people of Wawat could be one vocation, but you might instead prefer to assist the Egyptian garrisons in the forts along the Nile.&lt;br /&gt;
The Desert of Wawat is situated at the northern part of the Upper Nile, between Aswan and Kerma.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Land of Kush ====&lt;br /&gt;
&lt;br /&gt;
Few people know about it today, but the civilization in Kush, which is also known as Nubia, is the oldest one in Africa, and just as advanced as that of ancient Egypt. There are in fact more pyramids in the Land of Kush than you can find in all Egypt. Names like Kerma, Napata, Meroe and Khartoum are well known to both travellers and historians.&lt;br /&gt;
Religion and the belief in a Life after Death was as important to the Kushites as to the Egyptians, and they shared many of the deities. The Kushites were known for their exquisite handicraft, in particular pottery, patterned cloth and bronze weapons. But most of the artwork was created as grave goods, and was buried in the tombs to make life on the other side easier for the dead.&lt;br /&gt;
The main city, Kerma, is actually two cities, where The City of the Dead is a mirror of The City of the Living. At Napata, where the Kings of Kerma are crowned and buried, you'll find not only the large burial ground of Nuri, but also the famous mountain Gebel Barkal, with its row of temples hewn into the rock proper.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Medieval Dimension ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Olde_Yorke_City|Olde Yorke]] || Molly || 250 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Tournament_Place|Tournament Place]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Robber_Baron_Castle|Robber Baron Castle II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Sherwood_Forest_and_Nottingham_City|Sherwood Forest]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Viking_Ship_and_Green_Fen_Village|Viking Ship]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Pirate_Galley|Pirate Galley]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Convent_and_Nunnery|Convent and Nunnery]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Camelot_and_Durmandle|Camelot]] || Molly || 190 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Castle_of_Mirkheim|Castle of Mirkheim]] || Lanseril || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Elven_Forest|Elven Forest]] || Malfeasor/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-45) || [[#Metropolis_of_the_Elves|Metropolis of the Elves]] || Fallacy/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Sanctuary_Haze|Sanctuary Haze]] || Kelixa/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_High_Mountains_and_the_Tower_of_Rapunzel|Tower of Rapunzel]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Troll_Forest|Troll Forest]] || Zsijn || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Osten_Ard|Osten Ard]] || Moonstar/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Ice_Castle|Ice Palace]] || Niketh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Winter|Mount Winter]] || Kristen/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Temple_of_the_Damned|The Temple of the Damned]] || Nicoli/Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dun-Shivaar|Dun-Shivaar]] || Remington || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Serf_Village|The Serf Village]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Township_of_Odessin|The Township of Odessin]] || Crystal || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-60) || [[#The_Lostlands|The Lostlands]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Fenezia|Fenezia]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#A_Rip_in_Time|A Rip in Time]] || Crystal || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mother_Goose|Mother Goose]] || Shartrance || 180 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Midlands|The Midlands]] || Soulstar || 150 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dragon_Island|Dragon Island]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Enchanted_Lands|Enchanted Lands]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#City_of_the_Tulipek|City of the Tulipek]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(45-50) || [[#Mount_Kuromeru|Mount Kuromeru]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Citadel_of_Thandar|The Citadel of Thandar]] || Durgan || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Town_of_Ta-Beneth|The Town of Ta-Beneth]] || Durgan || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Dragon_Caves|The Dragon Caves]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Royal_Forest|The Royal Forest]] || Alabastor || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-40) || [[#The_NightDragon_Realms|The NightDragon Realms]] || Kvetch || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Land_of_Avalon|The Land of Avalon]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-150) || [[#The_Mountain_Village_of_Gelindril|The Village of Gelindril]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Flying_Fortress|The Flying Fortress]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dragon_Forest|The Dragon Forest]] || Angel/Kvetch || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Olde Yorke City ====&lt;br /&gt;
&lt;br /&gt;
This large town with narrow and winding streets is the first that meets you when you take the Time Warp to the Medieval Dimension. Surrounded by its broad moat and protecting town wall, guarded by archers from the ten defence towers, the City of Olde Yorke is the natural centre of the blooming eastern parts of medieval England. Here you will find shops, banks, Inns and Pubs, to fulfil all your needs, here also the Administration and Law of the Eastern Realms is situated in the impressive Town Hall. And the Cathedral is said to be the largest and most beautiful in all England. You will be quite safe in this city as long as you don't break the peace. But if you do - beware of the Cityguards...&lt;br /&gt;
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==== The Tournament Place ====&lt;br /&gt;
&lt;br /&gt;
Situated just east of Olde Yorke, the Tournament Arena offers the most popular form of divertissement during Medieval time. Almost every day the gallant knights of the country encounter each other in mortal combat or playful joust in this Arena, while the nobles of the country watch the games from the gallery, and the peasants and sundry mill and throng outside the fence to catch a glimpse of their favourite knight. The first Sunday of every month the famous &amp;quot;Knight of the Month&amp;quot; Tournament is held, to decide who is the most powerful knight of the Realms. If you want to measure your strength against other players without registering as PKiller, you can go one step down from the center of this arena, to the Gladiator Pit, where you can fight without risking to lose your corpse or get a KILLER Flag. You could also go to the &amp;quot;Arena&amp;quot; of 4 Dimensions, another place where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;Pkiller&amp;quot; or not. You need an imm to start the Arena, whereas the much smaller Gladiator Pit is accessable at all time.&lt;br /&gt;
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==== The Robber Baron Castle ====&lt;br /&gt;
&lt;br /&gt;
The Robber Barons are the disgrace of feudal England. Oppressing and abusing their unfortunate tenants, ambushing innocent travellers, taking hostages and claiming enormous ransoms from their poor relatives, they gather their illegitimate riches, always expanding their powers to add more land and properties to their already enormous domains. The walls of their castles are thick and impenetrable, the dungeons deep and dark - he who dares enter this castle does so at his own peril. You will find the Robber Baron's castle in the eastern Realms, just east of the Tournament Place.&lt;br /&gt;
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==== Sherwood Forest and Nottingham City ====&lt;br /&gt;
&lt;br /&gt;
The Road to Nottingham passes through the infamous Sherwood Forest, where Robin Hood and his merry men defy the Law of feudal England. As soon as you leave the comparatively safe road and venture into the woods, a green-coated archer may lurch behind every tree. You may risk your purse, if not your life, when you enter this forest, and it isn't necessarily the green-coats that present the greatest peril. The Sheriff's men have been known to attack innocent travellers too. But if you make it safely to the small town of Nottingham, some of the best shops in the territory await you there. Sherwood Forest is situated in the eastern Realms, east of the Tournament Place and the Robber Baron's castle. Just follow Tournament Road, Dirt Road and Nottingham Road, and you will soon be there.&lt;br /&gt;
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==== The Viking Ship and Green Fen Village ====&lt;br /&gt;
&lt;br /&gt;
The rough and uncouth warriors from the distant Northern countries regard the eastern coast of England as their own private playground. Every year a Viking Ship hits the lush and marshy coast near the small village Green Fen. But while the farmers of the coastal area complain bitterly about the ravaging Vikings, the resourceful villagers have adjusted to the situation.&lt;br /&gt;
Green Fen has developed from a poor fisherman's village, to a prospering Tourist Centre, offering the visiting Vikings all sorts of accommodation and services - mostly in the form of licensed houses (the Vikings like to hit the booze between battles). To find Green Fen, just follow the road leading eastwards from Olde Yorke until you reach the east coast.&lt;br /&gt;
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==== Pirate Galley ====&lt;br /&gt;
&lt;br /&gt;
If The Vikings are a pain in the butt to the coastal inhabitants, the Pirates from the Mediterranean sea are an even worse plague. In a small, natural harbour on the east coast a Pirate Galley Ship is hiding, while the crew raids the neighbourhood. Having gathered priceless treasures in several countries before arriving at this remote coast, the Galley Ship presents a rich prize for an enterprising adventurer, who has the timing of hitting it while the main part of the crew is ashore looting the countryside.&lt;br /&gt;
The easiest way to find the Pirate galley might be to follow the river Tain north- and eastwards from the bridge of Nottingham, and then go north at the estuary.&lt;br /&gt;
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==== The Convent and Nunnery ====&lt;br /&gt;
&lt;br /&gt;
Surrounded by impenetrable high walls, the adjacent Monastery and Nunnery present a sanctuary as well as a challenge. Somewhere inside those walls a very powerful item has been hidden - hidden so well that so far nobody has succeeded in finding it. The two convent orders share the same church - and as the attentive explorer will discover, they also have a lot of other things in common. In fact there are more secret passages between those two convents than you would ever dream of. Oh well, even monks and nuns are entitled to some fun, aren't they? The twin Convents are situated just northeast of the Tournament Place in the Eastern Realms.&lt;br /&gt;
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==== Camelot and Durmandle ====&lt;br /&gt;
&lt;br /&gt;
The West Trade Road that leads from Olde Yorke To Camelot is long and full of perils. But once you get your first glimpse of that golden citadel from the rolling hills east of Durmandle, you realise that the road is well worth travelling. Don't forget to actually LOOK at the castle, to behold its true grandeur. The gallant knights of King Arthur's Round Table await you there. And further west, past the Crystal Mountains and the elven forests maybe a ship will be waiting one day at Land's End, to take you to new and unexplored continents...&lt;br /&gt;
You will find Camelot far off in the Western realms,but beware! - Only the truly good are allowed to enter Camelot Castle.&lt;br /&gt;
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==== Castle of Mirkheim ====&lt;br /&gt;
&lt;br /&gt;
West of Olde Yorke loom the Svalich woods, dark and dangerous. And hidden in these dark woods sits the even darker castle of Mirkheim. The rumour has it, that the inhabitants of that castle are all vampires. And very few of those that dared enter this castle of death ever came out alive again. But those that did, tell about a rich loot, that made up for the perils and horrors of this infamous castle. If you are strong enough and brave enough to defy the dangers, maybe you'll even encounter and defeat the dreaded Lord Mirkheim himself.&lt;br /&gt;
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==== The Elven Forest ====&lt;br /&gt;
&lt;br /&gt;
Even though most of the elves have left England by now, there still are some elven strongholds far off in the western parts of the country. This majestic Beech forest may look like an ordinary wood to those that are not attentive of their surroundings. But high over the ground, in the dense and mysterious crowns of the trees, there is a secret world of its own, where the elves lead their lives hidden from all human eyes. To get to the elven countries, just follow West Trade Road past Durmandle. But if you dare enter it - beware! The elves object to intrusion and they are aggressive and formidable warriors when riled. And finding the key to their Realms might not be so easy...&lt;br /&gt;
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==== Metropolis of the Elves ====&lt;br /&gt;
&lt;br /&gt;
In the northern parts of the Elven Forests, the lucky wanderer may find the secret portal, which will take him to the hidden and almost forgotten Metropolis of the Elves. The very few that have found the way to this grand city speak with awe of the many mysterious and powerful items you can find in the shops of this magnificent metropolis. Here also the great elven Poet Taliesin resides, a man known and respected by bards all over the country for his sonnets. You might want to join in the yearly Poet Contest, where Bards from every part of the land congregate to test their skills with the feather pen against each other.&lt;br /&gt;
But once again - take care... The elves are not particularly fond of visitors of foreign races, and natural enemies like Dwarves and Drows they may attack on sight.&lt;br /&gt;
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==== Sanctuary Haze ====&lt;br /&gt;
&lt;br /&gt;
Under the floor of the magnificent Yorke Cathedral lies a secret world of its own. Dark and mysterious crypts await you, an eerie and dark graveyard, haunted by the ghosts of long time gone inhabitants of a once grand and luxurious manor. In this world of darkness all your worst nightmares may spring into reality and the fiends and imaginations of some sick and feverish mind spring to life to plague and torture your body and soul. Enter this dark world, and you may loose your own mind...&lt;br /&gt;
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==== The High Mountains and the Tower of Rapunzel ====&lt;br /&gt;
&lt;br /&gt;
North of Olde Yorke some high and perilous mountains tower over the plains. The north Trade Road passes through those mountains, but the merchants using it tend to stick together in large caravans, and make the passage as quickly as possible, for fear of the wolves and highway robbers that infest those desolate places. So even if many of the travellers wonder about the high, lonely tower, that you can discern from the distance, not many have dared to explore it. And very few of those that did have lived to tell the story. For there IS a story about that old tower - and a secret. And there are treasures beyond your imagination to win for anybody who succeeds to solve the mystery of the Tower of Rapunzel...&lt;br /&gt;
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==== Troll Forest ====&lt;br /&gt;
&lt;br /&gt;
This is a pretty nasty zone, designed by one of our strongest and most evil players to be a challenge to all the best characters in the game. You should not even THINK of going there if you are below level 50. And even at that level, trying to mess with the one called Jaih would probably give you nothing but grief. And if you think Jaih is a tough cookie - try the Dreadlord...&lt;br /&gt;
Perhaps you think the equipment is worth all the effort and dangers? Well, in the Troll Forest you might very likely ending up LOSING all your equipment, instead of gaining it. And the perils in Dunshade Manors ar no less.&lt;br /&gt;
You will find the entrance to this zone somewhere along the West Trade Road, near the Halfway House. But be warned: This is not a zone for the weak or craven or feeble-minded.&lt;br /&gt;
Watch out for Jaih - and the deathtraps...&lt;br /&gt;
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==== Osten Ard ====&lt;br /&gt;
&lt;br /&gt;
The realms of Osten Ard are large, and many adventures await a visitor to this distant part of Old England. In the city of Hayholt a struggle between good and evil goes on, after the good King John died. On the surface all may seem calm and peaceful, but in the deep and dark dungeons and mines underneath the castle dark forces rule. West of the little city of Hayholt lies the Aldehorte Forest, where the proud and beautiful Sithi people reside, and if you choose to travel eastwards you will pass a small Troll Village, the Keep of Naglimund and eventually reach the cold and desolate country around the StormSpike, where the evil Norns reside.&lt;br /&gt;
The legends say that a Stranger will save the City of Hayholt in its greatest hour of need. Perhaps you are that stranger?&lt;br /&gt;
To get to Osten Ard you must travel northwards from Olde Yorke, past the High Mountains and the Gypsy Camp.&lt;br /&gt;
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==== The Ice Castle ====&lt;br /&gt;
&lt;br /&gt;
Way up north in the Northern realms, where the snow never melts, you will find this magnificent castle, built entirely of snow and ice. Here reside King Lachdanan and Queen Adia, guarded by Snowman Guards and ruling a land of eternal winter. Their hearts are as cold and cruel as ice too, and they show little mercy to any travellers that break the peace in their ice cold domains. But still warm love and hot feelings exist in this land of eternal cold and snow, an unexpected romance between a poor and humble poet and the richest and most powerful woman in the Realms.&lt;br /&gt;
You will find the road leading north to this castle in the eastern part of Osten Ard past the City of Hayholt and the Keep of Naglimund, so even getting here will take some effort.&lt;br /&gt;
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==== Mount Winter ====&lt;br /&gt;
&lt;br /&gt;
A gigantic mountain, covered with eternal snow, towers ominously over the town of Winterville. In spite of the always present threat of avalanches, the citicens of this small town spend their lives quite happily, skating on the icerink and making a good profit from selling supplies to those that come here with the sole purpose of climbing that high mountain. Maybe you are one of those brave mountaineers too? If so, beware, the paths leading up the mountain are icy and treacherous - one false step and you are a gonner...&lt;br /&gt;
And what if you meet Big Foot up there?&lt;br /&gt;
You will find this mountain in the Northern realms, east and north of Osten Ard, and north of the large forest where the Ice Castle is situated.&lt;br /&gt;
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==== Temple of the Damned ====&lt;br /&gt;
&lt;br /&gt;
Buried deep in unfamiliar woods lies an unknown entrance to a long-forgotten temple of a legendary cult, once known for its vile and horrific human sacrifices. Ancient tomes that have long ago fallen to dust, once spoke about an evilness that lives - nay thrives - upon the evil of all creatures.&lt;br /&gt;
Innumerable adventurers have lost their souls trying in vain to rid the realm of this evil presence. Ever-growing, ever-feeding upon evil deeds and thoughts, this temple will continue spreading its influence till all creatures submit... or die. Be forewarned: None who have entered has ever returned from where upon they left. You will find the entrance to this temple in the dark and dangerous Svalich Woods.&lt;br /&gt;
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==== Dun-Shivaar ====&lt;br /&gt;
&lt;br /&gt;
Once this was a great and prosperous merchant city, famous for its Elf &amp;quot;Academet&amp;quot; and its grand Park of the Golden Bunny. But lately some dark and mysterious curse seems to have crept in on the city, draining the life and willpower from its citizens, spreading like the black plague in wider and wider circles. Already travellers are avoiding the city, giving it a wide berth rather than entering the tall gates. Already rumours and strange tales are being spread in taverns and inns all over the Eastern Realms. Few people dare visit Dun-Shivaar today - even fewer return from the visit to tell their story. The city is still there, at the end of the trail leading south through Sherwood Forest. But only the strongest and bravest - or the most foolhardy? - travel there now, in search of the vast treasures that also are said to be found there. And since few ever return, maybe the time soon will come, when Dun-Shivaar sinks into total oblivion?&lt;br /&gt;
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==== The Serf Village ====&lt;br /&gt;
&lt;br /&gt;
In a small miserable village the serfs lead their miserable lives, crammed into small ramshackle huts, working 18 hours a day to keep starvation from the door. The serf village is situated south of the Tournament Place, among small and meagre fields, yielding sparse crops of barley, oats and potatoes. A curious detail that a visitor can observe is, that almost all the serf children show an amazing likeness to the Robber Baron Rudolf von Dummkopf, who resides in the large castle nearby. This is due to a medieval custom called 'Droit de Seigneur', which means that the feudal lord has the right to the first night with any young woman among his tenants. In fact the Baron is the father of every single child in that village - except one. And as for that child, there is a secret about his heritage, a scandal that might rock the walls of another great castle once it gets known...&lt;br /&gt;
To get to the Serf village follow River Walk west of the Tournament Place southwards. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== The Township of Odessin ====&lt;br /&gt;
&lt;br /&gt;
The zone contains not only the Town of Odessin with its famous shops, but the surrounding countryside as well, with large forests and trackless swamps, haunted by trolls and dark fiends. There is a built-in quest, where you can earn tokens. There is some rather special equip, and no less than four artifacts - if only you can find them. To get to this zone, just follow the Southern Trade Route, from the south gates of Olde Yorke. Some dangers may await you along that road, but they are nothing compared to the perils that you will encounter in the Realms of Odessin - where the name of Alacaurde, the Evil incarnated, is still vividly alive, although he himself is dead...&lt;br /&gt;
Or is he really...? And, if you get to the Keep of Odessin, watch out for Mistress Lydia, the Demoniac. Rumour has it that her tastes are twisted and peculiar, and you might end up as the latest victim of her pleasure...&lt;br /&gt;
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==== The Lostlands ====&lt;br /&gt;
&lt;br /&gt;
South of the little fishing village Green Fen on the east coast of old England lies the vast and trackless swamp, locally known as the Lostlands. The name has two meanings. The villagers believe that the souls of sailors perished at sea have drifted in with the wind and are now lost for ever in the dense mists that perpetually cover the swamp. Some people even believe that the mists are FORMED by all those unhappy souls, trapped for ever by a strong spell that prevents them from crossing the river Main to the north. But there is another and more sinister meaning of the name too. Very few people who enter that swamp are ever heard of again. Stories are told about the monstrous swamp goblins and trolls that roam the area, and of their lust for human blood. Stories are told about the ghosts, who also yearn to suck the blood of the living in an attempt to acquire some of that warmth and life for themselves. And often during still nights bloodcurdling screams can be heard from inside the dense mists...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Fenizia ====&lt;br /&gt;
&lt;br /&gt;
The legendary Fenizia, the City of Light and Darkness, is also known as the city of the Poison and the Dagger. It is ruled by six families of nobles, each of them at each other's throat. Superficially it is a city of beauty, with stately palaces lining picturesque canals. But if you are able to penetrate below the bland tourist surface, you will find many a dark secret. Most people visit Fenizia just to view the sights and to acquire the poisons and antidotes available there. But Fenizia is so much more. It's a city full of plots and revenge and murder and hired assassins.&lt;br /&gt;
It is a place where you could just as easily lose your life as your purse.&lt;br /&gt;
So if you really want to know Fenizia, you must dig a lot deeper. You must listen at doors and look under beds and behind paintings, in the search for secret passages and hidden caches. You must use all five senses, and maybe a sixth sense would not be out of place, if you want to unravel all the mysteries of this grand City.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== A Rip In Time ====&lt;br /&gt;
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This area has the feeling of Scotland in the ancient times, but there is also a mystery edge to it. No less than seven castles awaits you to be explored in the vast and perilous Highlands, each with its own mysteries and challenges. Travel the Sea of Illusions and fight against mythical sea monsters - maybe even the legendary Loch Ness monster might find its way here through secret, underground rivers. Take a ferry ride to the mainland and wander the highlands, battling the aggressive creatures that inhabit them. Seek out the castle of riddles and try to solve the puzzles there.&lt;br /&gt;
Or you can soar among the clouds with the creatures of the air and go shopping in a small town located in the sky. You will of course need wings to go there, but those will be provided, if you keep your eyes open.&lt;br /&gt;
Witchcraft rules in the Highlands, but the witches are not all evil, some of them you might find rather helpful - or at least the potions they brew will be.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Mother Goose ====&lt;br /&gt;
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This is the story of Snow White and the Seven Dwarves, but told like you have never heard that story being told before. Actually the zone contains 7 stories, one for each of the dwarves. In this zone you will learn some new things about Little Red Riding Hood and the Big Bad Wolf, about the Beauty and the Beast, Cinderella and Prince Charming, and some other well known story book characters. But don't expect these tales to be anywhere near those that your mother used to tell you. This version of the good old Mother Goose Bedtime Stories is definitely not for children. You will get lost in dungeons and forests, learn why Happy is so uncommonly happy, find out if Bashful is really as shy as he looks, and hopefully help a few separated couples to get back together - that is IF you are able to solve the pretty nasty problems that Shartrance put in the way of True Love. You will find the entrance to this zone in the Library of Olde Yorke. (The Adult Department). And remember that you have to be above 18 to enter that Department. This story is definitely not for kids!&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Midlands ====&lt;br /&gt;
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There is a dark threat looming over the Realms. Some evil force is sucking all the magic out of the World into the Underworld. The people in Midlands are worried - even the first Wizard is at a loss about what to do. Maybe you could help? While traveling over the Midlands you'll meet many perils, but also ordinary, friendly people in need of help. The main Quest of this zone is of course to save the World! But you may find that this won't be an easy task. Not much is what it seems to be in this zone. There are many wicked secrets and surprises, so you'll have to watch your step. This is not the place for the weak - or the slow-witted. The rewards may also be great... But remember - illusions can be deadly!&lt;br /&gt;
You will find the entrance to the Midlands somewhere near the Halfway House on West Trade Road - at least that is what the rumour says...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Dragon Island ====&lt;br /&gt;
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On the eastern coast of old England lies this small island, where the Dragons still rule. In fact the Mayor and the citizens of the small city known as Grumville are really worried that one day the dragons will invade the city and kill all the inhabitants. The city is strongly fortified, but will that really help against flying dragons? The Mayor might ask you for help to defend the city, by finding an object of protection that was lost long ago. But to find this object you must pass the Unforgiving Forest, and venture into the Realms controlled by the dragons. Maybe even enter the dreaded Dragon Tower. Of course - as everybody knows, dragons like to collect treasures of gold and jewels, so it might well be worth your time.&lt;br /&gt;
You will find the Dragon Island near the village Green Fen, outside the estuary of the River Tain, on the east coast.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Enchanted Lands ====&lt;br /&gt;
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More than five centuries ago the Lands of Shetreleigh were sealed off, after a great and evil peril had been warded off. Now these once grand lands lie almost deserted, although the observant adventurer might discover traces of civilizations long lost, and battles once fought. But there is still hope.&lt;br /&gt;
Though the defenders all perished - well at least ALMOST all - a small group of their descendants has lately returned, mainly to find out what happened to their ancestors, and how the even greater threat still lurking might be averted. The final battle has yet to come. Perhaps with your help the good forces might finally triumph over the evil that lurks beyound Mount Kuromeru.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== City of the Tulipek ====&lt;br /&gt;
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Hidden high and deep in the trees of the Mystical Rainforest lies a village of free, powerful fairy people called the Tulipek. Turned tiny, you fly through the village harmoniously in the trees. Shops and homes lie both inside and on platforms built around the gigantic rainforest trees. Fairies of all colors whisk about you, leaving trails of musty light. Meet Sentries, the rainbow family, and the wise ancient elders of Floreidellis.&lt;br /&gt;
It is peaceful and enchanted, but a sickly tree infested with mysterious rainforest insects threatens the village. What is causing this sudden menace?&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Mount Kuromeru ====&lt;br /&gt;
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Dare you enter the rift that stands between you and the barrier before the sinister Black Mountain? Indescribable fiendish creatures prepare for battle against all that exists in this world. The threat of Shetreleigh attempts to be unleashed again, waiting for the entire shield to drop.&lt;br /&gt;
Atop the mountain of pure shadow stands a tall black tower - The Tower of Abyss, named for the bottomless Abyss that surrounds it, a pit of eternal anguish. The tower reaches high into the red storm clouds, many floors of trick and temptation. Do not be too anxious to enter, a safer road must be available. Find the secret of the shield, the cause of the rift within it, and perhaps you could be the destined mortal to at last avenge the scourge of the Enchanted Lands.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Citadel of Thandar ====&lt;br /&gt;
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South of Yorke, somewhere in the Dwarven Mountains, lies one of the doorways into the deep Dwarven mines and the shining citadel known as Thandar. The dwarves welcome the other races with open arms, except for those cursed dark elves, whose city is even further underground. Many of the citizens of Thandar need a little help with some problems and you might get the chance to try your hand at some underground mushroom farming - that is, if the Cook doesn't discover your trespassing and throws you out.&lt;br /&gt;
And it's the King's birthday too, so make sure and get him something he'll like. Oh, and watch out for that dragon, he's a might bit upset right now...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Town of Ta-Beneth ====&lt;br /&gt;
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The Town of Ta-Beneth is the home of evil folk known as dark elves. They glory in their vile ways and serve a lich queen who worships a dark Goddess. The town is at war with the Citadel of Thandar, whose goody-goody ways run counter to everything the dark elves believe in.&lt;br /&gt;
But someone has stole the deck of Tarot cards, a very magical source of power, from the Seer of Ta-Beneth. The vile thieves have seperated the deck and hidden each card in a secret place. Finding the cards is only half the battle, for not even the Seer herself can put them back into a whole deck.&lt;br /&gt;
To get to the new zone you need to find the hidden entrance, somewhere in the dwarven tunnels. If you have trouble in finding it, a visit to the girl who runs the New Age Shop in Pleasure Planet might be of assistance. Just don't ask me how. These seers and witches have their own mysterious ways...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Dragon Caves ====&lt;br /&gt;
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Somewhere far out in the Sea of Illusions that flows through the Rip in Time is an island where dragons go to rest. There is a warren of tunnels and caves that riddle the ground under the mountain that covers the entire island. Dragon guardians, an elite group of highly skilled warriors, patrol the caves and watch over the dragons while they sleep. The dragons come in many colors, but only one size, HUGE, each with its own set of unique magic or skills. There are rumors that the scales of some of the dragons can be used to enhance mortal items... but rumor is all it is, since so few who go into the caves ever come back out.&lt;br /&gt;
This area is only meant for the strongest of Time Travellers that have defeated the toughest of creatures found throughout the 4 Dimensions.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Royal Forest ====&lt;br /&gt;
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The Royal Forest, situated northeast of Olde Yorke, is surrounded by a high wall, to keep the King's deer and sheep that graze there in, and predators and trespassers out. Unfortunately some vermin have been able to slip in anyhow, through cracks in the walls, and there even are rumours about a band of robbers using the forest as a base. The King graciously allows the citizens of Olde Yorke to enter the forest and even forage for berries and nuts, as long as they leave the deer alone and donate to the upkeep of the forest.&lt;br /&gt;
This is a nice hunting ground for new players, who can also help the Game Warden by killing some pests. There's also a mystery about a missing Warden that you might be able to solve, to great advantage for yourself.&lt;br /&gt;
You will find the entrance to this forest at the intersection of North and East Wall Road, just outside the walls of Olde Yorke. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== NightDragon Realms ====&lt;br /&gt;
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For centuries the Kobolds and Goblins of the NightDragon realms have been at war. Their blood-soaked battlefield can't take any more. Traverse in the caves of the kobold, or check out the village of the goblins, either way you'll have to go through centuries of war on the battlefield. To get to the NightDragon Realms, head south on South Trade road just past the Dwarven mountains by Golden Bridge Inn.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Land of Avalon ====&lt;br /&gt;
&lt;br /&gt;
Avalon is the mysterious land where King Arthur's sword Excalibur was forged.&lt;br /&gt;
For many years the path there has been lost to mankind. The Fairies and Pixies that inhabit the land, have concealed the entrance in swirling mists.&lt;br /&gt;
By now most people have forgotten that the Land of Avalon even existed.&lt;br /&gt;
Only the Druids remember, since Avalon is their home Land.&lt;br /&gt;
Maybe this is just as well. Because although Fairies and Pixies can be very entertaining, they also can be extremely annoying. Sometimes their main purpose in life seems to be to annoy humans.&lt;br /&gt;
But this cannot be all there is to it. In fact, when someone makes a lot of precautions to hide something, it usually means that they have something valuable to hide.&lt;br /&gt;
If you really want to seek out the Land of Avalon, you should perhaps start at the old Cairn, southeast of Durmandle. Some of the locals claim that this is the entrance to Avalon.&lt;br /&gt;
Of course most of the locals also claim that the cairn is haunted and avoid it like the plague. Especially at midnight, and when the moon is full...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Mountain Village of Gelindril ====&lt;br /&gt;
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A secluded mountain village, where the old Dane blood still runs cold and fierce. A place for hunters and loggers to call home, and a place for the hearty adventurer to test their limits.&lt;br /&gt;
A great evil has befallen the proud people of Gelindril, to a degree so great that it has almost brought them to their knees. And now they need a hero to their rescue more than ever before.&lt;br /&gt;
You will find the entrance to this village somewhere on the West Trade Road, near the Halfway House. It may be a bit hard to locate, so you might have to search a bit for it. Just as well. This is not a zone for the young or weak.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Flying Fortress ====&lt;br /&gt;
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This is a place where great darkness and horror take place to a truly frightening degree. Long damp corridors, teaming with palatable evil, prove to be a true test to any brave soul that might test their fate, and seek out the source of all things unholy there, so that the head of the snake might be severed... For good.&lt;br /&gt;
The Flying Fortress is said to have been sighted somewhere west of Olde Yorke, and is advancing slowly, while threatening all life in its way.&lt;br /&gt;
At present the village of Gellindril is under attack, and you need to help the villagers and gain their trust, if you want a way to enter the Flying Fortress and join the battle between Good and Evil.&lt;br /&gt;
But don't expect that battle to be won easily. Better bring some of your strongest friends...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Dragon Forest ====&lt;br /&gt;
&lt;br /&gt;
The Dragon Forest is a beautiful and peaceful place, where the majestic dragons have found a safe haven to raise their young and hide from the rest of the world. But all of that peace came at a price, a price that was paid many years ago in the battle that became known as the Dragon Wars. It was a time when Dragons and Dragon Slayers fought for their lives on an immense Battle Field.&lt;br /&gt;
There is a way to get back to those times and perhaps this time you can help in the Dragon's fight for survival and become part of their lore. Or perhaps you would like to change the history and fight with the Slayers to remove the Dragons from the realms.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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=== The Old West Dimension ===&lt;br /&gt;
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In 2014 Molly did a major update of the Old West Dimension. Introducing Tradepoints, more quests and three new zones.&lt;br /&gt;
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But also three new features:&lt;br /&gt;
- Ranching (Raise, drive and sell your own herd of animals on the Cattle Market)&lt;br /&gt;
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- Trapping (Trap and skin animals, trade skins in the Hudson's Bay Trading Posts)&lt;br /&gt;
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- Goldpanning and Prospecting (can now be done in many places all over the west)&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Dodge_City|Dodge City]] || Ladyhawk/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Range|The Range]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Legend|Legend]] || Kalliste and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Gold_Mine|The Gold Mine]] || Persuter || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#Pueblo|Pueblo]] || Liathia || (not finished)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Hole_In_The_Wall|Hole In The Wall]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Prairie|The Prairie]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Tombstone|Tombstone]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dirt_Farm|The Dirt Farm]] || Hugh/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Westward_HO!|Westward Ho!]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Llano_Estacado|Llano Estacado]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Dry_Gulch_II|Dry Gulch II]] || Nave/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Buffalo_Bill's_Great_Circus|Buffalo Bill's Circus]] || Gilgamesh || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Racecourse|The Racecourse]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_mine|The mine]] || Molly &amp;amp; Mordecai || 1000 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Ranch|The 4D Ranch]] || Molly &amp;amp; Rynald || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Fort_Sutter_and_Sutter's_Mill|Fort Sutter and Mills]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Sutter's_Mine,_Coloma_River_Valley,_California|Sutter's Mines]] || Solana || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_California_and_Sacramento_Trails|The California Trails]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#San_Francisco_Harbour|San Francisco Harbour]] || Solana || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Victorian_England|Victorian England]] || Amber || 230 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#In_The_Wild|In The Wild]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Railway|The Railroad]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dodge City ====&lt;br /&gt;
&lt;br /&gt;
This is the centre town of the Old West Dimension. In this typical western cattle town you will find the usual population of cowboys, cattle barons, shopkeepers, saloon girls, rustlers and drunkards. You will also find the usual supply of shops, saloons and other accommodations. The Sheriff in town, the legendary Matt Dillon, has a hard time keeping pace with the outlaw gangs, that seem to regard the local Bank as their private enterprise. From Dodge City a railway will take you to most of the western areas and towns.&lt;br /&gt;
To get to Dodge City, just go to the Time Guardian and say &amp;quot;Old West&amp;quot;.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Range ====&lt;br /&gt;
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In this rich grazing land there is a range war going on. Two large cattle barons, Mr. Greenhorne and Mr. Tinhorne, fight not only each other, but the small homesteaders and farmers in the neighbourhood as well. Much blood has been spilled already, homes have been burnt and gunmen from large parts of the West flock to the Powder River County to earn a fast buck on their gun. But the teenaged offspring of the rivalling ranchers have their own tastes and preferances. Young Love doesn't heed parentage or blood feuds, so there are several &amp;quot;Romeo and Juliet&amp;quot; affairs complicating life for the older generation. If you wish to join in the gunfights you can get there by going west from Dodge City - or, if you are lazy, just take the train and get off at the first watering place.&lt;br /&gt;
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==== Legend ====&lt;br /&gt;
&lt;br /&gt;
This small mining town owes its existence not only to the railway but to the silver mines that were discovered north of the once very insignificant settlement. Now it has grown to a flourishing mining town and the owner of the silver mines has earned a small fortune and lives in luxury in a large and vulgar mansion, built from imported Italian Carrara marble. Needless to say the miners, who risk their health and lives extracting the ore from the mines, lead a life in poverty and squalor. Legend is the first real station on the railway between Dodge City and Tombstone.&lt;br /&gt;
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==== The Gold Mine ====&lt;br /&gt;
&lt;br /&gt;
The gold rush of 1849 was followed by many others, in different places and at different times, but all fueled by poor laborers who saw a chance to get rich.&lt;br /&gt;
Most of these gold rushes occurred in the West, whether in California or Alaska, and mostly around the foothills of mountains. This mine is a typical successful gold mine, with about twenty to thirty miners, a cook, a foreman, a few dogs, and a lot of gold. It is deep in the outback, and these men are survivalists, who will do anything to protect their gold from thieves, even killing them... ESPECIALLY killing them... To get to this mine either follow the trail westwards from Dodge City, or if you want to do it the easy way; take the train in Dodge and get off it at the watering place in the hills (this will be the next stop after Legend).&lt;br /&gt;
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==== Pueblo ====&lt;br /&gt;
&lt;br /&gt;
This mountain town is not yet finished.&lt;br /&gt;
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==== The Hole In The Wall ====&lt;br /&gt;
&lt;br /&gt;
In the wild and distant mountains west of Powder River County lies the famous stronghold of the outlaws, the Hole in the Wall. This remote valley can only be entered by a narrow and well guarded ravine, and men of the Law rarely venture in this direction. If you get off the railroad at the deserted watering place in these mountains, you do so at your own peril.&lt;br /&gt;
Butch Cassidy and the Sundance Kid and other members of the Wild Bunch are not men to be trifled with, and even though the pretty Etta Place and Laura Bullion might welcome some company in the lonely huts, they too know how to handle a gun.&lt;br /&gt;
If you REALLY wish to visit these outlaws, get off the train when it stops to fill water after Pueblo.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Prairie ====&lt;br /&gt;
&lt;br /&gt;
In this remote and wild part of the country, which is traversed by the Dodge City - Tombstone railway, two rivalling Indian tribes live their parallel lives, hunting buffalo and deer and fighting each other. The Apaches and the Comanches are both equestrian folks, superb riders and daring and skilled fighters on horseback. The tribes are natural enemies, and an Apache can rarely encounter a Comanche on the prairie without a fight breaking loose.&lt;br /&gt;
However, they have a common and much more dangerous enemy - the White Man...&lt;br /&gt;
So if you chose to get off the train where it stops to fill water on the prairie, be prepared for some fighting.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Tombstone ====&lt;br /&gt;
&lt;br /&gt;
Situated at the far south-east end of the railway, this Arizona outback town is the last frontier of civilisation. The veneer of civilisation is very thin however, the main part of the population consisting of outlaws, prospectors and rustlers. The Citizen's Committee have engaged the famous Wyatt Earp to clean up in town, and the Official Marshal, John Behan, who generally sides with the local Mafia, the Clanton Gang, isn't too happy about this situation. Nor are the Clantons - the Gunfight at O. K. Corral isn't far away. And with crack shots like the Earp brothers and Doc Holiday on one side of that fight, the local cemetery Boot Hill is likely to get some more inhabitants.&lt;br /&gt;
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==== The Dirt Farm ====&lt;br /&gt;
&lt;br /&gt;
Directly east of Dodge City lies this small dirt farm. The road leading to it is not without its perils. And some might think that a small dirt farm isn't really worth the visit, only those who think so will be mistaken.&lt;br /&gt;
This is not one of those ordinary dirt farms. Somehere inside it a rift in the Time Warp will throw you from the nineteenth century right into the twentieth. The farm may still look very much the same - the pigs wallowing in the mud are just as dirty. But somehow there is a difference all the same. And it's not just the television set in the living room. Maybe this is also why some of the stuff you'll find in this farm is better than you'd have expected from the humble surroundings?&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Westward HO! ====&lt;br /&gt;
&lt;br /&gt;
Westward ho! is the call of the Wagon Master, as the covered wagons set out on their long journey to the Promised Land. And westwards is where this trail is going to take you, along with all the other hopeful adventurers.&lt;br /&gt;
The trail, known as the Peacemaker Trail, is leading from Dodge City in the east to Tombstone in the west, connecting all the Western zones along the route. It will be a rough and dangerous journey, the dangers increasing as you get further west - and further away from civilization. You are going to encounter wild animals, outlaws and savage Indians, gamblers, cowpunchers, gold-diggers and gunslingers, but also honest and hardworking farmers, trappers and prospectors. At times you may think that you lost the trail, in the wilderness, but there will always be a way to pick it up again. The journey will be a lot safer if you join a wagon train and go in one of the covered wagons called prairie ship. The safest way of all would of course be to go by train - but wouldn't it be a pity to miss all the adventures?&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Llano Estacado ====&lt;br /&gt;
&lt;br /&gt;
This desert is not for the weak or the craven. The sun alone can kill you if you move along during daytime. And even if many desert animals are small, an astonishing amount are poisonous too. Then of course there are the Indians, fierce warriors, who guard the Holy Land of their ancestors.&lt;br /&gt;
And last but not least you'll have to deal with the bands of outlaws that pester this desert on the border between Mexico and Arizona. Many have ventured into Llano Estacado only to find their grave out there. They say there are treasures to be found in the burning sand, perhaps treasures buried by dying men. But to find those treasures you first need to find your way through the desert. And that may not ne so easy, since the stakes that gave the desert its name perpetually get moved by robber bands or indians, to lead the travelers astray. Beware! Once you enter the desert it may be hard to get out, so bring plenty of water and food along. They say that Llano Estacado separates the boys from the men...&lt;br /&gt;
You will find the entrance to this desert in the Badlands east of Tombstone.&lt;br /&gt;
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==== Dry Gulch II ====&lt;br /&gt;
&lt;br /&gt;
Situated off the beaten track in the northern parts of Powder Valley, there is little distinguishing Dry Gulch from dozens of other cattle towns strewn all over the grazing lands. It has the usual population of thirsty cowboys and ranch-owners, saloon girls, gamblers and badmen. It hasn't got a railroad station, so the cattle have to be driven from here to the track, far off to the south. But the grazing is good here, and some gold has been found in the nearby hills to the southwest. There is a new Gold-miners' Office opened in town. It even has a small newspaper of its own. The town is prospering in spite of the drought. It has been months since it last rained in Dry Gulch...&lt;br /&gt;
To get to this outback town, follow the dirt road from Dodge City until you pass the BAR-X Ranch to the north. Just after the ranch turn north at the road crossing, and you will be there in a few hundred miles.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Buffalo Bill's Great Circus ====&lt;br /&gt;
&lt;br /&gt;
Don't you love the Circus too? The sawdust, the acrobats, the animals - and the clowns...&lt;br /&gt;
So join the crowd at the ticket lines, buy some goodies before the show starts, find your seat in the great circus tent. The band strikes up and there they all are. The Fat Lady, the Strongest Man on Earth, the elephants, the horses, the monkeys - and the clowns...&lt;br /&gt;
This zone was built by a Jester so you can expect some jokes and surprises.&lt;br /&gt;
The circus is touring about a bit, so it might be in any of the bigger cities of the Old West. But its main home base is Dodge City, where it can be found at the south end of Main Street.&lt;br /&gt;
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==== The Racecourse ====&lt;br /&gt;
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This is not a common hack'n'slash area, where you hunt and kill mobs.&lt;br /&gt;
Like the Arena it's a zone for personal contests, to test your skills against other players. But what you test in the Race Course is not your skill as a fighter, but as a rider.&lt;br /&gt;
3-10 players can take part in each race. It is a cross country track, 9300 meters long, and with 12 hurdles that you have to jump.&lt;br /&gt;
Easy, you think? Perhaps not quite as easy as it might seem. Quite a few have ended up flying over the neck of a refusing horse, or jumping the fence by mistake, to end up in the inner field.&lt;br /&gt;
And there are stories going around the Realms about the Ghost at the 11th Hurdle, a horse that once got killed there...&lt;br /&gt;
You need an imm and a minimum of three contestants to start a race, but you can always ride around the race to train by yourself.&lt;br /&gt;
The races will be held regularly and there will be a Challenge Cup in the Hall of Fame, where the winners of each Racing season will have their names engraved.&lt;br /&gt;
You'll find the Racecourse north of where the Timewarp lands you in Dodge.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Mine ====&lt;br /&gt;
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This is the zone that becomes exactly what you yourself make it to be.&lt;br /&gt;
The tunnels are all there already, but they get connected by the players tunneling. You can mine for gold or metal ore, search for jewel deposits in the wall and maybe, if you are lucky, you will one day find the Dwarven Treasury, or mine right into the caves of Moria, where the legendary sword Orcrist can be found - the sword that develops...&lt;br /&gt;
To start a Mine you need to find a room with any of the following words in the Room Name: rock, sand, earth, stone, mine, soft, hard, cave.&lt;br /&gt;
You also need a Mining TOOL; a shovel or a pickaxe - or both.&lt;br /&gt;
You can buy basic mining equipment in the Mining Shop at the already existing Gold Mine in Old West Dimension. Later you'll find several sub-terranean shops in the Mine itself. Type help mine_index for a list of all Mine helpfiles.&lt;br /&gt;
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==== The Ranch ====&lt;br /&gt;
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Did you ever want to be a cowboy? Guard the herds on the range in the moonshine, round up the steers and mustangs and drive them to the cattle market, where beef and hide fetches a good price... Thanks to our humping cows, this can now be a profitable pastime. We've opened a zone south of Dodge City, where prospective homesteaders can set up their own ranch. There are some predators roaming the range, so to get a good result you should fence your area in, and clear it from vermin. Then you can just let nature take its course. The animals will breed freely, and your herds will grow from day to day. You can sell them in Tombstone where the price is good, or slaughter them yourself for the meat and the raw materials you use for different handicraft skills. Hides, fleece and wool can be worked into clothes and armor. The cows also yield milk, which you'll be needing for some of the cooking recipes.&lt;br /&gt;
You can find info about ranching and herding the animals in The Rancher's Manual, sold by the Trading Posts, and also from posters on the north and east fence.&lt;br /&gt;
More info about all this is in the Trader's Office near Recall.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Fort Sutter and Sutter's Mill ====&lt;br /&gt;
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GOLD DISCOVERED IN CALIFORNIA!&lt;br /&gt;
Go West Young Man! Go West... and keep on going till you hit the Coloma River Valley (otherwise known as Sacramento today) in California. They say you can literally pick the gold up off the streets there, and plentiful to be had in any riverbed, stream and hill!&lt;br /&gt;
Situated off the old California and Sacramento Trails, the Fort is Sutter's pride, a hub of bustling activity. Up north off the rivers in the mountains, he operates a functioning lumber mill and grist mill at the mining town of Coloma. Maybe if you ask right, someone might even teach you to pan for gold!&lt;br /&gt;
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==== Sutter's Mine, Coloma River Valley, California ====&lt;br /&gt;
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For the determined moneygrubber -cough- more entrepreneurial spirit, I hear that Sutter set him up some mines up further in the mountains above the Coloma mining town! But beware... while the mines can be extremely lucrative and rewarding, they are chock full of danger... Mining hazards are not uncommon, among them gas pockets, collapses, claim jumpers and explosions... you will most likely find them there! But if you persevere, the reward you can reap will be more than worth the thrill and danger within!&lt;br /&gt;
So whatcha waitin' fer? Get off your tookus, get yer gear together and get ya a horse and head on out!&lt;br /&gt;
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==== The California and Sacramento Trails ====&lt;br /&gt;
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Long and arduous is the overland track to California. Travelers have their choice of routes. They can either traverse the Sacramento Trail on foot or via stage from Tombstone, which passes through the hot Sonora Desert and Death Valley. Alternatively, they can take the northern route on the California Trail from Pueblo, which passes by Salt Lake City and cuts through the high, cold Sierra Nevada Mountains and onto the famed Donner's Pass.&lt;br /&gt;
Either way, the trip is long and tiring and is best to stock up on supplies and lots of water... you're not likely to find much along the way - at least none that would be safe to drink!&lt;br /&gt;
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==== San Francisco Harbour ====&lt;br /&gt;
&lt;br /&gt;
Since gold was discovered in California the entire world seems to be traveling there. Not only the hopeful golddiggers, but also all the enterprising people who plan to relieve them of some of their gold. More people actually get rich on selling supplies and tools to the golddiggers than the average golddiggers do themselves.&lt;br /&gt;
Shiploads of supplies arrive every day, and by now the San Francisco harbour has developed into a real hub for seafarers, and is bustling with life.&lt;br /&gt;
Unfortunately many of the ships never reach their intended destination. Storms, currents and the dreaded Bermuda Triangle take their toll. Some think that the Bermuda Triangle is another of these parts of the world that is positively riddled with Timetraps. But to the seasoned Time traveler, this is no big deal.&lt;br /&gt;
As long as you arrive SOMEWHERE, who cares if you suddenly find yourself in Medieval England or ancient Greece instead of the 19th century harbour you set out for?&lt;br /&gt;
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==== Victorian England ====&lt;br /&gt;
&lt;br /&gt;
Step back in time to Victorian England, a city living in the shadow of a killer.&lt;br /&gt;
It's London 1888 and a monster known only as the Ripper is on the loose. Women are being slaughtered by this cold blooded killer and the citizens are depending on the famous detective Sherlock Holmes to bring him to justice. Along with Sherlock, meet other famous (or infamous) Victorian characters, Sweeney Todd, Mary Shelley, Dr Jekyll and Mr Hyde amongst them.&lt;br /&gt;
Visit the horrors of a Victorian mental asylum, encounter the problems of being female in a society where women are treated as inferior to men, or stroll on down to Hyde Park and just chill out with your sweetheart on a rug beneath a tree. To enter this zone you can take a steamship from the Harbour of San Francisco. Or you might prefer a shortcut through the hologram version of Madame Tussaud's Wax Cabinet in the FutureMall, where you might be able to find a Timetrap in some of the Tableaux. So.... grab your nanny goat, put on your titfer and use some spit and polish on those yabba-dabba-doo's. Get your khyber pass on over to London and become part of the greatest mystery never to be solved!&lt;br /&gt;
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==== In The Wild ====&lt;br /&gt;
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East of the Range and south of Legend city lies a relatively untouched wilderness. The east part consists of an open hilly landscape, while the west part is covered by a dense forest. The animal life is rich and varied, and both hunters and trappers frequent this area in their search for game. But this wilderness is not completely untouched. The railway between Dodge City and Tombstone cuts through it like an open wound. And since gold has recently been discovered in the little creek that winds its way through the forest, it has been invaded by golddiggers, who have set up camp beside the creek.&lt;br /&gt;
There is another camp in the forest too, inhabited by a group of Chinese, who former worked as navvies on the railroad and in the Legend Mines.&lt;br /&gt;
But mostly this 400 room zone is populated by animals of all kinds. For those that like collecting tokens and tradepoints, it offers many new possibilities, with the new features; trapping, skinning, goldpanning and prospecting.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Railway ====&lt;br /&gt;
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It has taken many years to complete the railway between Dodge City and Tombstone, and many lives have been spilled during the hard and risky contruction work in trackless wilderness.&lt;br /&gt;
Many of the navvies were imported from China, as cheap labour, and after the project was finished, they found themselves stranded in a foreign land, where they had no rights and few friends. But the Chinese are an industrious people, and even though they are not allowed to own land, they have spread all over the west, always finding a way, not just to survive, but to prosper.&lt;br /&gt;
From the flat, grassy cattle land around Dodge, through the vast forests, over the great mountain range, and down into the wide prairie and badlands around Tombstone, runs the seemingly endless steal track. And with the railway came an equally endless stream of adventurers, fortune hunters, riff raff and scum, taking advantage of the new easy transportation from east to west.&lt;br /&gt;
Others prefer to walk the stretch, finding the railway track a safer and simpler path to follow, than venturing through the wilderness without visible directions. But beware! Even though the railway may seem safe, since it is avoided by most animals, you always run the risk of being run over by a train.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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=== The Future Dimensions ===&lt;br /&gt;
&lt;br /&gt;
The Future Dimension is based on a large space grid, about 25000 rooms. In some places the grid is 3-dimensional. From this main grid you reach the different planets and spaceships, which are the actual zones.&lt;br /&gt;
You cannot enter Outer Space without a spacesuit, because the lack of air will kill you in a few seconds. To move about in this vast universe, you also need either a spacebike or a spaceship. And even within a spaceship, it's better to keep the spacesuit on, in case the ship is damaged by a meteorite.&lt;br /&gt;
There are several sectors or planet systems, smaller grids that you reach by going down or up from the main grid, in total 800 more grid rooms. Also there are some space stations and spaceships in orbit, or drifting, abandoned.&lt;br /&gt;
Most of the areas in the Future Dimension can be reached by public Space Shuttles or Transporter from the Main Space Port. Here you can also usually buy a spacebike or 'borrow' a spaceship, if you want to explore Outer Space on your own. The best ships can be found on other planets however.&lt;br /&gt;
The Orientation Room, east of where you enter the Main Spaceport, will teach you all that you need about using the spaceships and navigating in open space. It is recommended that you check out the computer in that room, before venturing into space on your own, because there are numerous risks out there. (The main ones being the Suns, which will burn you to a crisp, if you fly your ship into one).&lt;br /&gt;
Some locations, like the Alpha Centauri Planets and the Intergalactic Trading Centers can only be reached using an individual spaceship or a spacebike. Some of the bigger Planets, like Pleasure Planet and Poon, also consist of several zones.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Utopia|Utopia]] || Snowbird and Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Future_Golf_Course|Future Golf Course]] || Kenneth/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(35-50) || [[#Android_Punk_Concert|Android Punk Concert]] || Kalsan/Sonya || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Star Wars]] || Palpatine/Sonya || 210 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-10) || [[#Star_Wars|Planet Endor]] || Palpatine/Sonya ||30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(12-50) || [[#Star_Wars|Planet Dagobah]] || Palpatine/Sonya || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-50) || [[#Star_Wars|Planet Tattoine]] || Palpatine/Sonya || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Star_Wars|Planet Hoth]] || Palpatine/Sonya || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Death Star]] || Palpatine/Sonya || 140 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Necromunda|Necromunda II]] || Slaanesh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Spaceship_Titanic|Spaceship Titanic]] || Persuter || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Little_Italy|Little Italy]] || Darkwolf and Annie || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Queltorian_Sector_(former_known_as_Outer_Space)|Queltorian Sector]] || Darkwolf || 130 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Space_Harbour|The Space Harbour]] || Palpatine || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Park|Jurassic Park]] || Drake || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Pleasure_Planet|Pleasure Planet]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#New_Goznemia|New Goznemia]] || MaccabiTa || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Down_Under|Down Under]] || Cali || 220 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Terramort|Terramort]] || Martin || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Outback|The Outback]] || Cali || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Outer_Space_Grid|Outer Space Grid]] || Kalten || 2500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Corellian_Sector_Grid|Corellian Sector Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Earth_Atmosphere_Grid|Earth Atmosphere Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Alpha_Centauri_Grid|Alpha Centauri Grid]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Alpha Centauri Planets]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Planet Lovenbroy]] || Molly || 35 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Slunch]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Yalc]] || Molly || 40 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Alpha_Centauri_Planets|Planet Yudore]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Asteroid 95739-A]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Alpha_Centauri_Planets|Space Utilities]] || Molly || 45 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Planet_Poon|Planet Poon]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Planet_Poon|Poon Towers]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#Planet_Poon|Poon Ocean]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Planet_Poon|Poon Underwater]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Quixotica|Quixotica]] || Sonya || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Cosmo_Canyon|Cosmo Canyon]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Game_Grid|The Game Grid]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Ocean|Jurassic Ocean]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Planet_Reptilia|Planet Reptilia]] || Gilthoniel || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Orbiter|The Orbiter]] || Durgan || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-70) || [[#The_Dark_Planet|The Dark Planet]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Planet_Whotvar|The Planet Whotvar]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Whotvar_II|Whotvar II]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Spaceport_Mall|The Spaceport Mall]] || Sonya and Katriel || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Quix_II|Quix II]] || Sonya and Kita || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Fun_Fair|The Fun Fair]] || Gilgamesh, Molly and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Killer_Klowns|Killer Klowns]] || Alabastor, Diandra and Jaros || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Utopia ====&lt;br /&gt;
&lt;br /&gt;
This large and very wonderful city is the centre of New Earth in the year of 3050. It is a vast and fantastic city, where you can have almost all your wishes fulfilled. Under the firm and enlightened rule of the beloved Leader, Big Brother, Utopia prospers and expands. The shops are well stocked, the hotels and restaurants are the best in known Universe. The streets and parks are clean and safe and everybody is happy as hell - or...? There seems to be a discord here somewhere. Maybe it is the bureaucracy, that seems to have grown out of hand? Maybe it's the taxes, that really ARE a bit high?&lt;br /&gt;
Or maybe it is something else... some deeper and more sinister rot...?&lt;br /&gt;
&lt;br /&gt;
The Spaceship &amp;quot;UTOPIA'S PERFECTION&amp;quot; in Bay 1 on level 1 in the Space Harbour will take you to this magnificent and wondrous city.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Future Golf Course ====&lt;br /&gt;
&lt;br /&gt;
Isn't it fantastic how some things persist? The game of golf is said to have been invented by a bored Neanderthal man, who started hitting a round stone with a stick. And here you are, in the year of 3012, and there STILL is a golf course around! Of course all the caddies - and even some of the players - are androids from the Android Factory. And of course Man, who is always resourceful and inventive, has created a few ingenious means of assistance.&lt;br /&gt;
But basically the game is the same, only so much better. Didn't you always want a built-in corrector for your unfortunate hook? Well, here you can buy some useful things at the pro shop...&lt;br /&gt;
The space shuttle &amp;quot;Nine Iron&amp;quot; in Bay 2 on level 1 in the Space Harbour will take you to the part of the &amp;quot;Pleasure Planet&amp;quot; where you can get yourself a good old-fashioned game of golf.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Android Punk Concert ====&lt;br /&gt;
&lt;br /&gt;
They say androids are almost in every way impossible to separate from humans. They look, talk and act like humans. They even have the same interests in games, music and other pastimes. Of course, the android music taste tends to be a bit nostalgic, going back to the late nineties, when the first androids were created at the newly started Android Factory. So here the NOFX Punk Band of 1998 has been recreated in the year of 3012. The members of the band are all androids and so is most of the audience. Regretful to say, the android teenagers are not a bit better than some human adolescents. They act in a really immature way, shooting drugs, picking fights and generally being a nuisance. So this concert could be a deadly experience...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the &amp;quot;Pleasure Planet&amp;quot; and the Android Punk Concert.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Star Wars ====&lt;br /&gt;
&lt;br /&gt;
Join the Star Wars between the Empire and the Rebels! Search for the wise Master Yoda on the swamp planet Dagobah, to get the knowledge of how to become a Jedi Knight. Visit the cute Ewoks on the planet of Endor, or travel to the desert planet Tatooine, where Boba Fett awaits you, trapped in the cave guarded by the monstrous tentacles of sarlacc. Or try to rescue Princess Leia from her cruel fate, imprisoned by the monstrous Jabba the Hutt, who forces her to dance before him with the other unfortunate slaves.&lt;br /&gt;
And - if you are strong enough and dedicated enough - you may venture to the Death Star, where Darth Vader, the leader of the evil Jedi Knights, awaits you and young Luke Skywalker, who is the leader of the bright forces in this future World. And May the Force be with you! - You are going to need it!&lt;br /&gt;
Your journey starts at Bay 4 on level 2 in the Space Harbour, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Necromunda ====&lt;br /&gt;
&lt;br /&gt;
After the apocalypse in 2509 Arconia was inhabitable for many years. The only way to survive was in hermetically closed cities under glass domes, where the atmosphere could be cleansed from radioactive particles and poisonous gas in special filters. Necromunda is one of those artificial towns, on the verge of extinction. It's a closed and confined world, and a hard and merciless world too, where the struggle for survival is what fills most of the time for its inhabitants. Still - there are some compensations. The shops of Necromunda have some of the best weapons in Universe, and there is also the universal famous Library of Necromunda. In it you can find books that give the background to Necromunda's foundation, and the dark threat that is still hanging over it - the Demonic Hordes, the Chaos Lords...&lt;br /&gt;
The space-shuttle &amp;quot;Chaos Lords&amp;quot; in Bay 5 on level 2 of the Space Port will take you to this domed - and doomed - city.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Spaceship Titanic ====&lt;br /&gt;
&lt;br /&gt;
Drifting helplessly in outer space is this giant wreck of a spaceship, once the pride of the Cartesian space fleet, offering immense luxury to its passengers, now just a dead shell. Most of the levels are decompressed, and almost all life is extinct, except for the giant rats and other mutant creatures, that now present a threat to unsuspecting visitors. Some of the maintenance robots and androids are still working though - so watch out if you enter the Command Central. And some of the robots may be malfunctioning too - after all, what can you expect from a mere machine, after centuries and centuries without any care and maintenance?&lt;br /&gt;
The Space shuttle Explorer in Bay 7 on level 2 of the Space Port might take you to this ship, that is if you pay the captain enough for his trouble.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Little Italy ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Pleasure Planet&amp;quot; is a small asteroid covered with a transparent dome to maintain a breathable atmosphere. This is the place where all space crews go to seek recreation and entertainment between the space voyages.&lt;br /&gt;
And since most spacemen for some reason like to wallow in Nostalgia, large areas of this asteroid have been recreated to resemble Old Earth in time periods long gone. So if you enter the Video Game Arcade on Nostalgia Street, you can indulge in a game that will send you back to the Mafia period of the 1930s, when the Mob were ruling the city and there was a speakeasy in almost every corner. USA during the Prohibition was a place of crime abundant, so expect to find some major trouble here. This is also the home territory of the Sicilian Clan, who tend to regard this city as their private territory. Only lately some competition has arrived - Don Meatballa, a rivalling Mafia Don with ambitions. All is set for a small Gangster war, in best Mafia traditions.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the Pleasure Planet and Little Italy.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Queltorian Sector (former known as Outer Space) ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have spacesuit, will travel&amp;quot;... This is the zone for all of you who think that regular space voyages are for sissies. This is the REAL thing, the endless Outer Space, with all its grandeur, majesty, perils and adventure. Of course you may have to steal a spacesuit in the Service Bay of the Space Port to get there, but since when did little details like that stop any resourceful adventurer? And once out there - the possibilities are almost endless. And so are the dangers. If you manage to stay clear of the dreaded BLACK HOLES there are several planets and asteroids waiting to be explored. And even if the spaceship that's drifting deserted in outer space seems quite a bit damaged, the driving devices are still intact and so is the central computer...&lt;br /&gt;
The ROGER YOUNG TRANSPORT 23 will take you there from the Central Space Harbor, for a modest fee.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Space Harbour ====&lt;br /&gt;
&lt;br /&gt;
This is where you start your journey into Outer Space. The Centerpoint Space Harbour on Old Earth has public space shuttles to most of the planet systems, except for the most remote parts of the Galaxy. It also has a small port for private space traffic, with a hangar, a maintenance room for spacecraft and above all a Briefing Room, where you can get all necessary information for trying your luck as your own space pilot. It also holds facilities such as the Esper Guild, the Space Bank and Palpatine's Bar. And the Wide Blue Yonder Bar, reserved for Roleplayers, is the main hangout for the infamous gossip journalist, known to the world only as Tabloid.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Jurassic Park ====&lt;br /&gt;
&lt;br /&gt;
You have no doubt heard about Jurassic Park, that grand and exciting experiment in gene manipulation, which presented the Star attraction on the Pleasure Planet; a large and exciting Dinosaur Park open to visitors and one of the most popular Holiday destinations. Protected by super-reinforced steel cars the visitors could travel safely through the park, regarding the majestic Brontosaurus bathing in the sea, or the frightening Tyrannosaurus Rex on its hunt for prey. It was a thrilling experience, although totally without danger for the visitors, due to the extensive safety precautions.&lt;br /&gt;
And yet something went wrong. You have no doubt heard all about that too, since the media were filled with it for weeks after the disaster. Jurassic Park is still there. The Dinosaurs are still there. But no visitors go there any more, unless they are very foolish - or foolhardy...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Pleasure Planet ====&lt;br /&gt;
&lt;br /&gt;
This small world, built on an asteroid without any natural atmosphere, has been created for two reasons only. The official reason is to offer all visitors and tourists a really good time, regardless of their tastes and preferences. The Pleasure Planet has something for everybody. But the more important - and secret - reason is for the owners to make as big a profit as possible. So everything on the Pleasure Planet is appallingly expensive. The Authorities claim that this is necessary, due to the high price of transporting supplies with hyperdrive spaceships, and the high maintenance cost of the airtight domes that are necessary to keep a breathable atmosphere. They may have a point there, but nevertheless they still make a good buck for themselves. The tourists all seem pretty much happy however. Only... Lately there has been some rumors. There is... something ... in the sewers of the asteroid, something that shouldn't really be there. Some mutant perhaps. Anyway, if you go there, better stay out of the sewers and stick to the Pleasure Quarters. Come to think about it, maybe better stay out of the east parts of Pleasure City too...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to this Asteroid. Have a fun time!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== New Goznemia ====&lt;br /&gt;
&lt;br /&gt;
The City of Gold and Lead should be perfect for players between level 30 and 40 and can probably be played from level 20 up, if you have decent equipment. It has a great storyline, and I am sure you'll all want to help those unfortunate young humans held enslaved by an alien and cruel race. Especially since these aliens really look repulsive - three eyes, three legs and three tentacles. YUK!&lt;br /&gt;
As you probably already figured out, it is a Future zone, and you will find the space shuttle taking you to it in Docking Bay 8, fourth level of The Space Harbour. Oh - and by the way, maybe it would be a good idea to be a bit careful about watching TV so much in the future, eh? Considering this was the way those Aliens enslaved the human youths of that city in the first place...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Down Under ====&lt;br /&gt;
&lt;br /&gt;
Ever been to Australia? This zone will take you there - not to present day Australia, but to what it may look like in a not-so-far future...&lt;br /&gt;
This is the funniest zone I have seen for a long time, and the Builder, Cali, won the Builder of the Month award for it.&lt;br /&gt;
But I have to warn you, this is a hard one. And I don't mean hard just in the sense of tough mobs, it's tricky too. You won't be able to get through this zone by brawn alone, you've got to - *gasp* - use your brain too!&lt;br /&gt;
Sure you can have some fun, kill a few tourists and punks, maybe even fall into the odd DT, but to get to the REAL cool, kinky stuff that I know y'all yearn for, you will have to solve quite a few puzzles.&lt;br /&gt;
Yeah, it sucks doesn't it? And I guess you all know just how devious and evil Cali can be...&lt;br /&gt;
So take the jet from level 4 in the Spaceport, have fun and be sure not to miss the Mardi Grass Parade... *snicker*&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Terramort ====&lt;br /&gt;
&lt;br /&gt;
After the third apocalypse the planet lies barren and almost deserted. The human race that once ruled the Earth is extinct, and only a few hardy animal species have survived. Some of them are good and helpful, and have built a safe refuge in the Redwall Abbey in the middle of the large Mossflower Wood. But their sanctuary is threatened by the Vermin, evil and vicious animals - wolves, weasels, ferrets, and rats - who take a pleasure in killing the good and innocent. Which side will you take in this struggle?&lt;br /&gt;
The reward you can get may be dependant on your choice.&lt;br /&gt;
You can reach this world if you take the space shuttle from level 4 in the Space Port - but expect something bad to happen on the way...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Outback ====&lt;br /&gt;
&lt;br /&gt;
Australia is not just large cities, like Sydney and Melbourne. It's also the Outback, the home of the Aborigines, the trackless wilderness, where you can travel for days without encountering more than a few Kangaroos. It's a land of contrasts, vast eucalyptus forests, rocky mountains, seemingly endless swamps, but also grassland where sheep and cattle graze.&lt;br /&gt;
It's a land of perils, with several kinds of poisonous snakes, aggressive crocodiles - and even the cute Koalas are not as innocent as they look.&lt;br /&gt;
It's a land of legends, mostly unchanged since the Stone Age, legends like the one about the Rainbow Snake, carried from generation to generation by the aborigines and the paintings in caves and on perpendicular cliff faces. It's a land for tough and hardened men, like Crocodile Dundee.&lt;br /&gt;
Are you tough enough to venture out there? The only way to reach it is over Downunder, and you need to find the entrance yourself.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Outer Space Grid ====&lt;br /&gt;
&lt;br /&gt;
This grid is enormous. Like Space itself it has no end. You must travel for years and years in your spaceship to reach the far out Galaxies where riches and adventures await you. Virgin planets and asteroids, ripe to explore and exploit. Galactic Trading Centers, where you can trade your goods. Black holes, blazing Suns, comets, meteors and meteorites are some of the hazards on the galactic odyssey. Fly your own spaceship, engage in fights with other pilots. Maybe you can blast their ship out of existence with your missile launchers and steal their cargo! Maybe the same thing will happen to you. So what? That's life in Outer Space.&lt;br /&gt;
This grid is the entrance to every planet in the future Dimension.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Corellian Sector Grid ====&lt;br /&gt;
&lt;br /&gt;
This part of Outer Space holds the planets Endor, Dagobah, Tattooine and Hoth, known to space travel since ages. Around it the Death Star patrols, always on the lookout for the Rebel scum. Now this sector of Space can not only be reach by public transport. You can go their in your own spaceship, engage in real space fights.&lt;br /&gt;
Or a shuttle in Bay 4 on level 2 in the Space Harbour, will take you to the Corellian Centerpoint, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Earth Atmosphere Grid ====&lt;br /&gt;
&lt;br /&gt;
Wrapped around the planet Earth, its atmosphere provides access to five space harbours and is fully accessible for spaceships of all kinds. We Terrans tend to regard us as the center of the Universe - how presumptuous we are! But in this case there is some truth to the belief. Old Earth is really as close to the center of the Space Grid that you can get and from there all the space jorneys start.&lt;br /&gt;
Currently there are 3 landing points on Earth, apart from the Centerpoint Space Harbour: Downunder, Terramort and Goznemia.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Alpha Centauri Sector Grid ====&lt;br /&gt;
&lt;br /&gt;
Five planets and an Asteroid circle the Alpha Centauri Star. The planets all have different nature and different perils. But they also have their own natural assets, that can be exploited and sold at the Intergalacic Trading Centers.&lt;br /&gt;
The Alpha Centauri Planets are: Poon, Lovenbroy, Slunch, Yalc, Yudore and Asteroid 95739-A.&lt;br /&gt;
Currently there is no public space shuttle to this part of the galaxy. You will have to go by your own spaceship.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Alpha Centauri Planets ====&lt;br /&gt;
&lt;br /&gt;
The planets in the Alpha Centauri system have very different conditions.&lt;br /&gt;
LOVENBROY is a bucolic planet, mostly known for the famous Bacchus Wine. They say that anyone who ever tasted it, never drinks anything else. The planet has some mineral deposits, but the stubborn natives refuse to exploit them, preferring agriculture to mining. As a consequence Lovenbroy is a most attractive planet, with clean air and happy people.&lt;br /&gt;
SLUNCH is about the most dismal place you could imagine, The cinder storms, the daily mud eruptions, the mudcrabs that eat almost anything solid - the entire planet is grime, mud and slush. It has only one natural asset, the berp-nuts, but the natives are too lazy to grow them in any amounts.&lt;br /&gt;
YALC is known for two things, the Voom Festival and the fantastic glassware produced there. Since the planet's deposits of the silicon sand needed for the production are long since extinct, very small amounts of this glass is exported. All broken glass is recycled or used as decoration on the Temples.&lt;br /&gt;
YUDORE is a forest covered planet, not yet explored, and very little is known about its nature or whether there are any intelligent life forms. In spite of this, two different planets have claimed possession of the planet and an armed conflict is brewing.&lt;br /&gt;
ASTEROID 95739-A is almost completely covered in a deposit of the very valuable material known as collapsed crystal. But don't get your hopes up too high about exploiting it. Two different firms have already staked their claim and a litigation suit is in process.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Planet Poon ====&lt;br /&gt;
&lt;br /&gt;
The Planet Poon is the center of the Alpha Centauri Sector, and by far the largest of the planets. 90 percent of the surface is covered with ocean, and the planet can best be described as underdeveloped. Still it is the centerpoint of the sector and the main focus of interest for all other planets in that part of the Galaxy. It is also the center of cosmic diplomacy and machiavellian intrigue. Why? The explanation is easy: GOLD!&lt;br /&gt;
There is only one snag; the stubborn locals refuse to exploit it, or to allow foreign interests to do so. They prefer fishing and weaving baskets!&lt;br /&gt;
Can you believe it?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Quixotica ====&lt;br /&gt;
&lt;br /&gt;
Mass killings. Destruction. Anarchy. If that's your idea of fun, you'll have to go somewhere else, cause you wont find it here. What you will find among the trees and plants in this beautiful dome are showcases for things of a different nature from across the known, and some questionable, Dimensions. There are shops filled with fabulous finds, restaurants and bars stocked with tempting treats. There is gambling galore, a Lightcycle Racing Grid, you can even take a shot at the Intergalactic Heavyweight Champion, Jaal'ker. If you can't see or do it all in one day, stay overnight at the Shangri-La Hotel where you are sure to find our exclusive holosuites to your liking.&lt;br /&gt;
Not as accessible, but throughout the park, you may find portals to other worlds. Some of these are dangerous, others just strange. To make exploring these worlds and the main dome a bit easier, the management at Quixotica Inc. has made every effort to remove all Death Traps from the areas, so in that respect you may explore safely.&lt;br /&gt;
Quixotica, a place for the bizarre and unusual, can be found on Pleasure Planet, the entrance is from Fat Walk, in the west part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmo Canyon ====&lt;br /&gt;
&lt;br /&gt;
On a slowly dying planet, many journey to Cosmo Canyon to seek refuge and gain knowledge of Planet Life. Through ravines of red and gold dry earth many come by vehicle, airship or chocobo to seek the wisdom of the Elders or just be in a relaxing atmosphere. The people of Cosmo Canyon know the importance of Lifestream, the blood of the planet that feeds all living things and are starting to feel a weight of hopelessness as it diminishes.&lt;br /&gt;
On the canyon cliffs homes and buildings are built, and at the highest summit of the canyon is the Bugen Research Center - famous for its earth studying equipment and observatories.&lt;br /&gt;
You can reach Cosmo Canyon in the Sirius system (x;22, y;02), or catch a ride with Cid at the Future Space Harbor, (Docking Bay 12, level 0).&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Game Grid ====&lt;br /&gt;
&lt;br /&gt;
Get pulled into a computer world where binary rules. Make your way through this game grid to eventually reach the MCP who has been taking programs captive as part of his actuarial program. There are a few users on the grid trying to get to him too. Maybe you can beat them there, or even kill them so the MCP can continue to take over the computer world. This low level zone is purely hack n' slash. You can get there by going to the Experience Room, 1 south of the entrance to the Future Spaceport and and entering the laser laboratory to the east there. Or use the shortcut in the east end of Venture Way.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Jurassic Ocean ====&lt;br /&gt;
&lt;br /&gt;
The Jurassic Ocean is in the same dome as Jurassic Park of course. The same geneticists who created the land animals thought it would be interesting to create water animals too. What they were thinking, nobody will ever know since they were the first to die when the dinosaurs took over. The ocean is a dangerous place. So if you are foolish enough to go there, the Ambassador of Pleasure Planet has declared they are not responsible for anything that may happen to you.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those foolhardy people... You'll find the entrance to Jurassic Park from Fun Walk in the southwest part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Planet Reptila ====&lt;br /&gt;
&lt;br /&gt;
Imagine a planet inhabited solely by reptiles. Slithery, cold, slimy, scaly or warty creatures like snakes, lizards, salamanders, crocodiles, Dragnars, toads and frogs. Well... on second thought there are some other creatures on the planet too, but the reptiles are the dominating species. The rest of the fauna is more or less reptile food. Of course even among the reptiles there are struggles for power too. The amphibians have been driven deep down into the depth of the mountains, where they plot their return and their revenge on the mysterious Reptile King, who few seem to have encountered. Does he even exist?&lt;br /&gt;
The enterprising Traveller could make a few bucks collecting reptile skins and trading them in the shady character Eatzabug's shop.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Orbiter ====&lt;br /&gt;
&lt;br /&gt;
The Orbiter has a crew of Scientists, from several different planet systems. Since their goal is to study, not to conquer, this ship is a friendly place, which welcomes all visitors, even the most inexperienced ones.&lt;br /&gt;
Due to the vastly different nature and life conditions of its multiplanetary crew, the different decks of the Orbiter offer interesting sites for the visitors.&lt;br /&gt;
The crew will also try to entertain the guests in various ways, since that gives them an extra chance to study their reactions.&lt;br /&gt;
The Orbiter, that circles Planet Earth, can be accessed directly from the Future Space Port, through the Transporter Room, directly south of the Entrance room to the Port.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Dark Planet ====&lt;br /&gt;
&lt;br /&gt;
This planet, situated in the twisted part of space known as the Queltorian Sector, is an extremely dangerous place. The dying sun hardly provides any light or warmth, and yet some extremely hardy species have adapted to the extreme conditions. Always forced to fight for their existence in the toughest of environments, only the toughest of these monsters have managed to survive, and they are DEADLY. This planet can not be recommended for ordinary Time Tourists. Don't go there unless you are very strong and not afraid to die. The 4D Travel Agency will take absolutely responsibility if you disobey this warning.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Planet Whotvar ====&lt;br /&gt;
&lt;br /&gt;
Long ago, a rich civilization inhabited the planet Whotvar, but Mother Nature and a certain demon unfortunately had other plans. Now, all that is left are a few natives and some relics of the distant past. Danger, and perhaps rewards, awaits those strong enough to adventure on this lost world.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Whotvar II ====&lt;br /&gt;
&lt;br /&gt;
Getting away with it all... err.. Getting away FROM it all should be the name given to the two planet/asteroids that circle the same star as Whotvar. A soap opera plot as complex as most seen on 4D TV, with everyone trying to find something to make their dreams come true. Can even a head shrinker help the people who live there? Who knows? But most certainly some brave adventurer can help them find the things that they are looking for.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Spaceport Mall ====&lt;br /&gt;
&lt;br /&gt;
This large Shopping Mall, situated on the level 0 of the Main Spaceport on Planet Earth, has almost anything that a Roleplayer could wish for. Here you'll not only find a Baby Center, complete with Childrens' Doctor, Baby Shop, and a top security Daycare, but also a Wedding Shop and a Luxury Hotel for the Honeymoon. Naturally you'll find lots of other shopping options too. Or you can visit the beauty Salon to get coloured streaks in your hair, have a manicure and painted nails, or maybe a piercing or a tattoo. This is really a Shopper's Paradise.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Quix II ====&lt;br /&gt;
&lt;br /&gt;
Somewhere in Quixotica, in a field of grass, is a ring of mushrooms. Entering it will throw you into a Time and Matter Trap, which doesn't work like the ordinary TimeTraps. It won't transfer you in time or place, but it will shrink you to the size of a mouse, giving a totally different perspective on the world.&lt;br /&gt;
Naturally entering it will need some courage, since at that size you will be just a morsel for creatures that normally would be nothing but small prey to you. This is not a zone for low levels, and some of the Quests in it are not easy to find. But for those who like to get a feeling of what it might be like to be Alice in Wonderland or a pixie or maybe a bug, it will provide some new aspects of life at the grass roots.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fun Fair ====&lt;br /&gt;
&lt;br /&gt;
Some things never change. Even when placed in the Futuristic setting of the Pleasure Planet, this Fun Fair has the retro feeling of the nineteensixties. It has the usual attractions, like a Giant Ferris Wheel, a Roller Coaster, a Bouncing Castle and a Mirror Maze, and also various games, both skill and luck based. The main attraction is a Haunted House, set up like a giant Snakes and Ladder game.&lt;br /&gt;
In most of the games you can win Coupons, and if you collect enough of those, you can win some very cool prizes. The quickest way to collect the coupons is in the Haunted House, provided you are strong enough to defeat the undead monsters inside. But you can also win coupons in all the games, and if you are lucky, you might find some in the rides as well.&lt;br /&gt;
Even though the owners seem to have gone missing, the Fun Fair is a place where all players can have some fun, regardless of level and strength. So come and join the fun, but don't forget to bring your sunglasses. The zone was built by a bunch of Jesters, so it is colourful - to say the least.&lt;br /&gt;
To get to the Fun Fair, take the shuttle to Pleasure Planet, and go to the airlock to the Rigel Dome, in the north part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Killer Klowns ====&lt;br /&gt;
&lt;br /&gt;
Douglas and Gwendolyn Crockerbone scraped and saved their whole life, until finally they had enough to buy their own Fun Fair. And now they have set up business in the former Rigel Dome on Pleasure Planet.&lt;br /&gt;
Unfortunately the Fun Fair has been invaded by a bunch of Space Klowns, and they have more or less taken over the place. People have started to complain about their pranks, even the Mayor is concerned and the owner... Well, he seems to have disappeared completely...&lt;br /&gt;
The Klowns, generally known as Killer Klowns, have a weird sense of humour, so be prepared for practical jokes and some nasty surprises. Still, in spite of their name, the Killer Klowns are more irritating than aggressive. So the Fun Fair should be pretty safe to visit, as long as you stay out of the Haunted House and the Dark Forest, if you are low level with few remorts.&lt;br /&gt;
You will find the Killer Klowns on Pleasure Planet, located in the former Rigel Dome, in the northern part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Building&amp;diff=132</id>
		<title>Building</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Building&amp;diff=132"/>
				<updated>2015-11-10T07:39:05Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: /* Mob editing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Extremely wip, thanks to Kvetch for the guides'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D.  I'm always glad to help, but I'm not always around, so here you go!&lt;br /&gt;
&lt;br /&gt;
== Room editing ==&lt;br /&gt;
&lt;br /&gt;
This is what you will see when you first redit a room:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Room number : [4400]     Room zone: [44]&lt;br /&gt;
&lt;br /&gt;
1) Name         : An unfinished room&lt;br /&gt;
&lt;br /&gt;
2) Description  :&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
3) Room flags   : NOBITS &lt;br /&gt;
&lt;br /&gt;
4) Sector type  : Inside&lt;br /&gt;
&lt;br /&gt;
5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
6) Exit east    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
7) Exit south   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
8) Exit west    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
9) Exit up      : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
A) Exit down    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
B) Descriptions : Extra&lt;br /&gt;
&lt;br /&gt;
C) Descriptions : night description&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
E) Descriptions : Look under&lt;br /&gt;
&lt;br /&gt;
F) Descriptions : Look behind&lt;br /&gt;
&lt;br /&gt;
G) Descriptions : Look above&lt;br /&gt;
&lt;br /&gt;
H) Smell        :&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
I) Listen       :&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
J) Mine         : Num: -1 Level: -1 Tool: None&lt;br /&gt;
&lt;br /&gt;
R) Descriptions : Quests flagged - NOT SET&lt;br /&gt;
&lt;br /&gt;
S) Script       : Not Set.&lt;br /&gt;
&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we will change these one by one and show you how to do it.&lt;br /&gt;
&lt;br /&gt;
'''-- Room number : [4400]     Room zone: [44]'''&lt;br /&gt;
&lt;br /&gt;
The room number and room zone can not be changed.  This is the room you are editing and the zone it is in – hopefully your zone.&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : An unfinished room'''&lt;br /&gt;
&lt;br /&gt;
Let’s change the name of the room.  This is what will be at the top of the screen when someone walks into that room.  This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in.  Room 4400 is one of the rooms that’s around the path of the Dragon &lt;br /&gt;
&lt;br /&gt;
Master’s fort (zone 44).  So, we’ll change this to:&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : Dragon Fort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
This tells us exactly where it is in the Dragon Fort zone.&lt;br /&gt;
&lt;br /&gt;
'''2) Description  :'''&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
This is the actual description of the room.  As you see, it starts out with “You are in an unfinished room.”  Well, we want to make the room finished.  This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area.  Remember that small details can be added later.  So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here.  If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object.  For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:&lt;br /&gt;
&lt;br /&gt;
The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west.  The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life.  Not that there is any plant life around here to speak of as its all been&lt;br /&gt;
worn away.&lt;br /&gt;
&lt;br /&gt;
Always use /f when you’re finished with your description.  This will format it to the screen without the indent (Molly doesn’t like the indent).&lt;br /&gt;
&lt;br /&gt;
'''3) Room flags   : NOBITS''' &lt;br /&gt;
&lt;br /&gt;
This is where you get to make your room special by adding flags to it.  Is it dark so you need a light source or infravision to see in it?  Is it a deathtrap so anyone entering automatically falls to their death?  The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) DARK                  2) DEATH                &lt;br /&gt;
 3) !MOB                  4) INDOORS              &lt;br /&gt;
 5) PEACEFUL              6) SOUNDPROOF           &lt;br /&gt;
 7) !TRACK                8) !MAGIC               &lt;br /&gt;
 9) TUNNEL               10) PRIVATE              &lt;br /&gt;
11) GODROOM              12) HOUSE                &lt;br /&gt;
13) HCRSH                14) ATRIUM               &lt;br /&gt;
15) OLC                  16) *                    &lt;br /&gt;
17) VEHICLE              18) !RECALL              &lt;br /&gt;
19) ARENA                20) GOOD                 &lt;br /&gt;
21) EVIL                 22) HP                   &lt;br /&gt;
23) MANA                 24) MOVE                 &lt;br /&gt;
25) ROLEPLAY             26) !TELEPORT IN         &lt;br /&gt;
27) !TELEPORT OUT        28) !SUMMON IN           &lt;br /&gt;
29) !SUMMON OUT          30) WILDERNESS           &lt;br /&gt;
31) !VIEW                32) DO_NOT_USE           &lt;br /&gt;
33) GOLD DEPOSIT         34) SILVER DEPOSIT       &lt;br /&gt;
35) COPPER DEPOSIT       36) IRON DEPOSIT         &lt;br /&gt;
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT     &lt;br /&gt;
39) QUARRY               40) COAL MINE            &lt;br /&gt;
41) SPRING               42) PASTURE              &lt;br /&gt;
43) DRAGONPORT           44) TIN DEPOSIT          &lt;br /&gt;
45) PLASTONIUM DEPOSIT   46) BURNING  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path around Dragon Fort has nothing special to it, so we made no changes.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Inside'''&lt;br /&gt;
&lt;br /&gt;
There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside.  The default is inside.  Here is the list of choices you will come across:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Inside                1) City                 &lt;br /&gt;
 2) Field                 3) Forest               &lt;br /&gt;
 4) Hills                 5) Mountains            &lt;br /&gt;
 6) Water (Swim)          7) Water (No Swim)      &lt;br /&gt;
 8) Underwater            9) Air                  &lt;br /&gt;
10) Desert               11) Space                &lt;br /&gt;
12) Road                 13) Entrance             &lt;br /&gt;
14) Atmosphere           15) Sun                  &lt;br /&gt;
16) Black Hole           17) Vehicle(coded)       &lt;br /&gt;
18) Swamp                19) Reef                 &lt;br /&gt;
20) Tundra               21) Snow                 &lt;br /&gt;
22) Ice                  23) Prairie              &lt;br /&gt;
24) Badlands             25) Rail    &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work.  The best I could come up with at this point of time was “Field” so we’ll enter that.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Field'''&lt;br /&gt;
&lt;br /&gt;
'''5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
'''6) Exit east    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''7) Exit south   : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''8) Exit west    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''9) Exit up      : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''A) Exit down    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together.  I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8.  When you first open up the exit number, you get this table:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : -1 - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Like the main room, this too has to be filled out as much as you need to.  First is the exit to – this is the room vnum that the exit goes to.  For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : 4497 - DragonFort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
But, that’s not the only part that *has* to be filled out.  The second step is filling out a description of what someone sees if they look in that direction.  It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important.  In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
The path continues around the fort and you can see a rock in the distance.&lt;br /&gt;
Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you.  This is what *you* see when *you* look there.&lt;br /&gt;
&lt;br /&gt;
There is no door, keys or door flags for this room so we don’t need to use those.  But, in case you need those, you do it this way:&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word.  So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it.  So if you put in trap door and the player opens door, the player will see that s/he opens the trap.&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the vnum of the object you have created to be the key for this door.  It can seriously be anything and doesn’t even need to look like a key.&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
When you open up this choice, you get these options:&lt;br /&gt;
&lt;br /&gt;
'''0) No door'''&lt;br /&gt;
&lt;br /&gt;
'''1) Closeable door'''&lt;br /&gt;
&lt;br /&gt;
'''2) Pickproof'''&lt;br /&gt;
&lt;br /&gt;
No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice.&lt;br /&gt;
Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter.&lt;br /&gt;
Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made.  Use this sparingly though as picking lock can be one of the useful skills for thieves.  A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Purge exit is used if you realize the mistake that the western exit was supposed to be to the north.  This gets rid of the everything you’ve done in the exit choice.&lt;br /&gt;
&lt;br /&gt;
'''B) Descriptions : Extra'''&lt;br /&gt;
&lt;br /&gt;
This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like.  This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object).  If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there.  I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…&lt;br /&gt;
&lt;br /&gt;
'''C) Descriptions : night description'''&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
Night descriptions are something new to 4D and have been used rarely.  These are best used when the lighting would make the room look quite different than it would in the daytime.  For example, you have a forest.  In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister.  It’s all in the lighting.&lt;br /&gt;
&lt;br /&gt;
'''E) Descriptions : Look under'''&lt;br /&gt;
&lt;br /&gt;
'''F) Descriptions : Look behind'''&lt;br /&gt;
&lt;br /&gt;
'''G) Descriptions : Look above'''&lt;br /&gt;
&lt;br /&gt;
E, F, and G are all like B, except you are looking under, behind, or above the object.  So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something.  These are used for good places to hide things.&lt;br /&gt;
&lt;br /&gt;
'''H) Smell        :'''&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
This is the smell that is in the room.  All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something.  This could also be used to go into detail about a smell you have touched on briefly in the room description.  For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west.  This is one of the extra items that Molly wants filled out for a complete zone.&lt;br /&gt;
&lt;br /&gt;
'''I) Listen       :'''&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
Like smell, but the player is listening for some clues.  Again, every room has a sound whether it’s created in the room, or by things close to the room.  Be careful using this to let players know there is a mob nearby as that mob could have been killed.  Again, you can use *you* in this as the player is actively listening for sounds.  And you can use it to describe a sound in detail that you briefly touched on in the room description.  For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room.  Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over.  They do like shiny things.&lt;br /&gt;
&lt;br /&gt;
'''J) Mine         : Num: -1 Level: -1 Tool: None'''&lt;br /&gt;
&lt;br /&gt;
I’ve never used this myself and taking a look at it really doesn’t explain it.&lt;br /&gt;
&lt;br /&gt;
'''R) Descriptions : Quests flagged - NOT SET'''&lt;br /&gt;
&lt;br /&gt;
This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not.  For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed.  Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description.  Let’s look at our choices here:&lt;br /&gt;
&lt;br /&gt;
'''1) Quest Type: 0'''&lt;br /&gt;
&lt;br /&gt;
This is the type of quest – whether it affects a player or the whole zone.  Let’s look at the options:&lt;br /&gt;
&lt;br /&gt;
'''1) Zone wide quest flag'''&lt;br /&gt;
&lt;br /&gt;
'''2) Player only quest flag'''&lt;br /&gt;
&lt;br /&gt;
A zone wide quest flag would affect the whole zone once the quest is completed.  Let’s say to complete a quest, someone has to blow up a dam.  They do so and the affect is that the area is flooded.  Everyone who then comes into the area sees the area as flooded – because the quest had been done.&lt;br /&gt;
The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen.  The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.&lt;br /&gt;
&lt;br /&gt;
'''2) Quest Keywords:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the flag that the player has from completing the quest.&lt;br /&gt;
&lt;br /&gt;
'''3) Room Description:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the description the player (or the room if zone quest) will have if they’ve completed the quest.&lt;br /&gt;
&lt;br /&gt;
'''4) Goto next quest description: &amp;lt;NOT SET&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As you can see, there can be many different descriptions for a multi-layered quest.  Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to&lt;br /&gt;
Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together).  Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''S) Script       : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is for the scripts set on the room.  Each script is its own vnum.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
Erm… obviously when you’re done editing your room.&lt;br /&gt;
&lt;br /&gt;
== Object editing ==&lt;br /&gt;
&lt;br /&gt;
I did this for Rooms so thought I should continue for objects.  Careful, this is a very long post.  Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #&lt;br /&gt;
&lt;br /&gt;
'''1) Namelist :''' &lt;br /&gt;
&lt;br /&gt;
These are the words that can activate the object.  For example: pile hay – for a pile of hay.  That way the player can look at pile or hay to get the description for the pile of hay.&lt;br /&gt;
&lt;br /&gt;
'''2) S-Desc   :''' &lt;br /&gt;
&lt;br /&gt;
This is the description that is use when the object is being used.   For example let’s use that pile of hay.  If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”.  Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B.  You’d rather have Player A gives a pile of hay to player B.&lt;br /&gt;
&lt;br /&gt;
'''3) L-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description of the object as it’s lying in a room.  Using our pile of hay for example: A pile of hay lies here.  You don’t have to go so basic, but you should always use the main words that are in your namelist.   We could say: A pile of hay lies upon the loft.  But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.&lt;br /&gt;
&lt;br /&gt;
'''4) A-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description that’s given as the object is used.  And I never use this choice.&lt;br /&gt;
&lt;br /&gt;
'''5) Type        :''' &lt;br /&gt;
&lt;br /&gt;
This is the list of things this item can be.  The list is quite extensive and is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) light             2) scroll                3) wand                  4) staff                 5) weapon               &lt;br /&gt;
 6) &amp;lt;NOT USED&amp;gt;            7) &amp;lt;NOT USED&amp;gt;            ￼ treasure              9) armor                10) potion              &lt;br /&gt;
 11) worn                 12) other                13) trash                14) trap                 15) container            &lt;br /&gt;
16) note                 17) liquid container     18) key                  19) food                 20) money               &lt;br /&gt;
 21) pen                  22) boat                 23) fountain             24) throw                25) grenade              &lt;br /&gt;
26) bow                  27) sling                28) crossbow             29) bolt                 30) arrow                31) rock                 &lt;br /&gt;
32) vehicle              33) vehicle control      34) vehicle exit         35) vehicle window        36) room portal&lt;br /&gt;
37) gun                  38) ammo                 39) wings                40) spacesuit            41) aqualung             &lt;br /&gt;
42) climbable            43) level 1 poison       44) level 2 poison       45) level 3 poison       &lt;br /&gt;
46) level 4 poison       47) level 1 antidote     48) level 2 antidote     49) level 3 antidote     &lt;br /&gt;
50) descendable          51) bush portal          52) water portal         53) hole portal          &lt;br /&gt;
54) meat                 55) nugget               56) metal detector       57) tree                 &lt;br /&gt;
58) bark                 59) anvil                60) hammer               61) grindstone           &lt;br /&gt;
62) oil                  63) ore                  64) axe                  65) gem cluster          &lt;br /&gt;
66) element              67) shovel         68) wood                 69) machine              70) pickaxe             &lt;br /&gt;
71) nut                  72) skin                 73) furniture            74) portal hurdle        75) thermal protection   &lt;br /&gt;
76) radio                77) minor focus          78) major focus          79) lightsaber hilt      &lt;br /&gt;
80) zone flag            81) locker               82) garotte              83) vial                 84) bankbook             &lt;br /&gt;
85) spacebike            86) vehicle2  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''6) Extra flags :''' &lt;br /&gt;
&lt;br /&gt;
Again, an extensive list on what flags can be put on the object:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glowing               2) humming               3) unrentable            4) undonateable         &lt;br /&gt;
 5) anti-invisible        6) invisible             7) magic                 ￼ cursed               &lt;br /&gt;
 9) blessed              10) anti-good           11) anti-evil            12) anti-neutral         &lt;br /&gt;
13) anti-mage            14) anti-priest      15) anti-thief           16) anti-warrior         &lt;br /&gt;
17) unsellable           18) anti-faun         19) anti-centaur         20) anti-elf             &lt;br /&gt;
21) anti-dwarf           22) Live Grenade 23) anti-indian          24) anti-gringo          &lt;br /&gt;
25) anti-martian         26) anti-spacewolf 27) anti-hunter          28) anti-ranger          &lt;br /&gt;
29) anti-gypsy           30) anti-esper           31) melt-on-drop         32) (buried)             &lt;br /&gt;
33) player corpse        34) mob corpse     35) artifact             36) unique               &lt;br /&gt;
37) unlocateable         38) hidden              39) poison type 1        40) poison type 2        &lt;br /&gt;
41) poison type 3        42) poison type 4  43) edible               44) skinable             &lt;br /&gt;
45) anti-disarm          46) anti-male           47) anti-female          48) contraceptive        &lt;br /&gt;
49) &amp;lt;UNUSED&amp;gt;             50) &amp;lt;UNUSED&amp;gt;      51) tinkered             52) randomized           &lt;br /&gt;
53) enhanced             54) modified            55) lightsaber           56) two-handed           &lt;br /&gt;
57) &amp;lt;UNUSED&amp;gt;             58) &amp;lt;UNUSED&amp;gt;      59) life-stealing        60) mana-stealing        &lt;br /&gt;
61) move-stealing        62) undisplayed    63) extracting-(CODE)    64) shiftable            &lt;br /&gt;
65) key-rent             &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''7) Wear flags  :'''&lt;br /&gt;
&lt;br /&gt;
Where you want the player to be able to wear an item (if it’s a wearable/wieldable item).  This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off.  Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight.  Please note that certain areas are only for Clan items.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
  1) TAKE                  2) FINGER                3) NECK                  4) BODY                 &lt;br /&gt;
 5) HEAD                  6) LEGS                  7) FEET                  ￼ HANDS                &lt;br /&gt;
 9) ARMS                 10) SHIELD           11) ABOUT                12) WAIST                &lt;br /&gt;
13) WRIST                14) WIELD           15) HOLD                 16) FACE                 &lt;br /&gt;
17) EYES                 18) HIPS                 19) EAR                  20) ANKLE                &lt;br /&gt;
21) HORNS                22) ANTENNA    23) TAIL                 24) FOCUS                &lt;br /&gt;
25) SHOULDER             26) CREST       27) THIGH                28) KNEE                 &lt;br /&gt;
29) FLOATING&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;￼&lt;br /&gt;
&lt;br /&gt;
'''8)Weight      :''' &lt;br /&gt;
&lt;br /&gt;
The weight of an item.  There is nothing that weighs less than 1.&lt;br /&gt;
&lt;br /&gt;
'''9) Cost        :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost of the item if it was sold in a store.&lt;br /&gt;
&lt;br /&gt;
'''A) Cost/Day    :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost per day for the player to keep the item.  Most items have 0 cost.&lt;br /&gt;
'''B) Timer       : -1'''&lt;br /&gt;
&lt;br /&gt;
This would be how long the item exists in mud time after it is picked up.  Usually only used on major items or season items.  Most items would have a timer of -1 which is indefinite.&lt;br /&gt;
&lt;br /&gt;
'''C) Values      : 0 0 0 0 0 0'''&lt;br /&gt;
&lt;br /&gt;
The C values change depending on the TYPE of item it is.&lt;br /&gt;
&lt;br /&gt;
'''D) Menu ---&amp;gt;   : Applies'''&lt;br /&gt;
&lt;br /&gt;
This is any bonuses or negatives you want to apply to the item.  When you first enter this screen you will see this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) None.&lt;br /&gt;
 2) None.&lt;br /&gt;
 3) None.&lt;br /&gt;
 4) None.&lt;br /&gt;
 5) None.&lt;br /&gt;
 6) None.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is for the 6 stats you want to apply bonus/negs to.  Right now there are none.  When you hit 1 for the first state to apply, you enter this screen:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Nothing               1) Strength            2) Dexterity             3) Intelligence         &lt;br /&gt;
 4) Wisdom                5) Constitution   6) Charisma              7) Health-regen         &lt;br /&gt;
 ￼ Move-regen            9) Age              10) Weight               11) Height               &lt;br /&gt;
12) Maxmana              13) Maxhit       14) Maxmove              15) Mana-regen           &lt;br /&gt;
16) Experience           17) Armor         18) Hitroll              19) Damroll              &lt;br /&gt;
20) Paralyze Defence     21) Rod Defence         22) Petrify Defence      23) Breath Defence       &lt;br /&gt;
24) Spell Defence        25) Race                 26) Speed                27) Coolness             &lt;br /&gt;
28) Tunnel-Speed         29) Tunnel-Bonus  30) Tunnel-Stealth       31) Tunnel-Protection  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you choose which of those stats you want to apply a bonus/neg to.  Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1).  Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide&lt;br /&gt;
&lt;br /&gt;
'''E) Menu ---&amp;gt;   : Extra Desc'''&lt;br /&gt;
&lt;br /&gt;
This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther.   The first screen you see is this:&lt;br /&gt;
&lt;br /&gt;
'''1) Keyword: &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Like the namelist of the object itself, your keyword is the word used to look at the object.  For our pile of hay, you would again use pile hay as the keywords&lt;br /&gt;
&lt;br /&gt;
'''2) Description:'''&lt;br /&gt;
&lt;br /&gt;
This is the actually description of the keyword item.  For our pile of hay example, I have this:&lt;br /&gt;
This pile of hay has been sitting here for a long time.  So long, it's hard to say it's really a pile, but it isn't flat onto the ground.&lt;br /&gt;
3) Goto next description: &amp;lt;Not set&amp;gt;&lt;br /&gt;
This is in case I have something else I want to describe about this object.  Like maybe I’d said there was a green leaf in the pile of hay.  Well then I’d go to the next description and start all over with the keywords green leaf and enter that description&lt;br /&gt;
&lt;br /&gt;
'''0) Quit'''&lt;br /&gt;
&lt;br /&gt;
This is for once you’re done with all of your extra descriptions.&lt;br /&gt;
&lt;br /&gt;
'''F) Innate      :''' &lt;br /&gt;
&lt;br /&gt;
Innates are any skill/spell in the game that the object gives to the player that holds/wields it.  They player will always have that ability until they no longer hold/wield the object.  This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) armor                 2) teleport              3) bless                 4) blindness             &lt;br /&gt;
5) burning hands         6) call lightning        7) charm                 ￼ chill touch           9) clone                &lt;br /&gt;
10) colour spray         11) control weather      12) create food          13) create water         14) cure blind           &lt;br /&gt;
15) cure critic          16) cure light           17) curse 18) detect alignment     19) detect invisibility  &lt;br /&gt;
20) detect magic         21) detect poison        22) dispel evil          23) earthquake           &lt;br /&gt;
24) enchant weapon       25) energy drain         26) fireball             27) harm                 28) heal                 &lt;br /&gt;
29) invisibility         30) lightning bolt       31) locate object        32) magic missile        33) poison               &lt;br /&gt;
34) protection from evil 35) remove curse         36) sanctuary            37) shocking grasp       38) sleep                &lt;br /&gt;
39) strength             40) summon               41) suffocate            42) word of recall       43) antidote 1           &lt;br /&gt;
44) sense life           45) animate dead         46) dispel good          47) group armor          48) group heal           &lt;br /&gt;
49) group recall         50) infravision          51) waterwalk            52) gate                 53) minor identify       &lt;br /&gt;
54) remove alignment     55) locate person        56) poison 2             57) poison 3             58) poison 4             &lt;br /&gt;
59) antidote 2           60) antidote 3           61) evil eye             62) absolve              63) chain lightning      &lt;br /&gt;
64) recharge             65) meteor shower        66) stoneskin            67) steelskin            68) hold person          &lt;br /&gt;
69) paralyze             70) holy word            71) holy shout           72) haste                73) shield               &lt;br /&gt;
74) group shield         75) acid arrow           76) flame arrow          77) cone of cold         78) knock&lt;br /&gt;
 79) protection from fire 80) protection from cold 81) earth elemental      82) water elemental      &lt;br /&gt;
83) air elemental        84) fire elemental       85) fire shield          86) life transfer        87) mana transfer &lt;br /&gt;
88) protection from good 89) mind fire            90) mind electricity     91) mind water           92) mind ice             &lt;br /&gt;
93) ice shield           94) thorn shield         95) mana shield          96) mirror shield        97) holy shield          &lt;br /&gt;
98) static shield        99) fortify mind         100) fortify body         101) sweet dreams         102) divine mind          &lt;br /&gt;
103) numb mind            104) slowness             105) flight               106) battle rage          107) embue armor          &lt;br /&gt;
108) magic bubble         109) psi panic            110) nightmare            111) vitalize             &lt;br /&gt;
112) dispel sanctuary     113) forsee               114) mana blast           115) confuse             &lt;br /&gt;
116) corrupt armor        117) weaken               118) soulsmash            119) demonshriek          120) lifesuck             &lt;br /&gt;
121) burning skull        122) heart squeeze        123) facemelt             124) electric blast       125) inferno              &lt;br /&gt;
126) water to wine        127) midas touch          128) polymorph            129) darkness             131) backstab             &lt;br /&gt;
132) bash                 133) hide                 134) kick                 135) pick lock            136) flank               &lt;br /&gt;
 137) rescue               138) sneak                139) steal                140) track                141) mount                &lt;br /&gt;
142) riding               143) tame                 144) snare                145) throw                146) bow                  &lt;br /&gt;
147) sling                148) crossbow             149) dual                 150) encircle             151) blackjack            &lt;br /&gt;
152) advanced melee       153) firearm              154) push                 155) scan                 156) brew                 &lt;br /&gt;
157) scribe               158) tinker               159) poison weapon        160) retreat              161) filet                &lt;br /&gt;
162) disarm               163) forage               164) trap aware           165) parry                166) mounted combat       &lt;br /&gt;
167) trample              168) joust                169) grapple              170) drunk                171) hand-to-hand         &lt;br /&gt;
172) melee                173) master melee         174) hamstring            175) short blade          176) dodge                &lt;br /&gt;
177) phase                178) charge               179) grip                 180) face                 181) focus                &lt;br /&gt;
182) martial arts         183) slip                 184) manipulate           185) holy strength        186) berserk              &lt;br /&gt;
187) meditate             188) woodsing             189) hyperactivity        190) true strike          191) strangle             &lt;br /&gt;
192) fortify              193) manifest             194) scalp                195) brace                196) behead               &lt;br /&gt;
197) bladedance           198) longarm              199) cleave               200) smash                201) identify             &lt;br /&gt;
202) fire breath          203) gas breath           204) frost breath         205) acid breath          &lt;br /&gt;
206) lightning breath     207) burn                 208) freeze               209) acid                 210) resist fire          &lt;br /&gt;
211) resist cold          212) resist electricity   213) wall of fire         214) wall of force        215) dispel bubble        &lt;br /&gt;
216) slit                 217) thrust               218) bleed                219) embowel              293) Silenced             &lt;br /&gt;
294) Imm Freeze           295) Malactation          299) OUTCAST   &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''G) Smell Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object smells like: ie: it smells like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''H) Taste Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object tastes like, should someone try to taste it:  ie: No way you're tasting that.  Well, ok, it tastes like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''I) Feel Desc   :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object feels like: ie: It feels as if it's been in the elements for quite a while.  And by elements we do mean rain, sun, rain, etc.&lt;br /&gt;
*Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*&lt;br /&gt;
&lt;br /&gt;
'''J) Material    : base-material'''&lt;br /&gt;
&lt;br /&gt;
This is the base material that the object is made out of.  This is not used very often, but can be useful if you want your item to be made out of something specific.  The list of materials we have are:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glass                 2) iron                  3) gold          4) silver                5) copper                6) zinc                 &lt;br /&gt;
 7) cromium               ￼ tungsten              9) carbon               10) coal                 11) basalt              &lt;br /&gt;
 12) silica               13) diamond              14) plastic              15) tin                  16) leather              17) hair                 &lt;br /&gt;
18) wool                 19) wood                 20) magic-wood&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''M) Min Level   : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum level someone has to be to use that object.  As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.&lt;br /&gt;
&lt;br /&gt;
'''S) Script      : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is so you can put scripts on your objects so they can do special things.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For when you are done.&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Building&amp;diff=131</id>
		<title>Building</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Building&amp;diff=131"/>
				<updated>2015-11-10T07:33:21Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Initial builder page, just quick copy of Kvetch's building tutorials. Thanks to Kvetch. :) Lots of work needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Extremely wip, thanks to Kvetch for the guides'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D.  I'm always glad to help, but I'm not always around, so here you go!&lt;br /&gt;
&lt;br /&gt;
== Room editing ==&lt;br /&gt;
&lt;br /&gt;
This is what you will see when you first redit a room:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
-- Room number : [4400]     Room zone: [44]&lt;br /&gt;
&lt;br /&gt;
1) Name         : An unfinished room&lt;br /&gt;
&lt;br /&gt;
2) Description  :&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
3) Room flags   : NOBITS &lt;br /&gt;
&lt;br /&gt;
4) Sector type  : Inside&lt;br /&gt;
&lt;br /&gt;
5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
6) Exit east    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
7) Exit south   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
8) Exit west    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
9) Exit up      : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
A) Exit down    : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
B) Descriptions : Extra&lt;br /&gt;
&lt;br /&gt;
C) Descriptions : night description&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
E) Descriptions : Look under&lt;br /&gt;
&lt;br /&gt;
F) Descriptions : Look behind&lt;br /&gt;
&lt;br /&gt;
G) Descriptions : Look above&lt;br /&gt;
&lt;br /&gt;
H) Smell        :&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
I) Listen       :&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
J) Mine         : Num: -1 Level: -1 Tool: None&lt;br /&gt;
&lt;br /&gt;
R) Descriptions : Quests flagged - NOT SET&lt;br /&gt;
&lt;br /&gt;
S) Script       : Not Set.&lt;br /&gt;
&lt;br /&gt;
Q) Quit&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we will change these one by one and show you how to do it.&lt;br /&gt;
&lt;br /&gt;
'''-- Room number : [4400]     Room zone: [44]'''&lt;br /&gt;
&lt;br /&gt;
The room number and room zone can not be changed.  This is the room you are editing and the zone it is in – hopefully your zone.&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : An unfinished room'''&lt;br /&gt;
&lt;br /&gt;
Let’s change the name of the room.  This is what will be at the top of the screen when someone walks into that room.  This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in.  Room 4400 is one of the rooms that’s around the path of the Dragon &lt;br /&gt;
&lt;br /&gt;
Master’s fort (zone 44).  So, we’ll change this to:&lt;br /&gt;
&lt;br /&gt;
'''1) Name         : Dragon Fort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
This tells us exactly where it is in the Dragon Fort zone.&lt;br /&gt;
&lt;br /&gt;
'''2) Description  :'''&lt;br /&gt;
&lt;br /&gt;
You are in an unfinished room.&lt;br /&gt;
&lt;br /&gt;
This is the actual description of the room.  As you see, it starts out with “You are in an unfinished room.”  Well, we want to make the room finished.  This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area.  Remember that small details can be added later.  So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here.  If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object.  For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:&lt;br /&gt;
&lt;br /&gt;
The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west.  The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life.  Not that there is any plant life around here to speak of as its all been&lt;br /&gt;
worn away.&lt;br /&gt;
&lt;br /&gt;
Always use /f when you’re finished with your description.  This will format it to the screen without the indent (Molly doesn’t like the indent).&lt;br /&gt;
&lt;br /&gt;
'''3) Room flags   : NOBITS''' &lt;br /&gt;
&lt;br /&gt;
This is where you get to make your room special by adding flags to it.  Is it dark so you need a light source or infravision to see in it?  Is it a deathtrap so anyone entering automatically falls to their death?  The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) DARK                  2) DEATH                &lt;br /&gt;
 3) !MOB                  4) INDOORS              &lt;br /&gt;
 5) PEACEFUL              6) SOUNDPROOF           &lt;br /&gt;
 7) !TRACK                8) !MAGIC               &lt;br /&gt;
 9) TUNNEL               10) PRIVATE              &lt;br /&gt;
11) GODROOM              12) HOUSE                &lt;br /&gt;
13) HCRSH                14) ATRIUM               &lt;br /&gt;
15) OLC                  16) *                    &lt;br /&gt;
17) VEHICLE              18) !RECALL              &lt;br /&gt;
19) ARENA                20) GOOD                 &lt;br /&gt;
21) EVIL                 22) HP                   &lt;br /&gt;
23) MANA                 24) MOVE                 &lt;br /&gt;
25) ROLEPLAY             26) !TELEPORT IN         &lt;br /&gt;
27) !TELEPORT OUT        28) !SUMMON IN           &lt;br /&gt;
29) !SUMMON OUT          30) WILDERNESS           &lt;br /&gt;
31) !VIEW                32) DO_NOT_USE           &lt;br /&gt;
33) GOLD DEPOSIT         34) SILVER DEPOSIT       &lt;br /&gt;
35) COPPER DEPOSIT       36) IRON DEPOSIT         &lt;br /&gt;
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT     &lt;br /&gt;
39) QUARRY               40) COAL MINE            &lt;br /&gt;
41) SPRING               42) PASTURE              &lt;br /&gt;
43) DRAGONPORT           44) TIN DEPOSIT          &lt;br /&gt;
45) PLASTONIUM DEPOSIT   46) BURNING  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path around Dragon Fort has nothing special to it, so we made no changes.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Inside'''&lt;br /&gt;
&lt;br /&gt;
There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside.  The default is inside.  Here is the list of choices you will come across:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Inside                1) City                 &lt;br /&gt;
 2) Field                 3) Forest               &lt;br /&gt;
 4) Hills                 5) Mountains            &lt;br /&gt;
 6) Water (Swim)          7) Water (No Swim)      &lt;br /&gt;
 8) Underwater            9) Air                  &lt;br /&gt;
10) Desert               11) Space                &lt;br /&gt;
12) Road                 13) Entrance             &lt;br /&gt;
14) Atmosphere           15) Sun                  &lt;br /&gt;
16) Black Hole           17) Vehicle(coded)       &lt;br /&gt;
18) Swamp                19) Reef                 &lt;br /&gt;
20) Tundra               21) Snow                 &lt;br /&gt;
22) Ice                  23) Prairie              &lt;br /&gt;
24) Badlands             25) Rail    &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work.  The best I could come up with at this point of time was “Field” so we’ll enter that.&lt;br /&gt;
&lt;br /&gt;
'''4) Sector type  : Field'''&lt;br /&gt;
&lt;br /&gt;
'''5) Exit north   : -1     - Nowhere&lt;br /&gt;
&lt;br /&gt;
'''6) Exit east    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''7) Exit south   : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''8) Exit west    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''9) Exit up      : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''A) Exit down    : -1     - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together.  I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8.  When you first open up the exit number, you get this table:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : -1 - Nowhere'''&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Like the main room, this too has to be filled out as much as you need to.  First is the exit to – this is the room vnum that the exit goes to.  For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:&lt;br /&gt;
&lt;br /&gt;
'''1) Exit to     : 4497 - DragonFort Northern Wall'''&lt;br /&gt;
&lt;br /&gt;
But, that’s not the only part that *has* to be filled out.  The second step is filling out a description of what someone sees if they look in that direction.  It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important.  In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.&lt;br /&gt;
&lt;br /&gt;
'''2) Description :-'''&lt;br /&gt;
&lt;br /&gt;
The path continues around the fort and you can see a rock in the distance.&lt;br /&gt;
Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you.  This is what *you* see when *you* look there.&lt;br /&gt;
&lt;br /&gt;
There is no door, keys or door flags for this room so we don’t need to use those.  But, in case you need those, you do it this way:&lt;br /&gt;
&lt;br /&gt;
'''3) Door name   : &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word.  So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it.  So if you put in trap door and the player opens door, the player will see that s/he opens the trap.&lt;br /&gt;
&lt;br /&gt;
'''4) Key         : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the vnum of the object you have created to be the key for this door.  It can seriously be anything and doesn’t even need to look like a key.&lt;br /&gt;
&lt;br /&gt;
'''5) Door flags  : No door'''&lt;br /&gt;
&lt;br /&gt;
When you open up this choice, you get these options:&lt;br /&gt;
&lt;br /&gt;
'''0) No door'''&lt;br /&gt;
&lt;br /&gt;
'''1) Closeable door'''&lt;br /&gt;
&lt;br /&gt;
'''2) Pickproof'''&lt;br /&gt;
&lt;br /&gt;
No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice.&lt;br /&gt;
Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter.&lt;br /&gt;
Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made.  Use this sparingly though as picking lock can be one of the useful skills for thieves.  A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.&lt;br /&gt;
&lt;br /&gt;
'''6) Purge exit.'''&lt;br /&gt;
&lt;br /&gt;
Purge exit is used if you realize the mistake that the western exit was supposed to be to the north.  This gets rid of the everything you’ve done in the exit choice.&lt;br /&gt;
&lt;br /&gt;
'''B) Descriptions : Extra'''&lt;br /&gt;
&lt;br /&gt;
This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like.  This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object).  If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there.  I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…&lt;br /&gt;
&lt;br /&gt;
'''C) Descriptions : night description'''&lt;br /&gt;
&lt;br /&gt;
Not Set.&lt;br /&gt;
&lt;br /&gt;
Night descriptions are something new to 4D and have been used rarely.  These are best used when the lighting would make the room look quite different than it would in the daytime.  For example, you have a forest.  In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister.  It’s all in the lighting.&lt;br /&gt;
&lt;br /&gt;
'''E) Descriptions : Look under'''&lt;br /&gt;
&lt;br /&gt;
'''F) Descriptions : Look behind'''&lt;br /&gt;
&lt;br /&gt;
'''G) Descriptions : Look above'''&lt;br /&gt;
&lt;br /&gt;
E, F, and G are all like B, except you are looking under, behind, or above the object.  So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something.  These are used for good places to hide things.&lt;br /&gt;
&lt;br /&gt;
'''H) Smell        :'''&lt;br /&gt;
&lt;br /&gt;
You smell nothing interesting.&lt;br /&gt;
&lt;br /&gt;
This is the smell that is in the room.  All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something.  This could also be used to go into detail about a smell you have touched on briefly in the room description.  For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west.  This is one of the extra items that Molly wants filled out for a complete zone.&lt;br /&gt;
&lt;br /&gt;
'''I) Listen       :'''&lt;br /&gt;
&lt;br /&gt;
You hear nothing interesting.&lt;br /&gt;
&lt;br /&gt;
Like smell, but the player is listening for some clues.  Again, every room has a sound whether it’s created in the room, or by things close to the room.  Be careful using this to let players know there is a mob nearby as that mob could have been killed.  Again, you can use *you* in this as the player is actively listening for sounds.  And you can use it to describe a sound in detail that you briefly touched on in the room description.  For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room.  Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over.  They do like shiny things.&lt;br /&gt;
&lt;br /&gt;
'''J) Mine         : Num: -1 Level: -1 Tool: None'''&lt;br /&gt;
&lt;br /&gt;
I’ve never used this myself and taking a look at it really doesn’t explain it.&lt;br /&gt;
&lt;br /&gt;
'''R) Descriptions : Quests flagged - NOT SET'''&lt;br /&gt;
&lt;br /&gt;
This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not.  For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed.  Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description.  Let’s look at our choices here:&lt;br /&gt;
&lt;br /&gt;
'''1) Quest Type: 0'''&lt;br /&gt;
&lt;br /&gt;
This is the type of quest – whether it affects a player or the whole zone.  Let’s look at the options:&lt;br /&gt;
&lt;br /&gt;
'''1) Zone wide quest flag'''&lt;br /&gt;
&lt;br /&gt;
'''2) Player only quest flag'''&lt;br /&gt;
&lt;br /&gt;
A zone wide quest flag would affect the whole zone once the quest is completed.  Let’s say to complete a quest, someone has to blow up a dam.  They do so and the affect is that the area is flooded.  Everyone who then comes into the area sees the area as flooded – because the quest had been done.&lt;br /&gt;
The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen.  The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.&lt;br /&gt;
&lt;br /&gt;
'''2) Quest Keywords:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the flag that the player has from completing the quest.&lt;br /&gt;
&lt;br /&gt;
'''3) Room Description:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NONE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the description the player (or the room if zone quest) will have if they’ve completed the quest.&lt;br /&gt;
&lt;br /&gt;
'''4) Goto next quest description: &amp;lt;NOT SET&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As you can see, there can be many different descriptions for a multi-layered quest.  Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to&lt;br /&gt;
Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together).  Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''S) Script       : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is for the scripts set on the room.  Each script is its own vnum.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
Erm… obviously when you’re done editing your room.&lt;br /&gt;
&lt;br /&gt;
== Mob editing ==&lt;br /&gt;
&lt;br /&gt;
I did this for Rooms so thought I should continue for objects.  Careful, this is a very long post.  Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #&lt;br /&gt;
&lt;br /&gt;
'''1) Namelist :''' &lt;br /&gt;
&lt;br /&gt;
These are the words that can activate the object.  For example: pile hay – for a pile of hay.  That way the player can look at pile or hay to get the description for the pile of hay.&lt;br /&gt;
&lt;br /&gt;
'''2) S-Desc   :''' &lt;br /&gt;
&lt;br /&gt;
This is the description that is use when the object is being used.   For example let’s use that pile of hay.  If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”.  Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B.  You’d rather have Player A gives a pile of hay to player B.&lt;br /&gt;
&lt;br /&gt;
'''3) L-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description of the object as it’s lying in a room.  Using our pile of hay for example: A pile of hay lies here.  You don’t have to go so basic, but you should always use the main words that are in your namelist.   We could say: A pile of hay lies upon the loft.  But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.&lt;br /&gt;
&lt;br /&gt;
'''4) A-Desc   :-'''&lt;br /&gt;
&lt;br /&gt;
This is the description that’s given as the object is used.  And I never use this choice.&lt;br /&gt;
&lt;br /&gt;
'''5) Type        :''' &lt;br /&gt;
&lt;br /&gt;
This is the list of things this item can be.  The list is quite extensive and is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) light             2) scroll                3) wand                  4) staff                 5) weapon               &lt;br /&gt;
 6) &amp;lt;NOT USED&amp;gt;            7) &amp;lt;NOT USED&amp;gt;            ￼ treasure              9) armor                10) potion              &lt;br /&gt;
 11) worn                 12) other                13) trash                14) trap                 15) container            &lt;br /&gt;
16) note                 17) liquid container     18) key                  19) food                 20) money               &lt;br /&gt;
 21) pen                  22) boat                 23) fountain             24) throw                25) grenade              &lt;br /&gt;
26) bow                  27) sling                28) crossbow             29) bolt                 30) arrow                31) rock                 &lt;br /&gt;
32) vehicle              33) vehicle control      34) vehicle exit         35) vehicle window        36) room portal&lt;br /&gt;
37) gun                  38) ammo                 39) wings                40) spacesuit            41) aqualung             &lt;br /&gt;
42) climbable            43) level 1 poison       44) level 2 poison       45) level 3 poison       &lt;br /&gt;
46) level 4 poison       47) level 1 antidote     48) level 2 antidote     49) level 3 antidote     &lt;br /&gt;
50) descendable          51) bush portal          52) water portal         53) hole portal          &lt;br /&gt;
54) meat                 55) nugget               56) metal detector       57) tree                 &lt;br /&gt;
58) bark                 59) anvil                60) hammer               61) grindstone           &lt;br /&gt;
62) oil                  63) ore                  64) axe                  65) gem cluster          &lt;br /&gt;
66) element              67) shovel         68) wood                 69) machine              70) pickaxe             &lt;br /&gt;
71) nut                  72) skin                 73) furniture            74) portal hurdle        75) thermal protection   &lt;br /&gt;
76) radio                77) minor focus          78) major focus          79) lightsaber hilt      &lt;br /&gt;
80) zone flag            81) locker               82) garotte              83) vial                 84) bankbook             &lt;br /&gt;
85) spacebike            86) vehicle2  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''6) Extra flags :''' &lt;br /&gt;
&lt;br /&gt;
Again, an extensive list on what flags can be put on the object:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glowing               2) humming               3) unrentable            4) undonateable         &lt;br /&gt;
 5) anti-invisible        6) invisible             7) magic                 ￼ cursed               &lt;br /&gt;
 9) blessed              10) anti-good           11) anti-evil            12) anti-neutral         &lt;br /&gt;
13) anti-mage            14) anti-priest      15) anti-thief           16) anti-warrior         &lt;br /&gt;
17) unsellable           18) anti-faun         19) anti-centaur         20) anti-elf             &lt;br /&gt;
21) anti-dwarf           22) Live Grenade 23) anti-indian          24) anti-gringo          &lt;br /&gt;
25) anti-martian         26) anti-spacewolf 27) anti-hunter          28) anti-ranger          &lt;br /&gt;
29) anti-gypsy           30) anti-esper           31) melt-on-drop         32) (buried)             &lt;br /&gt;
33) player corpse        34) mob corpse     35) artifact             36) unique               &lt;br /&gt;
37) unlocateable         38) hidden              39) poison type 1        40) poison type 2        &lt;br /&gt;
41) poison type 3        42) poison type 4  43) edible               44) skinable             &lt;br /&gt;
45) anti-disarm          46) anti-male           47) anti-female          48) contraceptive        &lt;br /&gt;
49) &amp;lt;UNUSED&amp;gt;             50) &amp;lt;UNUSED&amp;gt;      51) tinkered             52) randomized           &lt;br /&gt;
53) enhanced             54) modified            55) lightsaber           56) two-handed           &lt;br /&gt;
57) &amp;lt;UNUSED&amp;gt;             58) &amp;lt;UNUSED&amp;gt;      59) life-stealing        60) mana-stealing        &lt;br /&gt;
61) move-stealing        62) undisplayed    63) extracting-(CODE)    64) shiftable            &lt;br /&gt;
65) key-rent             &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''7) Wear flags  :'''&lt;br /&gt;
&lt;br /&gt;
Where you want the player to be able to wear an item (if it’s a wearable/wieldable item).  This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off.  Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight.  Please note that certain areas are only for Clan items.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
  1) TAKE                  2) FINGER                3) NECK                  4) BODY                 &lt;br /&gt;
 5) HEAD                  6) LEGS                  7) FEET                  ￼ HANDS                &lt;br /&gt;
 9) ARMS                 10) SHIELD           11) ABOUT                12) WAIST                &lt;br /&gt;
13) WRIST                14) WIELD           15) HOLD                 16) FACE                 &lt;br /&gt;
17) EYES                 18) HIPS                 19) EAR                  20) ANKLE                &lt;br /&gt;
21) HORNS                22) ANTENNA    23) TAIL                 24) FOCUS                &lt;br /&gt;
25) SHOULDER             26) CREST       27) THIGH                28) KNEE                 &lt;br /&gt;
29) FLOATING&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;￼&lt;br /&gt;
&lt;br /&gt;
'''8)Weight      :''' &lt;br /&gt;
&lt;br /&gt;
The weight of an item.  There is nothing that weighs less than 1.&lt;br /&gt;
&lt;br /&gt;
'''9) Cost        :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost of the item if it was sold in a store.&lt;br /&gt;
&lt;br /&gt;
'''A) Cost/Day    :''' &lt;br /&gt;
&lt;br /&gt;
This would be the cost per day for the player to keep the item.  Most items have 0 cost.&lt;br /&gt;
'''B) Timer       : -1'''&lt;br /&gt;
&lt;br /&gt;
This would be how long the item exists in mud time after it is picked up.  Usually only used on major items or season items.  Most items would have a timer of -1 which is indefinite.&lt;br /&gt;
&lt;br /&gt;
'''C) Values      : 0 0 0 0 0 0'''&lt;br /&gt;
&lt;br /&gt;
The C values change depending on the TYPE of item it is.&lt;br /&gt;
&lt;br /&gt;
'''D) Menu ---&amp;gt;   : Applies'''&lt;br /&gt;
&lt;br /&gt;
This is any bonuses or negatives you want to apply to the item.  When you first enter this screen you will see this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) None.&lt;br /&gt;
 2) None.&lt;br /&gt;
 3) None.&lt;br /&gt;
 4) None.&lt;br /&gt;
 5) None.&lt;br /&gt;
 6) None.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is for the 6 stats you want to apply bonus/negs to.  Right now there are none.  When you hit 1 for the first state to apply, you enter this screen:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) Nothing               1) Strength            2) Dexterity             3) Intelligence         &lt;br /&gt;
 4) Wisdom                5) Constitution   6) Charisma              7) Health-regen         &lt;br /&gt;
 ￼ Move-regen            9) Age              10) Weight               11) Height               &lt;br /&gt;
12) Maxmana              13) Maxhit       14) Maxmove              15) Mana-regen           &lt;br /&gt;
16) Experience           17) Armor         18) Hitroll              19) Damroll              &lt;br /&gt;
20) Paralyze Defence     21) Rod Defence         22) Petrify Defence      23) Breath Defence       &lt;br /&gt;
24) Spell Defence        25) Race                 26) Speed                27) Coolness             &lt;br /&gt;
28) Tunnel-Speed         29) Tunnel-Bonus  30) Tunnel-Stealth       31) Tunnel-Protection  &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you choose which of those stats you want to apply a bonus/neg to.  Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1).  Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide&lt;br /&gt;
&lt;br /&gt;
'''E) Menu ---&amp;gt;   : Extra Desc'''&lt;br /&gt;
&lt;br /&gt;
This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther.   The first screen you see is this:&lt;br /&gt;
&lt;br /&gt;
'''1) Keyword: &amp;lt;NONE&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Like the namelist of the object itself, your keyword is the word used to look at the object.  For our pile of hay, you would again use pile hay as the keywords&lt;br /&gt;
&lt;br /&gt;
'''2) Description:'''&lt;br /&gt;
&lt;br /&gt;
This is the actually description of the keyword item.  For our pile of hay example, I have this:&lt;br /&gt;
This pile of hay has been sitting here for a long time.  So long, it's hard to say it's really a pile, but it isn't flat onto the ground.&lt;br /&gt;
3) Goto next description: &amp;lt;Not set&amp;gt;&lt;br /&gt;
This is in case I have something else I want to describe about this object.  Like maybe I’d said there was a green leaf in the pile of hay.  Well then I’d go to the next description and start all over with the keywords green leaf and enter that description&lt;br /&gt;
&lt;br /&gt;
'''0) Quit'''&lt;br /&gt;
&lt;br /&gt;
This is for once you’re done with all of your extra descriptions.&lt;br /&gt;
&lt;br /&gt;
'''F) Innate      :''' &lt;br /&gt;
&lt;br /&gt;
Innates are any skill/spell in the game that the object gives to the player that holds/wields it.  They player will always have that ability until they no longer hold/wield the object.  This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
0) UNDEFINED             1) armor                 2) teleport              3) bless                 4) blindness             &lt;br /&gt;
5) burning hands         6) call lightning        7) charm                 ￼ chill touch           9) clone                &lt;br /&gt;
10) colour spray         11) control weather      12) create food          13) create water         14) cure blind           &lt;br /&gt;
15) cure critic          16) cure light           17) curse 18) detect alignment     19) detect invisibility  &lt;br /&gt;
20) detect magic         21) detect poison        22) dispel evil          23) earthquake           &lt;br /&gt;
24) enchant weapon       25) energy drain         26) fireball             27) harm                 28) heal                 &lt;br /&gt;
29) invisibility         30) lightning bolt       31) locate object        32) magic missile        33) poison               &lt;br /&gt;
34) protection from evil 35) remove curse         36) sanctuary            37) shocking grasp       38) sleep                &lt;br /&gt;
39) strength             40) summon               41) suffocate            42) word of recall       43) antidote 1           &lt;br /&gt;
44) sense life           45) animate dead         46) dispel good          47) group armor          48) group heal           &lt;br /&gt;
49) group recall         50) infravision          51) waterwalk            52) gate                 53) minor identify       &lt;br /&gt;
54) remove alignment     55) locate person        56) poison 2             57) poison 3             58) poison 4             &lt;br /&gt;
59) antidote 2           60) antidote 3           61) evil eye             62) absolve              63) chain lightning      &lt;br /&gt;
64) recharge             65) meteor shower        66) stoneskin            67) steelskin            68) hold person          &lt;br /&gt;
69) paralyze             70) holy word            71) holy shout           72) haste                73) shield               &lt;br /&gt;
74) group shield         75) acid arrow           76) flame arrow          77) cone of cold         78) knock&lt;br /&gt;
 79) protection from fire 80) protection from cold 81) earth elemental      82) water elemental      &lt;br /&gt;
83) air elemental        84) fire elemental       85) fire shield          86) life transfer        87) mana transfer &lt;br /&gt;
88) protection from good 89) mind fire            90) mind electricity     91) mind water           92) mind ice             &lt;br /&gt;
93) ice shield           94) thorn shield         95) mana shield          96) mirror shield        97) holy shield          &lt;br /&gt;
98) static shield        99) fortify mind         100) fortify body         101) sweet dreams         102) divine mind          &lt;br /&gt;
103) numb mind            104) slowness             105) flight               106) battle rage          107) embue armor          &lt;br /&gt;
108) magic bubble         109) psi panic            110) nightmare            111) vitalize             &lt;br /&gt;
112) dispel sanctuary     113) forsee               114) mana blast           115) confuse             &lt;br /&gt;
116) corrupt armor        117) weaken               118) soulsmash            119) demonshriek          120) lifesuck             &lt;br /&gt;
121) burning skull        122) heart squeeze        123) facemelt             124) electric blast       125) inferno              &lt;br /&gt;
126) water to wine        127) midas touch          128) polymorph            129) darkness             131) backstab             &lt;br /&gt;
132) bash                 133) hide                 134) kick                 135) pick lock            136) flank               &lt;br /&gt;
 137) rescue               138) sneak                139) steal                140) track                141) mount                &lt;br /&gt;
142) riding               143) tame                 144) snare                145) throw                146) bow                  &lt;br /&gt;
147) sling                148) crossbow             149) dual                 150) encircle             151) blackjack            &lt;br /&gt;
152) advanced melee       153) firearm              154) push                 155) scan                 156) brew                 &lt;br /&gt;
157) scribe               158) tinker               159) poison weapon        160) retreat              161) filet                &lt;br /&gt;
162) disarm               163) forage               164) trap aware           165) parry                166) mounted combat       &lt;br /&gt;
167) trample              168) joust                169) grapple              170) drunk                171) hand-to-hand         &lt;br /&gt;
172) melee                173) master melee         174) hamstring            175) short blade          176) dodge                &lt;br /&gt;
177) phase                178) charge               179) grip                 180) face                 181) focus                &lt;br /&gt;
182) martial arts         183) slip                 184) manipulate           185) holy strength        186) berserk              &lt;br /&gt;
187) meditate             188) woodsing             189) hyperactivity        190) true strike          191) strangle             &lt;br /&gt;
192) fortify              193) manifest             194) scalp                195) brace                196) behead               &lt;br /&gt;
197) bladedance           198) longarm              199) cleave               200) smash                201) identify             &lt;br /&gt;
202) fire breath          203) gas breath           204) frost breath         205) acid breath          &lt;br /&gt;
206) lightning breath     207) burn                 208) freeze               209) acid                 210) resist fire          &lt;br /&gt;
211) resist cold          212) resist electricity   213) wall of fire         214) wall of force        215) dispel bubble        &lt;br /&gt;
216) slit                 217) thrust               218) bleed                219) embowel              293) Silenced             &lt;br /&gt;
294) Imm Freeze           295) Malactation          299) OUTCAST   &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''G) Smell Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object smells like: ie: it smells like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''H) Taste Desc  :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object tastes like, should someone try to taste it:  ie: No way you're tasting that.  Well, ok, it tastes like moldy hay.&lt;br /&gt;
&lt;br /&gt;
'''I) Feel Desc   :'''&lt;br /&gt;
&lt;br /&gt;
This is what the object feels like: ie: It feels as if it's been in the elements for quite a while.  And by elements we do mean rain, sun, rain, etc.&lt;br /&gt;
*Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*&lt;br /&gt;
&lt;br /&gt;
'''J) Material    : base-material'''&lt;br /&gt;
&lt;br /&gt;
This is the base material that the object is made out of.  This is not used very often, but can be useful if you want your item to be made out of something specific.  The list of materials we have are:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) glass                 2) iron                  3) gold          4) silver                5) copper                6) zinc                 &lt;br /&gt;
 7) cromium               ￼ tungsten              9) carbon               10) coal                 11) basalt              &lt;br /&gt;
 12) silica               13) diamond              14) plastic              15) tin                  16) leather              17) hair                 &lt;br /&gt;
18) wool                 19) wood                 20) magic-wood&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''M) Min Level   : 0'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum level someone has to be to use that object.  As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.&lt;br /&gt;
&lt;br /&gt;
'''S) Script      : Not Set.'''&lt;br /&gt;
&lt;br /&gt;
This is so you can put scripts on your objects so they can do special things.&lt;br /&gt;
&lt;br /&gt;
'''Q) Quit'''&lt;br /&gt;
&lt;br /&gt;
For when you are done.&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=129</id>
		<title>Zones</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=129"/>
				<updated>2015-11-09T09:46:32Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: /* Mediterranean Sea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Different Dimensions ==&lt;br /&gt;
&lt;br /&gt;
4D exist out of 4 Dimensions. Each Dimension consists out of different zones, which its own quests, adventures and secrets. To have a closer look at the different zones, just click on the dimension you're interested in, and you'll get a more detailed look of how the dimension is setup. Next to those 4 Dimension there's also a Central part, where people can gather, and talk about things, or find information concerning other areas in the game.&lt;br /&gt;
&lt;br /&gt;
=== The Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central zones are not connected to any Dimension. They consist of Recall and Travel Agency, Mud School, the 4 Newbie zones and the Newbie arena and 'special' PK zones that need imm help to access, like the Battlefield and the Gladiator Arena.&lt;br /&gt;
&lt;br /&gt;
Recall is the place where people hangout when they're not exploring one of our 4 Dimensions. The area is not really part of any of the other Dimension. Recall provides lots of information about features that can be found or done throughout the game.&lt;br /&gt;
&lt;br /&gt;
Recently there's also been made a new expansion to the Recall Area, namely the Gladiator Arena. The Arena itself is only accessible by a certain type of players, namely the Gladiators. Though there's a public Gallery for everyone else where you can support for your favorite Gladiator or maybe throw some rotten tomatoes towards them.&lt;br /&gt;
&lt;br /&gt;
THE 4D CENTER AREA This realm, which is rather small, contains the Healer, the main Donation Pit, Mud School, the Time Warp, from which all the 4 Dimensions can be reached, and the 4D Travel Agency, where you can learn a bit about the special options presented in our unique Mud.&lt;br /&gt;
&lt;br /&gt;
Last but not least the Center Area contains 4 Newbie zones for the levels 1-10 - (one for each Dimension) - plus the Newbie Arena and some shortcuts to some more easy zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#Recall_and_4D_Travel_Agency|Recall and 4D Travel Agency]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-5) || [[#Mud_school_and_Quest_Academy|Mud school and Quest Academy]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Stone_Age_I|Stone Age I]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Robber_Baron_Castle_I|Robber Baron Castle I]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Dry_Gulch|Dry Gulch]] || Nave || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Android_Factory|Android Factory]] || Flyte || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(51-56) || [[#God_Rooms|God Rooms]] || Immortals || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Battlefield|Battlefield]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Chicken_Casino|The Chicken Casino]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-15) || [[#The_Newbie_Arena|The Newbie Arena]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-50) || [[#Realms_of_the_Traders|Realms of the Traders]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Colosseum|The Colosseum]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==== Recall and 4D Travel Agency ====&lt;br /&gt;
&lt;br /&gt;
This Realm is the starting point of your character's life. This is where you enter the game as a newbie, and where all the necessary things for the starting mudder are gathered along Adventure Avenue and venture Way. Here you find Recall Point with the Healer, the Guildmaster, the Donation Pit, a small Bar where you can buy a few necessities, the mortal Post Office, the entrance to 4D Mud School, the 4 Newbie zones, the Newbie Training Arena and last but not least the 4D Travel Agency. The Travel Agency is the place to get information about the special features of this mud. Want to buy yourself a crash-proof private player house? Want a personalized weapon or piece of armour? Want to buy a personal pet or mount or spaceship or Recall item? The Travel Agency is where you find out the price and conditions for all those extra features.&lt;br /&gt;
This is also where you can find the 4D Map room, with descriptions of all the zones in the 4 Realms, the Building Department, with lists of all Builders in 4D and the conditions to become one yourself, the Crypt for the Craven, where you can retrieve your corpse for gold, if you were killed in a distant or dangerous place, the Clan Office with information about the Clans in 4D and the 4D Hall of Fame, where remarkable players in 4D acquire everlasting fame. Maybe one day you will get your own statue in this Hall...&lt;br /&gt;
And one step up from Recall is the Time Guardian, who on request will take you to the Main Game Realm, for players from level 10 upwards.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mud school and Quest Academy ====&lt;br /&gt;
&lt;br /&gt;
The Mud school of 4D is not the usual Mud School with chained mobs in cages that you meet in most muds. This School is totally customized to 4D, and it is also a playable area, full of mobs of a suitable strength for your level and some decent equipment that you can't get anywhere else. It has 4 Classes or Grades - one for each Dimension - and you can drop out of School or skip a class at your own will. The 1st grade teaches the basics about moving about, surviving and killing, the 2nd is devoted to communication and the use of magic, the 3rd teaches you how to use firearms, mounts and vehicles and how to form groups, and the 4th gives you some &amp;quot;special&amp;quot; tips about the secrets of the game. And at the top of the fourth grade is the unique Questor's Academy, where you can learn some of the tricks that usually only very seasoned players know about. Mud School is restricted to the levels 1-5, and it is highly recommended for new players to go through it, before venturing into the world of 4 Dimensions.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age I ====&lt;br /&gt;
&lt;br /&gt;
This is the first of the four Newbie zones for level 1-10, set in Stone Age, where the Neanderthal and the Cro Magnon tribes fight each other, while at the same time fighting Nature for survival. Apart from the Stone Age people, you'll meet mammoths, sabre-toothed tigers and a lot of less dangerous animals that inhabit the forests and steppe at about 9000 years BC. You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Robber Baron Castle I ====&lt;br /&gt;
&lt;br /&gt;
This castle may be rather small, and the robber Baron may not be the most powerful man in the Realms, but he is a pretty nasty customer nonetheless. And so are his ill-bred offspring and his snotty wife, so nobody would object if you raided this castle to rid him of some of his excessive goods and gold. He does have a dungeon though, and if you get thrown into that, it might not be very easy to get out again...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch ====&lt;br /&gt;
&lt;br /&gt;
It's just a small outback town, but it does have some shops and of course a saloon, where you can get yourself a drink. I'm told even the great Shorty himself still buys his shots in this saloon. Apart from that there is not much of interest in this small outback town, just the usual towns people, mongrel dogs, Indians, tumbleweeds and dust, dust, dust...&lt;br /&gt;
It has been months since it last rained in Dry Gulch.&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Android Factory ====&lt;br /&gt;
&lt;br /&gt;
This is where all the androids that overrun the planets in the Future Dimension are manufactured. The androids are of course supposed to help Mankind, in doing many of the menial tasks that Man thinks below himself. Only lately it seems that they don't quite get the message. In fact lately they seem to have grown uppity, lazy, defiant - even hostile at times. Maybe something went wrong at the conveyor belts? Or maybe it's a bug in the programming itself...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== God Rooms ====&lt;br /&gt;
&lt;br /&gt;
These are for the Immortals exclusively, you're only chance to get there would be by &amp;quot;special invitation&amp;quot; - or if you get yourself in major trouble, which would be a wise choice to avoid...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Battlefield ====&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;Battlefield&amp;quot; or Arena of 4 Dimensions, where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;pkiller&amp;quot; or not. When you die in the Battlefield, you do not lose exp or equipment like you risk to do in the normal game. All you lose is your pride, since this is the place to determine who is the best pkiller in the mud. Only one player can win, but all levels can participate, and you can place bets on the Winner. The way to do this is to type 'PLACE Playername'. You need an imm to start up the Battlefield however. Type ARENA to listen to the special Battlefield channel, and HELP ARENA to see the rules for the tournaments.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Chicken Casino ====&lt;br /&gt;
&lt;br /&gt;
Like a game of old fashioned Poker? Well, you can get that here too, although it is a wee bit different from the usual. We don't have a dealer here, instead all the players are let into a large chicken pen, full of chicken and hens.&lt;br /&gt;
Each of these fowl have a card, so you kill as many as you can and collect the cards. Then you put together the best poker hand you can from what you have got, junk the rest of the cards and return to the Casino, where each in turn gives his hand to the Poker Master, who looks at them and decides who the winner is. The Poker rules are the same as always, and there is a list of winning hands posted in the room in case you forgot the rules.&lt;br /&gt;
You will need an imm/hero/helper to open the door to the chicken pen and supervise the game, and it won't be started up unless there are at least 3 players.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Newbie Arena ====&lt;br /&gt;
&lt;br /&gt;
Like most things in 4D, the Newbie Training Arena has four parts, one for each Dimension. You can start in any of them, but the easiest is Pre Historic, and then they gradually get harder. Built by Lonewolf, one of the most experienced players of 4D, this zone not only provides good hunting grounds for low levels, but also a good introduction to the special culture of 4D, with several easy Quests where you can train your brain for larger challenges to come. Also this zone holds some special equipment for Newbies, with rather good stats. If you start your career in 4D with the Quest Academy and this zone, you stand a better chance than most Newbies of mastering the Game.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of the Traders ====&lt;br /&gt;
&lt;br /&gt;
Tired of hack and slash? Want to do something more creative with your spare time? Learn a useful trade, perhaps? The Realms of the Traders will provide you with these options. They are spread over the 4 Dimensions, but with the main centerpoint in the Medieval Dimension.&lt;br /&gt;
The Trader's Office in the 4D Traveling Agency will provide more information.&lt;br /&gt;
&lt;br /&gt;
Around Old Yorke, you'll find:&lt;br /&gt;
&lt;br /&gt;
8 fields for Farming&lt;br /&gt;
&lt;br /&gt;
8 plots for Gardening	West Trade Road&lt;br /&gt;
&lt;br /&gt;
Crafter's Alley	Northeast of Old Yorke&lt;br /&gt;
&lt;br /&gt;
The Chicken Farm	North Wall Road&lt;br /&gt;
&lt;br /&gt;
The Orchard and the Dairy	South Wall Road&lt;br /&gt;
&lt;br /&gt;
Several sub-contractors	To help develop the products.&lt;br /&gt;
&lt;br /&gt;
In Old West, you'll find:&lt;br /&gt;
&lt;br /&gt;
The Ranch - raise your own herd!	South of The Range, west of Dodge City&lt;br /&gt;
&lt;br /&gt;
The Old Gold Mine	West of the Range&lt;br /&gt;
&lt;br /&gt;
Main entrance to the big Mine	Type 'help Mine' to get directions&lt;br /&gt;
&lt;br /&gt;
Prospecting and gold panning	Stake your own claim!&lt;br /&gt;
&lt;br /&gt;
The GoldMiners Office	Dry Gulch&lt;br /&gt;
3 Trading Posts and 3 Cattle Pens	Main trail between Dodge and Tombstone&lt;br /&gt;
&lt;br /&gt;
Goldmining and Farming	Fort Sutter, in California&lt;br /&gt;
&lt;br /&gt;
Goldpanning and Prospecting	Creeks and rocky terrain everywhere&lt;br /&gt;
&lt;br /&gt;
Trapping and skinning	In The Wild, south and east of Legend&lt;br /&gt;
&lt;br /&gt;
In Future, you'll find:&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
An Alchemy feature	Whotvar System&lt;br /&gt;
&lt;br /&gt;
A Mine for alien Minerals	Whotvar System&lt;br /&gt;
&lt;br /&gt;
Different natural assets	Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
2 IGTC's to trade the assets	Outer Space Grid&lt;br /&gt;
&lt;br /&gt;
Reptile skins to trade	Planet Reptilia&lt;br /&gt;
&lt;br /&gt;
In Prehistoric, you'll find:&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	Greek Islands, Mainland, Egypt, Kush&lt;br /&gt;
&lt;br /&gt;
Exotic fruits, herbs and spices	Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Silk cocoons	Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Animal skins, ivory, rhino horns	Greek Mainland, Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Large forests, exotic logs	Greek Mainland, some Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Natural assets and local products	Greek Mainland and all Islands&lt;br /&gt;
&lt;br /&gt;
Gold-carrying streams	Find out where yourself!&lt;br /&gt;
&lt;br /&gt;
2 Greek Trading Centres	The islands Carpathos and Cyprus&lt;br /&gt;
&lt;br /&gt;
5 African Trading Markets	Aswan, Kerma, Napata, Meroe, Khartoum&lt;br /&gt;
&lt;br /&gt;
African trading opportunities	Egypt, Kush and Punt&lt;br /&gt;
&lt;br /&gt;
Exotic native treasures	Land of Punt&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Colosseum ====&lt;br /&gt;
&lt;br /&gt;
This is the zone that was made for the PK feature The Gladiator Arena. The Colosseum Arena has two parts. The upper, outdoors part is a plain 7x5 grid. Under this arena is a cellar, accessed by two stairs. The cellar is a bit like a maze, with winding, narrow corridors, animal cages and some maintenance rooms. This part is good for ambush, and it also has some extra features and twists. There is a Gladiator School, which works a bit like a Clan hall, and has some supply shops. There is a Healer in one of the Cellar Rooms and another one in Gladiator School. And finally there is a public Area for spectators to view the fights and get some info about the Gladiator Games. You will find the Public part of this zone west of the Map room, all south from Recall. The Arena itself is only accessible with assistance of an imm. For more info check out the link The Gladiator Arena.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Prehistoric Dimension ===&lt;br /&gt;
&lt;br /&gt;
This dimension is mostly centred around the Mediterranean sea basin, at approximately 1500 BC, and featuring countries like ancient Greece, Egypt, Kush and Punt. The Pre Historic areas can all be reached from the Old Carthage Archaeological Excavation Camp, which is extremely loaded with TimeTraps.&lt;br /&gt;
&lt;br /&gt;
As you enter the different excavation trenches, you will be transported to different places within a wide rage of time. You can also access the Mediterranean Sea directly from the harbour of Old Carthage or Carthage Bay.&lt;br /&gt;
&lt;br /&gt;
The best way to travel in the PreHistoric World is by ship. You'll find large concentrations of ships near Cape Aulis and at the island Carpathos in the Aegean Sea.&lt;br /&gt;
&lt;br /&gt;
Click any of the below zone names for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Old_Carthage|Old Carthage]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#Prehistoric_Forest|Prehistoric Forest]] || Snowbird/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Stone_Age_II|Stone Age II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Crete|Crete]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Labyrinth_of_Knossos|Labyrinth of Knossos]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Greek_Archipelago|Greek Archipelago]] || Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Trojan_War|Trojan War]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Kolchis_and_The_Amazons|Kolchis and The Amazons]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Realms_of_Thetis|Realms of Thetis]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#West_Mediterranean_Sea|West Mediterranean Sea]] || Molly || 300 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Odyssey|The Odyssey]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_River_Nile|The River Nile]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Egyptian_Desert|The Egyptian Desert]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Temple_of_Hatshepsut|Temple of Hatshepsut]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Lower_Egypt|Lower Egypt]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Valley_of_Kings|The Valley of Kings]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Realms_of_Hades|The Realms of Hades]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Greek_Mainland|The Greek Mainland]] || Molly || 900 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Aegean_Sea|The Aegean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Greek_Cities_I|Greek Cities I]] || Molly ||100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Olympus|Mount Olympus]] || Shartrance	|| (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Mediterranean_Sea|Mediterranean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Carthage_Bay|Carthage Bay]] || Molly || 100 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Aegean_Islands|Aegean Islands]] || Molly || 500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#Ali_Baba's_Cave|Ali Baba's Cave]] || Phantom || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Arabian_Desert|Arabian Desert]] || Echin || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Land_of_Punt|The Land of Punt]] || Mireille || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Upper_Nile|Upper Nile]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Desert_of_Wawat|The Desert of Wawat]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Land_of_Kush|The Land of Kush]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Old Carthage ====&lt;br /&gt;
&lt;br /&gt;
When you take the Time Warp to the Pre Historic Dimension you are going to land at the gate of the archaeological excavation camp of Old Carthage.&lt;br /&gt;
This city, that was once the centre of all known world, is now practically loaded with Time Traps. Almost every excavation trench that you enter might land you in distant places and ancient times.&lt;br /&gt;
And since the harbour of Carthage was the meeting place for ships from all over the antique world, the finding places under water in that harbour are not exactly safe either.&lt;br /&gt;
Already several of the archaeologists have mysteriously disappeared. So don't be surprised if the remaining crew treat you with suspicion and distrust.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Prehistoric Forest ====&lt;br /&gt;
&lt;br /&gt;
The dense, luxuriant jungle is vibrant with life and simmering with moist, steaming heat. Enormous but peaceful Brontosaurs feed from the tops of the trees, and smaller dinosaurs dart in and out between the undergrowth. From the almost impenetrable foliage you hear strange and mysterious sounds, some of them faint - a mere rustle of leaves - but every now and then an ear-shattering roar echoes through the forest, and the earth trembles under the steps of the Tyrannosaurus Rex and the Giganotosaurus. Large flying Pteranodons sail majestically through the air and even the watering hole is teeming with life.&lt;br /&gt;
*** WARNING! ***&lt;br /&gt;
This forest is a VERY dangerous place. If you are not a very powerful traveller who has defeated the toughest of creatures to be found in the 4 Dimensions, fighting the Dinosaurs in this forest is NOT for you... yet.&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the western parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age II ====&lt;br /&gt;
&lt;br /&gt;
In the south European mountains about 9000 years BC two tribes of pre historic men are engaged in a life and death struggle. The Cro Magnon Man, in every way as intelligent and resourceful as modern man, is fighting the older and more primitive race of Neanderthal Man, and step by step the Neanderthal tribe is driven to retreat. In just a few more centuries the Neanderthals will be totally extinct and no more will remain of them than legends of Goblins and Trolls, still lingering until modern time. But the shaman of the Neanderthals has planned a gruesome revenge - and in the very heart of the deep caverns under the Cro Magnon home cave too...&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the eastern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Crete ====&lt;br /&gt;
&lt;br /&gt;
The island of Crete has a dominant position during the antique period. The rulers of Crete also rule the sea, and since the water ways are the main transportation during this era, they rule the earth. All known countries with the exception of Egypt pay tribute to Crete. And since the Cretans are a decadent people with peculiar and cruel tastes, the main part of that tribute consists of slaves - young men and women destined to dance and die before the Cretan bulls on the bloody sand in the arena. But - at long last there is a faint gleam of hope. Theseus has come to Crete, to organize the Bull Dancers in rebellion against the King Minos, and the monster Minotaurus.&lt;br /&gt;
You will find the entrance to this zone in the harbor, situated in the northern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Labyrinth of Knossos ====&lt;br /&gt;
&lt;br /&gt;
Under the Palace of Knossos lies the famous Labyrinth, once created by the celebrated architect Daidalos. It was built by order of King Minos of Crete, to contain and hide the monster Minotauros, the unfortunate offspring of an unnatural intercourse between Queen Pasiphae and a bull. - (Talk about family skeletons!) - Minotauros has the head, neck and shoulders of a bull and the body of a man, he is uncommonly strong and feeds on human flesh. Only the brave and strong should venture into the Labyrinth, since once in there it may not be so easy to find your way out again. There IS a way out though - in fact there are even two...&lt;br /&gt;
How do you enter this Labyrinth? Well, how do you think? From the cellar vaults of the Palace of Knossos of course...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Greek Archipelago ====&lt;br /&gt;
&lt;br /&gt;
The Greek Archipelago consists of:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|10-20 || Aegean Sea || 120 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|10-30 || Northwest Cyklades || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|40-50 || Southeast Cyklades || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
North of the island of Crete lies the Cyclade archipelago, with all the famous classical islands, Thera, Naxos, Paros, Ios, Andros, Mykonos, Delos, where the twins Apollo and Artemis were born, and many many more. On these islands you will meet mythical creatures like titans, fauns, nymphs, centaurs, satyrs, dryads and oreads. The sea too is inhabited by strange beings, like tritons, naiads, sirens and halkyons. Occasionally even some of the Greek Gods descend from heaven, mostly to pursue human youths and maidens - the Greek Gods are infamous for their sexual appetite. Don't anger the Gods though, unless you are prepared to take the consequences - the Greek Gods are infamous for their short temper and long memory too. So worshipping them might be a better choice than attacking them, unless you are very strong and bold. Beware also of the Southeast Cyklades - many perils await the adventurer on those islands - but also rich rewards.&lt;br /&gt;
You will find the entrance to this archipelago in the harbour in the north part of old Carthage; find the wreck of a Greek ship and enter that. You can also get there by sailing east and then north and west from Crete.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Trojan War ====&lt;br /&gt;
&lt;br /&gt;
The siege has lasted for nine years and tension is building up in both sides. Achilleus is sulking in his tenth after a quarrel with the commanding officer, Agamamnon, over a woman captive, Briseis. Without their main warrior, the Greeks aren't doing too good, and there has been some talk among the men about breaking the siege and going home. On the other hand, supplies are getting scarse in the besieged city, and after the long siege many citizens are losing heart. The main thing that is still keeping the defense up is the knowledge of what would happen if the city fell. There would be no end to the looting, killing and raping, since the victors would be merciless, after this long wait. So Troja still stands, but the cunning Odysseus has a plan. Ever heard of the Trojan horse?&lt;br /&gt;
You will find this legendary City east of the Greek Archipelago, on the mainland of Asia Minor. The best way to get there would be to catch one of the ships with reinforcements, that are gathering at the Cape of Aulis. Although the city of Troy is not yet in the game, the Aegean Sea, with all its many islands are.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Kolchis and The Amazons ====&lt;br /&gt;
&lt;br /&gt;
Far east of the Hellespont Strait lies the mythical Kolchis, also called Phrygia, where the Amazons live and where the rivers are said to be filled with gold. This is where Iason went to capture the Golden Fleece. And this is where the chaste Moon Maidens worship the Goddess Artemis, who is known as Bendis in these parts of the world. The Amazons are a folk of women exclusively, they are female warriors that frequently raid the neighbouring countries to get fathers for their children. After performing their task - which they usually do quite willingly - the studs are killed off by the Amazons to keep their race clean.&lt;br /&gt;
According to the myth the Amazons cut off their right breast to be able to draw their bow more easily. Wouldn't you like to know if the myth is true?&lt;br /&gt;
Well - you'll have to wait a bit. This zone is in advanced planning, but not yet in the game.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of Thetis ====&lt;br /&gt;
&lt;br /&gt;
If you succeed in escaping the bulls in the island of Crete, the Mediterranean Sea lies before you, stretching all the way south to the African coast, where countries like Egypt and Arabia are situated, east to the coast of Asia, with countries like Assyria, Babylon, Persia and Palestine and west to the Garden of the Hesperides and the Statues of Heracles (which is now known as the Straits of Gibraltar). And under the surface lies a world of its own, ruled by the mighty Poseidon and his spouse Amphitrite. Rich bounty may await you here, but also sharks an innumerable other dangers. And since the Mediterranean Sea is so vast and perilous, it might be a better idea to head north instead, to the Greek Archipelago, where the dangers of getting lost in a storm or eaten by a shark aren't nearly as great. But then again - the skilled sailor can avoid many of the dangers in his fast ship...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== West Mediterranean Sea ====&lt;br /&gt;
&lt;br /&gt;
When Odysseus was on his way back to his home island, Ithaka, after the Trojan War, he was wind-driven and lost his way. And like Odysseus you will be a play-thing for the capricious winds, if you manage to pass the ten-headed monster Skylla to enter these vast and perilous waters. You cannot map the open sea and the winds will blow you any way they like. It took Odysseus ten years to return to his native home - how long will it take you? There are 11 islands in this zone, each presenting its own challenges and its own rewards.&lt;br /&gt;
How many of them will you be able to find? And will you be able to make your way to the island of Ithaka, which is the only way you can leave this maze? One way to enter this part of the sea would be through the strait of Scylla and Charybdis, which you will find west of the rock of Lorelei on the African coast. And that straight isn't exactly safe...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Odyssey ====&lt;br /&gt;
&lt;br /&gt;
This zone is recreating the wanderings of Odysseus; sailing from island to island, trying to find his way home from the Trojan War. Each island presents a challenge of its own, and on most of them you will find a choice item, making the efforts well worth while. Here is a list of all the islands:&lt;br /&gt;
&lt;br /&gt;
Island of Aeolus, where the Master of all Winds resides.&lt;br /&gt;
&lt;br /&gt;
Island of the Lotophags, where the inhabitants are lost in dizzy drug dreams.&lt;br /&gt;
&lt;br /&gt;
Island Of The Cyclopes, inhabited by titans with a single eye in the forehead.&lt;br /&gt;
&lt;br /&gt;
Island Of The Laistrygons, man-eating giants with a very nasty temper.&lt;br /&gt;
&lt;br /&gt;
The Statues Of Heracles, also the entrance to Oceanus and the Island Erythia.&lt;br /&gt;
&lt;br /&gt;
Island of Aeaea, the home of Circe the sorceress and also the entrance to Hades.&lt;br /&gt;
&lt;br /&gt;
Island Of The Sirens, who trap unlucky seamen with their irresistible song.&lt;br /&gt;
&lt;br /&gt;
Island of Thrinakia, where the fat cattle of the Sun God Helios graze.&lt;br /&gt;
&lt;br /&gt;
Island of Ogygia, where the lovesick nymph Calypso will smother you in love.&lt;br /&gt;
&lt;br /&gt;
Island of Scheria, home of the friendly and hospitable Phaeacians.&lt;br /&gt;
&lt;br /&gt;
Ithaka, Odysseus' home island, where his wife Penelope is besieged by suitors.&lt;br /&gt;
&lt;br /&gt;
How many of these islands in West Mediterranean Sea will you be able to find?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The River Nile ====&lt;br /&gt;
&lt;br /&gt;
Broad and majestic the River Nile floats on its way to the Mediterranean Sea. It is the main artery of life for Egypt, the yearly flooding bringing its gift of nutritious mud to fertilise the fields. But it is also the main transport route, even large ships can sail all the way up to Thebes, where the famous necropolis 'The Valley of Kings' is situated. If you venture up this river you should know that it has its perils of its own - huge and aggressive crocodiles and riverhorses, that can overturn a small boat easily. Which is why using a larger ship for your travel would be a good idea.&lt;br /&gt;
The River Nile is reached from the south-eastern part of the Mediterranean Sea and is the entrance to all Egyptian zones. You can also get here from a Time Trap in Old Carthage. Which one should be pretty obvious.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Egyptian Desert ====&lt;br /&gt;
&lt;br /&gt;
The south part of Egypt, known as Upper Egypt or the Red Land, is a barren land. Apart from a narrow stripe along the Nile it consists mostly of desert. Harsh and forbidding is this desert; very few creatures can survive the heat of the day and the cold of the night, and you might find it a deadly task just to traverse it. Yet it is the only way to get to the famous Temple of Hatshetshup, which is situated beyond the Valley of Kings. On your way there you might be lucky enough to find the small shop in the middle of the desert.&lt;br /&gt;
&lt;br /&gt;
And talking to the people you will meet by the riverside before venturing into the desert might provide you with some valuable information - if you know how to use it.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Temple of Hatshepsut ====&lt;br /&gt;
&lt;br /&gt;
This great female Pharaoh, who was more successful than many of her male counterparts, made Egypt more prosperous than in many centuries. Her ships sailed all the way to the land of Punt, bringing back immense riches; gold, myrrh and rare and valuable kinds of wood, like the black ebony and the red mahogany. To manifest her many deeds Hatshepsut built this great temple in the desert, where it would be hard to find for those that bear ill will. The temple is truly grand, few have seen the likes of this building or of the treasures harboured behind the pillared walls. But bad men and robbers go everywhere, and it is rumoured that some of the most valuable items have been stolen from the temple...&lt;br /&gt;
The entrance to this zone is from the Egyptian Desert. Good luck in finding it... Muhahaha!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Lower Egypt ====&lt;br /&gt;
&lt;br /&gt;
The north part of Egypt, where the soil is dark and fertile, is known as the Black Land or Lower Egypt. It is a land of agriculture, where the people are totally dependent on the river for survival. It is a land of great social contrast, where the rich people are more prosperous than in most other countries, while the fishermen and the farmers are as poor and insignificant as the dirt on the ground. It is a land of religion, where the Priests hold much of the power and wealth and the Temples hold many of the secrets. It is a land of perils, like the great swamps east of the Nile estuary that only few dare to enter. And it is the land of myths, like the story about Isis and Osiris and the evil Seth, a legend that is a personification of the annual flooding of the river Nile. Perhaps you will become a part of this ancient legend during your travels through the land.&lt;br /&gt;
You will find several entrances to this zone along the River Nile.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Valley of Kings ====&lt;br /&gt;
&lt;br /&gt;
The Pharaohs of the Old Kingdom built the vast pyramids to contain their mummies, so that they would live for ever. The Pharaoh was buried deep inside the pyramid, surrounded by all the things he would need for the next life. The pyramids could be seen from great distances and were an easy target for thieves, who could break into them at night. The later Pharaohs wanted their burials to be safer, so they cut their tombs deep into rocks in this remote valley, but even so the grave robbers found ways of breaking into them. The passages were filled with enormous stone blocks, the doors were barred and sealed, dire threats were written on the walls to scare off any intruders, the graves were turned into mazes, full of deathtraps. And still the tombs were robbed...&lt;br /&gt;
The burial place of the Pharaos, known as the Valley of Kings, was once the home of a Bedouin tribe, and the members of that tribe didn't take kindly to being forcibly evicted from their ancestral home. They are set on revenge. The entrance to the Valley of Kings lies in the barren desert west of the River Nile, opposite the city known as Thebes in Old Egypt.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Realms of Hades ====&lt;br /&gt;
&lt;br /&gt;
When the ancient Greeks die, this is where they end up, in the dark Realms, where Hades is King and Persephone Queen. You have to be ferried over the River of Styx to enter this dark land, but if no burial rites have been performed over your corpse, you won't even be allowed in. If you cannot pay the obol that Charon will ask for the passage, you are doomed to wander for ever on the Fields of Shadow, near the groves of Persephone. But once past the Styx, you will reach the Asphodel Fields, the Vales of Mourning and the Plain of Judgement, where the good will be separated from the evil. If you have lead a good life, you will be sent to the Elysean Fields, the land of the happy dead. But the evil souls will be thrown into the pits of Tartaros, where they will be tortured by fire, until they repent and are given a second chance.&lt;br /&gt;
There are several backdoors to the Realms of Hades, but the main entrance is from Circe's island in the West Mediterranean Sea. But you might also end up there if you throw yourself over a precipice somewhere in the Cyclades... or do some other foolish action leading to your untimely death.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Greek Mainland ====&lt;br /&gt;
&lt;br /&gt;
Ancient Greece, the cradle of civilization and of democracy. There is an old saying; 'Even the ancient Greek...' illustrating how Greece has influenced modern man in many different ways. Warriors, demagogues, athletes, scientists, philosophers, poets, playwrights - the ancient Greeks had many strings on their lyre. You have probably read many of the myths; part history, part fiction. Heracles, Bellerophon, Agamemnon and Clytaimnestra in Mycenae, Helen of Troy, Achilleus and Ajax, Iason and Medea, Theseus and the Minotaur, Orfeus and Euridice, Oedipus of Thebes, Socrates and Platon, Archimedes - real or mythical persons, who have in many different ways influenced our litterature and our science. This is where they all lived, loved, fought and died - Ancient Greece.&lt;br /&gt;
This large zone, 800 rooms big, is mostly a grid, a 'travel zone', which can be regarded as a map over Greece. And it holds the entrances to many of the 'real' zones. However, this 'map' is inhabited with Gods and mortals, beasts and mythical creatures, some peaceful, some aggressive. So don't stray too far off the main track or the more densely populated areas in Argolis, Attica and Boetia, if you want to be reasonably safe from robbers and predators.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Aegean Sea ====&lt;br /&gt;
&lt;br /&gt;
Many great seafarers have traversed the Aegean Sea. Among the more famous were Jason and the Argonauts, setting out to capture the Golden Fleece; Theseus and Pirithoos, roving adventurers; the Achean fleet, setting out to conquer Troy under the leadership of Agamemnon; home-turning heroes like Odysseus, returning to Ithaka after the siege, and also some of the defeated Trojans like Aneas, who was looking for a new home and found it in Rome. All these famous heroes have sailed in these waters, and also innumerable others, who shall remain nameless. Because during the antique period the sea was the main route of communication, full of perils, but still faster and safer than traveling over land.&lt;br /&gt;
This zone is a travel zone, a 500 room large grid, which will connect you to Crete, the Greek Mainland and the Cyclades Archipelago, Asia Minor with Troy and the land of the Amazons, Macedonia and Thrace in the north, and all the Islands along the coasts. It is not a 'safe' travel zone however, sharks and other large sea creatures may attack and overturn a small boat, so it is best traversed by ship. You will find a small fleet of ships gathered at the cape of Aulis, and the fastest way to get there is by finding the right Time Trap in Old Carthage. Unless of course you want to do it the hard way, and sail there on your own.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Greek Cities I ====&lt;br /&gt;
&lt;br /&gt;
Some of the cities of Peleponnesos in antique times come to life in this zone.&lt;br /&gt;
&lt;br /&gt;
- Olympia, where the Olympiad was born, and where the Games are held each fourth year. A prospering city, rich from all the visitors for the Games.&lt;br /&gt;
&lt;br /&gt;
- Pisa, the small neighbour city, envious of the prosperity of Olympia, but with a great history of its own. Pelops, who gave his name to the entire peninsula, lived, died and was buried in this city.&lt;br /&gt;
&lt;br /&gt;
- Argos, ruled by a tyrant, and with a dark past. Its history is a part of the blood feud between Atreus and Thyestes, sons of Pelops.&lt;br /&gt;
&lt;br /&gt;
- Tiryns, the city of Heracles, dedicated to the name of the great Hero, and making a hefty profit from exploiting it to Time Tourists.&lt;br /&gt;
&lt;br /&gt;
Olympia and Pisa are situated in the west part of Peloponnesos, Argos and Tiryns in the east.&lt;br /&gt;
More Greek cities are in planning: Sparta, Mycenae, Athens, Thebes and Delphi.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mount Olympus ====&lt;br /&gt;
&lt;br /&gt;
The Greek Gods were infamous for their adultery, temper tantrums, jealousy and vindictiveness. In fact, the Greek Mythology is like one endless Soap Opera - or even worse, because the Gods, with their immortal powers had options that few mortals enjoy. One of the most notorious was the King of the Olymp, Zeus himself, who had innumerable affairs with different women. He used to pursue them in different disguises; a bull, a swan, a cloud, a fire flame, a shower of gold... And then his jealous spouse, Hera, in turn used to pursue his mistresses and their offspring relentlessly...&lt;br /&gt;
Mount Olympus is where most of the Gods live in comfort and luxury, dining on Nectar and Ambrosia, plotting and scheming, quarrelling and having love affairs.&lt;br /&gt;
Those of you that know Shartrance also know that she is the right person to do justice to a scenario like this.&lt;br /&gt;
You will find the entrance to Mount Olympus in the Northeastern parts of the Greek Mainland, the region known as Pieria. &lt;br /&gt;
When the zone is completed, that is.&lt;br /&gt;
If you see Shartrance around, remind her of it.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mediterranean Sea ====&lt;br /&gt;
&lt;br /&gt;
All in all the Mediterranean Sea Grid with its groups of islands now contains ca 1300 rooms. Most of the islands can be entered and are smaller or larger zones of their own, an additional 400 rooms.&lt;br /&gt;
The grid may be expanded westwards later, as the known world grows.&lt;br /&gt;
For now the sea Grid consists of the following parts:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
| 50-60 || North Aegean Sea (North Sporades) || 400 Rooms&lt;br /&gt;
|-&lt;br /&gt;
| 10-20 || Southwest Aegean Sea (Cyclades) || 120 rooms&lt;br /&gt;
|-&lt;br /&gt;
| 50-60 || Southeast Aegean Sea	(South Sporades) || 105 rooms&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || Ionian Sea (Ionian Islands) || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
| 30-50 || East Central Mediterranean Sea (Crete) || 185 rooms&lt;br /&gt;
|-&lt;br /&gt;
| 50-60 || East Mediterranean Sea (Cyprus) || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || West Mediterranean Sea (The Odyssey) || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The entire sea grid is accessible with ships. There are 33 ships available in different locations along the Greek coast, most of them outside Aulis. And an additional 25 are located in harbours around the South Sporades, with Carpathos as the centre point.&lt;br /&gt;
As a general rule the sea is a rather dangerous place, with roaming flocks of sharks, so using a ship when venturing outside the shallow coastal waters is highly recommended.&lt;br /&gt;
Small parts of the sea (the Cyclades and the central sea between Crete and Carthage) are also guarded by the Sacred Shield of Thetis, making these parts reasonably safe from the most aggressives shark flocks.&lt;br /&gt;
If you venture outside the safe parts in a small boat - prepare to die!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Carthage Bay ====&lt;br /&gt;
&lt;br /&gt;
Situated in the northeast part of the Archeological Excavation Camp of Old Carthage is Carthage Bay, a large bay sheltered by a coral reef - and a fence. The archeologists of Old Carthage have decided that they need some help from the visitors in their work, since the native workers have started to desert the Camp in superstitious fear of the Timetraps. So, Time Tourists are allowed to search for artifacts in the Bay. And if you find all the parts of an old item and turn them in to the right expert, you will be well rewarded.&lt;br /&gt;
And if you succeed in assembling them yourself, you'll be even better rewarded. Carthage Bay probably has the best fishing waters in the Realms, with plenty of easy and non-aggressive fish and other sea creatures to hunt. And since the bay is secured from large and aggressive sharks by a fence, many Time Tourists go there just for the safe and abundant fishing.&lt;br /&gt;
For the Questor, this is a very good place to get adjusted to the way questing usually works in 4D. The zone has all the tricks and treats of the high level zones, but without the dangers.&lt;br /&gt;
And it has these features to a much higher degree. While in a hard Quest zone you might have to search around 50 rooms before you find anything interesting, in Carthage Bay there is something hidden in almost every room. But HIDDEN is of course the key word, don't expect the pieces to lie out in the open.&lt;br /&gt;
You'll find the entrance to Carthage Bay if you go all north and then follow the fence east in Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Aegean Islands ====&lt;br /&gt;
&lt;br /&gt;
There are 4 Main Island Groups in the Aegean Sea:&lt;br /&gt;
&lt;br /&gt;
- The Cyclades (which form zone 6P called Greek Archipelago).&lt;br /&gt;
&lt;br /&gt;
- The North Sporades, with the islands Euboea, Sciathus, Parapethus and Scyros.&lt;br /&gt;
&lt;br /&gt;
- The Thracian Archipelago, with the islands Thasos, Imbros, Lemnos, Tenedos, the somewhat isolated island Lesbos and the peninsula Athos.&lt;br /&gt;
&lt;br /&gt;
- The South Sporades or Dodecanese, with the islands Chios, Samos, Icaria, Calydnos, Calymne, Lebinthos, Astypalea, Cos, Anaphe, Nisyrus, Syme, Carpathos and Rhodes.&lt;br /&gt;
&lt;br /&gt;
- And far to the east in the Mediterranean Sea lies the isolated island Cyprus.&lt;br /&gt;
&lt;br /&gt;
Trading is abundant in all the Greek islands, and almost every island has some valuable asset that can be traded somewhere else. It is possible to travel among the islands in a small boat, but if you leave the coastal waters or the archipelagos a ship is recommended, due to the flocks of sharks. Apart from the perils of the sea, most of the islands are comparatively safe, as long as you don't break the peace yourself. The exceptions from this rule are Tenedos, where a guerilla war is raging, and Icaria, which is possessed by pirates.&lt;br /&gt;
The enterprising Trader would be advised to start out on Carpathos, northeast of Crete, where you can get access to Sea Charts and Trading Charts.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Ali Baba's Cave ====&lt;br /&gt;
&lt;br /&gt;
You have probably heard about Ali Baba and the 40 thieves, and the hidden cave with all the legendary treasures they collected on their raids to the Sultan's palace. Now is your chance to find out if these legends are true.&lt;br /&gt;
Of course, you need to get through the desert to find the cave first...&lt;br /&gt;
And then figure out how to get into the cave...&lt;br /&gt;
But that shouldn't be too hard for a smart guy like you.&lt;br /&gt;
This zone is mainly for those who just left the Newbie zones, and are looking for something a bit more challenging, but still not too hard. It was created by one of the Helpers, so it has some easy quests, designed to teach you some of the things that are special for this Mud. Things like listening, smelling, looking behind and under things and so on...&lt;br /&gt;
You will find the zone just east of the Gate that leads to the Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Arabian Desert ====&lt;br /&gt;
&lt;br /&gt;
This is the link between Europe, Africa and the Orient. Situated east of Egypt, this vast and arid desert is a dangerous place, and most people crossing it prefer to travel in groups or caravans. The heat alone could kill you, but there are also raiders, poisonous snakes, locust and other plagues. And yet people manage to live in this desert, nomad tribes, living in tents made of Oryx hide. There are a few oasises, where you can find shadow and water. And also there are some tales of a mysterious forest in the heart of the desert.&lt;br /&gt;
Is it just a mirage? Is it the confused ramblings of exhausted travelers on the verge of heat stroke? What is the truth about the mysterious forest?&lt;br /&gt;
You can enter this desert from the southeast corner of the Mediterranean Sea.&lt;br /&gt;
Or from the time trap in the northernmost excavation trench on West Path in Old Carthage.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Land of Punt ====&lt;br /&gt;
&lt;br /&gt;
The legendary Land of Punt... This is the place where Queen Hatshepsut sent her famous expedition that brought exotic and rare treasures back to Egypt.&lt;br /&gt;
Since then others have followed in her footsteps, but few have returned. The way to Punt is long and full of perils, and once there you might find that the land itself is equally perilous. Even though the natives are mostly friendly, you'll have to deal with the large animals of the jungle and the savannah - lions, leopards, elephants, giraffes, not to mention several breeds of poisonous snakes... And if you think that the jungle is perilous, this is nothing compared to the limestone caves that you will find in another part of Punt. There are also mythical creatures, of which even the natives speak with fear and awe, like the Dzunkwa, who is said to feed on small children.&lt;br /&gt;
And still many people find it worth while braving the hardships and perils, just for the exotic treasures and the trading opportunities. To find the Land of Punt, you need to travel up the Nile, past the Land of Kush and the swamp where the pygmies live. But if you expect to have any success in trading with the natives, you'd better learn the language or find some kind of translating device that works.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Upper Nile ====&lt;br /&gt;
&lt;br /&gt;
While the Lower Nile flows broad and lazy through a fertile cultivated valley, the Upper Nile has a different character. The current is swifter, the river is much narrower, and the surrounding landscape, with the exception of a narrow green basin along the river shores, is much harsher. Through a long part of its course, the Upper Nile flows through the vast and inhospitable Sahara desert, where not many life forms can survive. But along the river basin civilization has developed, and the cities, temples and graveyards of Kush are just as amazing as those of Egypt.&lt;br /&gt;
Situated along the upper Nile are also the famous temples of Philae and Abu Simbel, which were erected by the Egyptians.&lt;br /&gt;
There are six cataracts between Aswan and Khartoum, and these make sailing more difficult, since you have to drag the ships past the rapids. At Khartoum the Nile splits in two arms, one emanating from the Abyssinian highlands, the other from the steaming jungles and swamps of Central Africa. And somewhere along its course you'll find the legendary Land of Punt.&lt;br /&gt;
The Upper Nile is mainly a Travel zone, which connects Egypt with the Land of Kush, and beyond that the legendary Land of Punt, but it also has its own challenges and quests. Above all it is a Trading zone, and you'll find Trading Markets in several places along its course. And if you are headed for Punt, it might be a good idea to keep your eyes and ears open along the way, because both the Egyptians and the Kushites seem fascinated by that country. To get to the Upper Nile zone you need to travel upstream from the estuary, through the lower Nile and past Aswan.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Desert of Wawat ====&lt;br /&gt;
&lt;br /&gt;
The northern parts of the vast Sahara desert is known as Wawat, or Lower Kush. It is an arid, desolate country, where only a few nomad tribes can survive with their herds. No wonder that the Egyptians mostly refer to Kush as 'The wretched Lands'. But Wawat also has a very strategic location, and several goldmines.&lt;br /&gt;
The Egyptians and the Kushites constantly fight for power over the territory, although the two countries officially are at peace and have close and frequent trading contacts.&lt;br /&gt;
Wawat is also a place that attracts archaeologists, because of the many nomad graves, and because of the treasures lost by caravans and other travellers that have perished in the sand and the heat.&lt;br /&gt;
This 200 room grid zone should be a good levelling place for reasonably strong players, because it has the unique feature of loading mobs that are adapted to your level and tier when you enter 6 special rooms.&lt;br /&gt;
It also has several quests, some pretty easy, some very hard. Helping the nomad people of Wawat could be one vocation, but you might instead prefer to assist the Egyptian garrisons in the forts along the Nile.&lt;br /&gt;
The Desert of Wawat is situated at the northern part of the Upper Nile, between Aswan and Kerma.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Land of Kush ====&lt;br /&gt;
&lt;br /&gt;
Few people know about it today, but the civilization in Kush, which is also known as Nubia, is the oldest one in Africa, and just as advanced as that of ancient Egypt. There are in fact more pyramids in the Land of Kush than you can find in all Egypt. Names like Kerma, Napata, Meroe and Khartoum are well known to both travellers and historians.&lt;br /&gt;
Religion and the belief in a Life after Death was as important to the Kushites as to the Egyptians, and they shared many of the deities. The Kushites were known for their exquisite handicraft, in particular pottery, patterned cloth and bronze weapons. But most of the artwork was created as grave goods, and was buried in the tombs to make life on the other side easier for the dead.&lt;br /&gt;
The main city, Kerma, is actually two cities, where The City of the Dead is a mirror of The City of the Living. At Napata, where the Kings of Kerma are crowned and buried, you'll find not only the large burial ground of Nuri, but also the famous mountain Gebel Barkal, with its row of temples hewn into the rock proper.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Medieval Dimension ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Olde_Yorke_City|Olde Yorke]] || Molly || 250 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Tournament_Place|Tournament Place]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Robber_Baron_Castle|Robber Baron Castle II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Sherwood_Forest_and_Nottingham_City|Sherwood Forest]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Viking_Ship_and_Green_Fen_Village|Viking Ship]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Pirate_Galley|Pirate Galley]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Convent_and_Nunnery|Convent and Nunnery]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Camelot_and_Durmandle|Camelot]] || Molly || 190 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Castle_of_Mirkheim|Castle of Mirkheim]] || Lanseril || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Elven_Forest|Elven Forest]] || Malfeasor/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-45) || [[#Metropolis_of_the_Elves|Metropolis of the Elves]] || Fallacy/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Sanctuary_Haze|Sanctuary Haze]] || Kelixa/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_High_Mountains_and_the_Tower_of_Rapunzel|Tower of Rapunzel]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Troll_Forest|Troll Forest]] || Zsijn || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Osten_Ard|Osten Ard]] || Moonstar/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Ice_Castle|Ice Palace]] || Niketh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Winter|Mount Winter]] || Kristen/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Temple_of_the_Damned|The Temple of the Damned]] || Nicoli/Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dun-Shivaar|Dun-Shivaar]] || Remington || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Serf_Village|The Serf Village]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Township_of_Odessin|The Township of Odessin]] || Crystal || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-60) || [[#The_Lostlands|The Lostlands]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Fenezia|Fenezia]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#A_Rip_in_Time|A Rip in Time]] || Crystal || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mother_Goose|Mother Goose]] || Shartrance || 180 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Midlands|The Midlands]] || Soulstar || 150 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dragon_Island|Dragon Island]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Enchanted_Lands|Enchanted Lands]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#City_of_the_Tulipek|City of the Tulipek]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(45-50) || [[#Mount_Kuromeru|Mount Kuromeru]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Citadel_of_Thandar|The Citadel of Thandar]] || Durgan || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Town_of_Ta-Beneth|The Town of Ta-Beneth]] || Durgan || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Dragon_Caves|The Dragon Caves]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Royal_Forest|The Royal Forest]] || Alabastor || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-40) || [[#The_NightDragon_Realms|The NightDragon Realms]] || Kvetch || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Land_of_Avalon|The Land of Avalon]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-150) || [[#The_Mountain_Village_of_Gelindril|The Village of Gelindril]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Flying_Fortress|The Flying Fortress]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dragon_Forest|The Dragon Forest]] || Angel/Kvetch || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Olde Yorke City ====&lt;br /&gt;
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This large town with narrow and winding streets is the first that meets you when you take the Time Warp to the Medieval Dimension. Surrounded by its broad moat and protecting town wall, guarded by archers from the ten defence towers, the City of Olde Yorke is the natural centre of the blooming eastern parts of medieval England. Here you will find shops, banks, Inns and Pubs, to fulfil all your needs, here also the Administration and Law of the Eastern Realms is situated in the impressive Town Hall. And the Cathedral is said to be the largest and most beautiful in all England. You will be quite safe in this city as long as you don't break the peace. But if you do - beware of the Cityguards...&lt;br /&gt;
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==== The Tournament Place ====&lt;br /&gt;
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Situated just east of Olde Yorke, the Tournament Arena offers the most popular form of divertissement during Medieval time. Almost every day the gallant knights of the country encounter each other in mortal combat or playful joust in this Arena, while the nobles of the country watch the games from the gallery, and the peasants and sundry mill and throng outside the fence to catch a glimpse of their favourite knight. The first Sunday of every month the famous &amp;quot;Knight of the Month&amp;quot; Tournament is held, to decide who is the most powerful knight of the Realms. If you want to measure your strength against other players without registering as PKiller, you can go one step down from the center of this arena, to the Gladiator Pit, where you can fight without risking to lose your corpse or get a KILLER Flag. You could also go to the &amp;quot;Arena&amp;quot; of 4 Dimensions, another place where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;Pkiller&amp;quot; or not. You need an imm to start the Arena, whereas the much smaller Gladiator Pit is accessable at all time.&lt;br /&gt;
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==== The Robber Baron Castle ====&lt;br /&gt;
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The Robber Barons are the disgrace of feudal England. Oppressing and abusing their unfortunate tenants, ambushing innocent travellers, taking hostages and claiming enormous ransoms from their poor relatives, they gather their illegitimate riches, always expanding their powers to add more land and properties to their already enormous domains. The walls of their castles are thick and impenetrable, the dungeons deep and dark - he who dares enter this castle does so at his own peril. You will find the Robber Baron's castle in the eastern Realms, just east of the Tournament Place.&lt;br /&gt;
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==== Sherwood Forest and Nottingham City ====&lt;br /&gt;
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The Road to Nottingham passes through the infamous Sherwood Forest, where Robin Hood and his merry men defy the Law of feudal England. As soon as you leave the comparatively safe road and venture into the woods, a green-coated archer may lurch behind every tree. You may risk your purse, if not your life, when you enter this forest, and it isn't necessarily the green-coats that present the greatest peril. The Sheriff's men have been known to attack innocent travellers too. But if you make it safely to the small town of Nottingham, some of the best shops in the territory await you there. Sherwood Forest is situated in the eastern Realms, east of the Tournament Place and the Robber Baron's castle. Just follow Tournament Road, Dirt Road and Nottingham Road, and you will soon be there.&lt;br /&gt;
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==== The Viking Ship and Green Fen Village ====&lt;br /&gt;
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The rough and uncouth warriors from the distant Northern countries regard the eastern coast of England as their own private playground. Every year a Viking Ship hits the lush and marshy coast near the small village Green Fen. But while the farmers of the coastal area complain bitterly about the ravaging Vikings, the resourceful villagers have adjusted to the situation.&lt;br /&gt;
Green Fen has developed from a poor fisherman's village, to a prospering Tourist Centre, offering the visiting Vikings all sorts of accommodation and services - mostly in the form of licensed houses (the Vikings like to hit the booze between battles). To find Green Fen, just follow the road leading eastwards from Olde Yorke until you reach the east coast.&lt;br /&gt;
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==== Pirate Galley ====&lt;br /&gt;
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If The Vikings are a pain in the butt to the coastal inhabitants, the Pirates from the Mediterranean sea are an even worse plague. In a small, natural harbour on the east coast a Pirate Galley Ship is hiding, while the crew raids the neighbourhood. Having gathered priceless treasures in several countries before arriving at this remote coast, the Galley Ship presents a rich prize for an enterprising adventurer, who has the timing of hitting it while the main part of the crew is ashore looting the countryside.&lt;br /&gt;
The easiest way to find the Pirate galley might be to follow the river Tain north- and eastwards from the bridge of Nottingham, and then go north at the estuary.&lt;br /&gt;
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==== The Convent and Nunnery ====&lt;br /&gt;
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Surrounded by impenetrable high walls, the adjacent Monastery and Nunnery present a sanctuary as well as a challenge. Somewhere inside those walls a very powerful item has been hidden - hidden so well that so far nobody has succeeded in finding it. The two convent orders share the same church - and as the attentive explorer will discover, they also have a lot of other things in common. In fact there are more secret passages between those two convents than you would ever dream of. Oh well, even monks and nuns are entitled to some fun, aren't they? The twin Convents are situated just northeast of the Tournament Place in the Eastern Realms.&lt;br /&gt;
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==== Camelot and Durmandle ====&lt;br /&gt;
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The West Trade Road that leads from Olde Yorke To Camelot is long and full of perils. But once you get your first glimpse of that golden citadel from the rolling hills east of Durmandle, you realise that the road is well worth travelling. Don't forget to actually LOOK at the castle, to behold its true grandeur. The gallant knights of King Arthur's Round Table await you there. And further west, past the Crystal Mountains and the elven forests maybe a ship will be waiting one day at Land's End, to take you to new and unexplored continents...&lt;br /&gt;
You will find Camelot far off in the Western realms,but beware! - Only the truly good are allowed to enter Camelot Castle.&lt;br /&gt;
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==== Castle of Mirkheim ====&lt;br /&gt;
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West of Olde Yorke loom the Svalich woods, dark and dangerous. And hidden in these dark woods sits the even darker castle of Mirkheim. The rumour has it, that the inhabitants of that castle are all vampires. And very few of those that dared enter this castle of death ever came out alive again. But those that did, tell about a rich loot, that made up for the perils and horrors of this infamous castle. If you are strong enough and brave enough to defy the dangers, maybe you'll even encounter and defeat the dreaded Lord Mirkheim himself.&lt;br /&gt;
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==== The Elven Forest ====&lt;br /&gt;
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Even though most of the elves have left England by now, there still are some elven strongholds far off in the western parts of the country. This majestic Beech forest may look like an ordinary wood to those that are not attentive of their surroundings. But high over the ground, in the dense and mysterious crowns of the trees, there is a secret world of its own, where the elves lead their lives hidden from all human eyes. To get to the elven countries, just follow West Trade Road past Durmandle. But if you dare enter it - beware! The elves object to intrusion and they are aggressive and formidable warriors when riled. And finding the key to their Realms might not be so easy...&lt;br /&gt;
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==== Metropolis of the Elves ====&lt;br /&gt;
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In the northern parts of the Elven Forests, the lucky wanderer may find the secret portal, which will take him to the hidden and almost forgotten Metropolis of the Elves. The very few that have found the way to this grand city speak with awe of the many mysterious and powerful items you can find in the shops of this magnificent metropolis. Here also the great elven Poet Taliesin resides, a man known and respected by bards all over the country for his sonnets. You might want to join in the yearly Poet Contest, where Bards from every part of the land congregate to test their skills with the feather pen against each other.&lt;br /&gt;
But once again - take care... The elves are not particularly fond of visitors of foreign races, and natural enemies like Dwarves and Drows they may attack on sight.&lt;br /&gt;
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==== Sanctuary Haze ====&lt;br /&gt;
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Under the floor of the magnificent Yorke Cathedral lies a secret world of its own. Dark and mysterious crypts await you, an eerie and dark graveyard, haunted by the ghosts of long time gone inhabitants of a once grand and luxurious manor. In this world of darkness all your worst nightmares may spring into reality and the fiends and imaginations of some sick and feverish mind spring to life to plague and torture your body and soul. Enter this dark world, and you may loose your own mind...&lt;br /&gt;
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==== The High Mountains and the Tower of Rapunzel ====&lt;br /&gt;
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North of Olde Yorke some high and perilous mountains tower over the plains. The north Trade Road passes through those mountains, but the merchants using it tend to stick together in large caravans, and make the passage as quickly as possible, for fear of the wolves and highway robbers that infest those desolate places. So even if many of the travellers wonder about the high, lonely tower, that you can discern from the distance, not many have dared to explore it. And very few of those that did have lived to tell the story. For there IS a story about that old tower - and a secret. And there are treasures beyond your imagination to win for anybody who succeeds to solve the mystery of the Tower of Rapunzel...&lt;br /&gt;
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==== Troll Forest ====&lt;br /&gt;
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This is a pretty nasty zone, designed by one of our strongest and most evil players to be a challenge to all the best characters in the game. You should not even THINK of going there if you are below level 50. And even at that level, trying to mess with the one called Jaih would probably give you nothing but grief. And if you think Jaih is a tough cookie - try the Dreadlord...&lt;br /&gt;
Perhaps you think the equipment is worth all the effort and dangers? Well, in the Troll Forest you might very likely ending up LOSING all your equipment, instead of gaining it. And the perils in Dunshade Manors ar no less.&lt;br /&gt;
You will find the entrance to this zone somewhere along the West Trade Road, near the Halfway House. But be warned: This is not a zone for the weak or craven or feeble-minded.&lt;br /&gt;
Watch out for Jaih - and the deathtraps...&lt;br /&gt;
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==== Osten Ard ====&lt;br /&gt;
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The realms of Osten Ard are large, and many adventures await a visitor to this distant part of Old England. In the city of Hayholt a struggle between good and evil goes on, after the good King John died. On the surface all may seem calm and peaceful, but in the deep and dark dungeons and mines underneath the castle dark forces rule. West of the little city of Hayholt lies the Aldehorte Forest, where the proud and beautiful Sithi people reside, and if you choose to travel eastwards you will pass a small Troll Village, the Keep of Naglimund and eventually reach the cold and desolate country around the StormSpike, where the evil Norns reside.&lt;br /&gt;
The legends say that a Stranger will save the City of Hayholt in its greatest hour of need. Perhaps you are that stranger?&lt;br /&gt;
To get to Osten Ard you must travel northwards from Olde Yorke, past the High Mountains and the Gypsy Camp.&lt;br /&gt;
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==== The Ice Castle ====&lt;br /&gt;
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Way up north in the Northern realms, where the snow never melts, you will find this magnificent castle, built entirely of snow and ice. Here reside King Lachdanan and Queen Adia, guarded by Snowman Guards and ruling a land of eternal winter. Their hearts are as cold and cruel as ice too, and they show little mercy to any travellers that break the peace in their ice cold domains. But still warm love and hot feelings exist in this land of eternal cold and snow, an unexpected romance between a poor and humble poet and the richest and most powerful woman in the Realms.&lt;br /&gt;
You will find the road leading north to this castle in the eastern part of Osten Ard past the City of Hayholt and the Keep of Naglimund, so even getting here will take some effort.&lt;br /&gt;
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==== Mount Winter ====&lt;br /&gt;
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A gigantic mountain, covered with eternal snow, towers ominously over the town of Winterville. In spite of the always present threat of avalanches, the citicens of this small town spend their lives quite happily, skating on the icerink and making a good profit from selling supplies to those that come here with the sole purpose of climbing that high mountain. Maybe you are one of those brave mountaineers too? If so, beware, the paths leading up the mountain are icy and treacherous - one false step and you are a gonner...&lt;br /&gt;
And what if you meet Big Foot up there?&lt;br /&gt;
You will find this mountain in the Northern realms, east and north of Osten Ard, and north of the large forest where the Ice Castle is situated.&lt;br /&gt;
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==== Temple of the Damned ====&lt;br /&gt;
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Buried deep in unfamiliar woods lies an unknown entrance to a long-forgotten temple of a legendary cult, once known for its vile and horrific human sacrifices. Ancient tomes that have long ago fallen to dust, once spoke about an evilness that lives - nay thrives - upon the evil of all creatures.&lt;br /&gt;
Innumerable adventurers have lost their souls trying in vain to rid the realm of this evil presence. Ever-growing, ever-feeding upon evil deeds and thoughts, this temple will continue spreading its influence till all creatures submit... or die. Be forewarned: None who have entered has ever returned from where upon they left. You will find the entrance to this temple in the dark and dangerous Svalich Woods.&lt;br /&gt;
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==== Dun-Shivaar ====&lt;br /&gt;
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Once this was a great and prosperous merchant city, famous for its Elf &amp;quot;Academet&amp;quot; and its grand Park of the Golden Bunny. But lately some dark and mysterious curse seems to have crept in on the city, draining the life and willpower from its citizens, spreading like the black plague in wider and wider circles. Already travellers are avoiding the city, giving it a wide berth rather than entering the tall gates. Already rumours and strange tales are being spread in taverns and inns all over the Eastern Realms. Few people dare visit Dun-Shivaar today - even fewer return from the visit to tell their story. The city is still there, at the end of the trail leading south through Sherwood Forest. But only the strongest and bravest - or the most foolhardy? - travel there now, in search of the vast treasures that also are said to be found there. And since few ever return, maybe the time soon will come, when Dun-Shivaar sinks into total oblivion?&lt;br /&gt;
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==== The Serf Village ====&lt;br /&gt;
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In a small miserable village the serfs lead their miserable lives, crammed into small ramshackle huts, working 18 hours a day to keep starvation from the door. The serf village is situated south of the Tournament Place, among small and meagre fields, yielding sparse crops of barley, oats and potatoes. A curious detail that a visitor can observe is, that almost all the serf children show an amazing likeness to the Robber Baron Rudolf von Dummkopf, who resides in the large castle nearby. This is due to a medieval custom called 'Droit de Seigneur', which means that the feudal lord has the right to the first night with any young woman among his tenants. In fact the Baron is the father of every single child in that village - except one. And as for that child, there is a secret about his heritage, a scandal that might rock the walls of another great castle once it gets known...&lt;br /&gt;
To get to the Serf village follow River Walk west of the Tournament Place southwards. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== The Township of Odessin ====&lt;br /&gt;
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The zone contains not only the Town of Odessin with its famous shops, but the surrounding countryside as well, with large forests and trackless swamps, haunted by trolls and dark fiends. There is a built-in quest, where you can earn tokens. There is some rather special equip, and no less than four artifacts - if only you can find them. To get to this zone, just follow the Southern Trade Route, from the south gates of Olde Yorke. Some dangers may await you along that road, but they are nothing compared to the perils that you will encounter in the Realms of Odessin - where the name of Alacaurde, the Evil incarnated, is still vividly alive, although he himself is dead...&lt;br /&gt;
Or is he really...? And, if you get to the Keep of Odessin, watch out for Mistress Lydia, the Demoniac. Rumour has it that her tastes are twisted and peculiar, and you might end up as the latest victim of her pleasure...&lt;br /&gt;
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==== The Lostlands ====&lt;br /&gt;
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South of the little fishing village Green Fen on the east coast of old England lies the vast and trackless swamp, locally known as the Lostlands. The name has two meanings. The villagers believe that the souls of sailors perished at sea have drifted in with the wind and are now lost for ever in the dense mists that perpetually cover the swamp. Some people even believe that the mists are FORMED by all those unhappy souls, trapped for ever by a strong spell that prevents them from crossing the river Main to the north. But there is another and more sinister meaning of the name too. Very few people who enter that swamp are ever heard of again. Stories are told about the monstrous swamp goblins and trolls that roam the area, and of their lust for human blood. Stories are told about the ghosts, who also yearn to suck the blood of the living in an attempt to acquire some of that warmth and life for themselves. And often during still nights bloodcurdling screams can be heard from inside the dense mists...&lt;br /&gt;
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==== Fenizia ====&lt;br /&gt;
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The legendary Fenizia, the City of Light and Darkness, is also known as the city of the Poison and the Dagger. It is ruled by six families of nobles, each of them at each other's throat. Superficially it is a city of beauty, with stately palaces lining picturesque canals. But if you are able to penetrate below the bland tourist surface, you will find many a dark secret. Most people visit Fenizia just to view the sights and to acquire the poisons and antidotes available there. But Fenizia is so much more. It's a city full of plots and revenge and murder and hired assassins.&lt;br /&gt;
It is a place where you could just as easily lose your life as your purse.&lt;br /&gt;
So if you really want to know Fenizia, you must dig a lot deeper. You must listen at doors and look under beds and behind paintings, in the search for secret passages and hidden caches. You must use all five senses, and maybe a sixth sense would not be out of place, if you want to unravel all the mysteries of this grand City.&lt;br /&gt;
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==== A Rip In Time ====&lt;br /&gt;
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This area has the feeling of Scotland in the ancient times, but there is also a mystery edge to it. No less than seven castles awaits you to be explored in the vast and perilous Highlands, each with its own mysteries and challenges. Travel the Sea of Illusions and fight against mythical sea monsters - maybe even the legendary Loch Ness monster might find its way here through secret, underground rivers. Take a ferry ride to the mainland and wander the highlands, battling the aggressive creatures that inhabit them. Seek out the castle of riddles and try to solve the puzzles there.&lt;br /&gt;
Or you can soar among the clouds with the creatures of the air and go shopping in a small town located in the sky. You will of course need wings to go there, but those will be provided, if you keep your eyes open.&lt;br /&gt;
Witchcraft rules in the Highlands, but the witches are not all evil, some of them you might find rather helpful - or at least the potions they brew will be.&lt;br /&gt;
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==== Mother Goose ====&lt;br /&gt;
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This is the story of Snow White and the Seven Dwarves, but told like you have never heard that story being told before. Actually the zone contains 7 stories, one for each of the dwarves. In this zone you will learn some new things about Little Red Riding Hood and the Big Bad Wolf, about the Beauty and the Beast, Cinderella and Prince Charming, and some other well known story book characters. But don't expect these tales to be anywhere near those that your mother used to tell you. This version of the good old Mother Goose Bedtime Stories is definitely not for children. You will get lost in dungeons and forests, learn why Happy is so uncommonly happy, find out if Bashful is really as shy as he looks, and hopefully help a few separated couples to get back together - that is IF you are able to solve the pretty nasty problems that Shartrance put in the way of True Love. You will find the entrance to this zone in the Library of Olde Yorke. (The Adult Department). And remember that you have to be above 18 to enter that Department. This story is definitely not for kids!&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Midlands ====&lt;br /&gt;
&lt;br /&gt;
There is a dark threat looming over the Realms. Some evil force is sucking all the magic out of the World into the Underworld. The people in Midlands are worried - even the first Wizard is at a loss about what to do. Maybe you could help? While traveling over the Midlands you'll meet many perils, but also ordinary, friendly people in need of help. The main Quest of this zone is of course to save the World! But you may find that this won't be an easy task. Not much is what it seems to be in this zone. There are many wicked secrets and surprises, so you'll have to watch your step. This is not the place for the weak - or the slow-witted. The rewards may also be great... But remember - illusions can be deadly!&lt;br /&gt;
You will find the entrance to the Midlands somewhere near the Halfway House on West Trade Road - at least that is what the rumour says...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Dragon Island ====&lt;br /&gt;
&lt;br /&gt;
On the eastern coast of old England lies this small island, where the Dragons still rule. In fact the Mayor and the citizens of the small city known as Grumville are really worried that one day the dragons will invade the city and kill all the inhabitants. The city is strongly fortified, but will that really help against flying dragons? The Mayor might ask you for help to defend the city, by finding an object of protection that was lost long ago. But to find this object you must pass the Unforgiving Forest, and venture into the Realms controlled by the dragons. Maybe even enter the dreaded Dragon Tower. Of course - as everybody knows, dragons like to collect treasures of gold and jewels, so it might well be worth your time.&lt;br /&gt;
You will find the Dragon Island near the village Green Fen, outside the estuary of the River Tain, on the east coast.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Enchanted Lands ====&lt;br /&gt;
&lt;br /&gt;
More than five centuries ago the Lands of Shetreleigh were sealed off, after a great and evil peril had been warded off. Now these once grand lands lie almost deserted, although the observant adventurer might discover traces of civilizations long lost, and battles once fought. But there is still hope.&lt;br /&gt;
Though the defenders all perished - well at least ALMOST all - a small group of their descendants has lately returned, mainly to find out what happened to their ancestors, and how the even greater threat still lurking might be averted. The final battle has yet to come. Perhaps with your help the good forces might finally triumph over the evil that lurks beyound Mount Kuromeru.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== City of the Tulipek ====&lt;br /&gt;
&lt;br /&gt;
Hidden high and deep in the trees of the Mystical Rainforest lies a village of free, powerful fairy people called the Tulipek. Turned tiny, you fly through the village harmoniously in the trees. Shops and homes lie both inside and on platforms built around the gigantic rainforest trees. Fairies of all colors whisk about you, leaving trails of musty light. Meet Sentries, the rainbow family, and the wise ancient elders of Floreidellis.&lt;br /&gt;
It is peaceful and enchanted, but a sickly tree infested with mysterious rainforest insects threatens the village. What is causing this sudden menace?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Mount Kuromeru ====&lt;br /&gt;
&lt;br /&gt;
Dare you enter the rift that stands between you and the barrier before the sinister Black Mountain? Indescribable fiendish creatures prepare for battle against all that exists in this world. The threat of Shetreleigh attempts to be unleashed again, waiting for the entire shield to drop.&lt;br /&gt;
Atop the mountain of pure shadow stands a tall black tower - The Tower of Abyss, named for the bottomless Abyss that surrounds it, a pit of eternal anguish. The tower reaches high into the red storm clouds, many floors of trick and temptation. Do not be too anxious to enter, a safer road must be available. Find the secret of the shield, the cause of the rift within it, and perhaps you could be the destined mortal to at last avenge the scourge of the Enchanted Lands.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Citadel of Thandar ====&lt;br /&gt;
&lt;br /&gt;
South of Yorke, somewhere in the Dwarven Mountains, lies one of the doorways into the deep Dwarven mines and the shining citadel known as Thandar. The dwarves welcome the other races with open arms, except for those cursed dark elves, whose city is even further underground. Many of the citizens of Thandar need a little help with some problems and you might get the chance to try your hand at some underground mushroom farming - that is, if the Cook doesn't discover your trespassing and throws you out.&lt;br /&gt;
And it's the King's birthday too, so make sure and get him something he'll like. Oh, and watch out for that dragon, he's a might bit upset right now...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Town of Ta-Beneth ====&lt;br /&gt;
&lt;br /&gt;
The Town of Ta-Beneth is the home of evil folk known as dark elves. They glory in their vile ways and serve a lich queen who worships a dark Goddess. The town is at war with the Citadel of Thandar, whose goody-goody ways run counter to everything the dark elves believe in.&lt;br /&gt;
But someone has stole the deck of Tarot cards, a very magical source of power, from the Seer of Ta-Beneth. The vile thieves have seperated the deck and hidden each card in a secret place. Finding the cards is only half the battle, for not even the Seer herself can put them back into a whole deck.&lt;br /&gt;
To get to the new zone you need to find the hidden entrance, somewhere in the dwarven tunnels. If you have trouble in finding it, a visit to the girl who runs the New Age Shop in Pleasure Planet might be of assistance. Just don't ask me how. These seers and witches have their own mysterious ways...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Dragon Caves ====&lt;br /&gt;
&lt;br /&gt;
Somewhere far out in the Sea of Illusions that flows through the Rip in Time is an island where dragons go to rest. There is a warren of tunnels and caves that riddle the ground under the mountain that covers the entire island. Dragon guardians, an elite group of highly skilled warriors, patrol the caves and watch over the dragons while they sleep. The dragons come in many colors, but only one size, HUGE, each with its own set of unique magic or skills. There are rumors that the scales of some of the dragons can be used to enhance mortal items... but rumor is all it is, since so few who go into the caves ever come back out.&lt;br /&gt;
This area is only meant for the strongest of Time Travellers that have defeated the toughest of creatures found throughout the 4 Dimensions.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Royal Forest ====&lt;br /&gt;
&lt;br /&gt;
The Royal Forest, situated northeast of Olde Yorke, is surrounded by a high wall, to keep the King's deer and sheep that graze there in, and predators and trespassers out. Unfortunately some vermin have been able to slip in anyhow, through cracks in the walls, and there even are rumours about a band of robbers using the forest as a base. The King graciously allows the citizens of Olde Yorke to enter the forest and even forage for berries and nuts, as long as they leave the deer alone and donate to the upkeep of the forest.&lt;br /&gt;
This is a nice hunting ground for new players, who can also help the Game Warden by killing some pests. There's also a mystery about a missing Warden that you might be able to solve, to great advantage for yourself.&lt;br /&gt;
You will find the entrance to this forest at the intersection of North and East Wall Road, just outside the walls of Olde Yorke. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== NightDragon Realms ====&lt;br /&gt;
&lt;br /&gt;
For centuries the Kobolds and Goblins of the NightDragon realms have been at war. Their blood-soaked battlefield can't take any more. Traverse in the caves of the kobold, or check out the village of the goblins, either way you'll have to go through centuries of war on the battlefield. To get to the NightDragon Realms, head south on South Trade road just past the Dwarven mountains by Golden Bridge Inn.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Land of Avalon ====&lt;br /&gt;
&lt;br /&gt;
Avalon is the mysterious land where King Arthur's sword Excalibur was forged.&lt;br /&gt;
For many years the path there has been lost to mankind. The Fairies and Pixies that inhabit the land, have concealed the entrance in swirling mists.&lt;br /&gt;
By now most people have forgotten that the Land of Avalon even existed.&lt;br /&gt;
Only the Druids remember, since Avalon is their home Land.&lt;br /&gt;
Maybe this is just as well. Because although Fairies and Pixies can be very entertaining, they also can be extremely annoying. Sometimes their main purpose in life seems to be to annoy humans.&lt;br /&gt;
But this cannot be all there is to it. In fact, when someone makes a lot of precautions to hide something, it usually means that they have something valuable to hide.&lt;br /&gt;
If you really want to seek out the Land of Avalon, you should perhaps start at the old Cairn, southeast of Durmandle. Some of the locals claim that this is the entrance to Avalon.&lt;br /&gt;
Of course most of the locals also claim that the cairn is haunted and avoid it like the plague. Especially at midnight, and when the moon is full...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Mountain Village of Gelindril ====&lt;br /&gt;
&lt;br /&gt;
A secluded mountain village, where the old Dane blood still runs cold and fierce. A place for hunters and loggers to call home, and a place for the hearty adventurer to test their limits.&lt;br /&gt;
A great evil has befallen the proud people of Gelindril, to a degree so great that it has almost brought them to their knees. And now they need a hero to their rescue more than ever before.&lt;br /&gt;
You will find the entrance to this village somewhere on the West Trade Road, near the Halfway House. It may be a bit hard to locate, so you might have to search a bit for it. Just as well. This is not a zone for the young or weak.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Flying Fortress ====&lt;br /&gt;
&lt;br /&gt;
This is a place where great darkness and horror take place to a truly frightening degree. Long damp corridors, teaming with palatable evil, prove to be a true test to any brave soul that might test their fate, and seek out the source of all things unholy there, so that the head of the snake might be severed... For good.&lt;br /&gt;
The Flying Fortress is said to have been sighted somewhere west of Olde Yorke, and is advancing slowly, while threatening all life in its way.&lt;br /&gt;
At present the village of Gellindril is under attack, and you need to help the villagers and gain their trust, if you want a way to enter the Flying Fortress and join the battle between Good and Evil.&lt;br /&gt;
But don't expect that battle to be won easily. Better bring some of your strongest friends...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Dragon Forest ====&lt;br /&gt;
&lt;br /&gt;
The Dragon Forest is a beautiful and peaceful place, where the majestic dragons have found a safe haven to raise their young and hide from the rest of the world. But all of that peace came at a price, a price that was paid many years ago in the battle that became known as the Dragon Wars. It was a time when Dragons and Dragon Slayers fought for their lives on an immense Battle Field.&lt;br /&gt;
There is a way to get back to those times and perhaps this time you can help in the Dragon's fight for survival and become part of their lore. Or perhaps you would like to change the history and fight with the Slayers to remove the Dragons from the realms.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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=== The Old West Dimension ===&lt;br /&gt;
&lt;br /&gt;
In 2014 Molly did a major update of the Old West Dimension. Introducing Tradepoints, more quests and three new zones.&lt;br /&gt;
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But also three new features:&lt;br /&gt;
- Ranching (Raise, drive and sell your own herd of animals on the Cattle Market)&lt;br /&gt;
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- Trapping (Trap and skin animals, trade skins in the Hudson's Bay Trading Posts)&lt;br /&gt;
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- Goldpanning and Prospecting (can now be done in many places all over the west)&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Dodge_City|Dodge City]] || Ladyhawk/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Range|The Range]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Legend|Legend]] || Kalliste and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Gold_Mine|The Gold Mine]] || Persuter || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#Pueblo|Pueblo]] || Liathia || (not finished)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Hole_In_The_Wall|Hole In The Wall]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Prairie|The Prairie]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Tombstone|Tombstone]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dirt_Farm|The Dirt Farm]] || Hugh/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Westward_HO!|Westward Ho!]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Llano_Estacado|Llano Estacado]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Dry_Gulch_II|Dry Gulch II]] || Nave/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Buffalo_Bill's_Great_Circus|Buffalo Bill's Circus]] || Gilgamesh || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Racecourse|The Racecourse]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_mine|The mine]] || Molly &amp;amp; Mordecai || 1000 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Ranch|The 4D Ranch]] || Molly &amp;amp; Rynald || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Fort_Sutter_and_Sutter's_Mill|Fort Sutter and Mills]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Sutter's_Mine,_Coloma_River_Valley,_California|Sutter's Mines]] || Solana || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_California_and_Sacramento_Trails|The California Trails]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#San_Francisco_Harbour|San Francisco Harbour]] || Solana || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Victorian_England|Victorian England]] || Amber || 230 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#In_The_Wild|In The Wild]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Railway|The Railroad]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dodge City ====&lt;br /&gt;
&lt;br /&gt;
This is the centre town of the Old West Dimension. In this typical western cattle town you will find the usual population of cowboys, cattle barons, shopkeepers, saloon girls, rustlers and drunkards. You will also find the usual supply of shops, saloons and other accommodations. The Sheriff in town, the legendary Matt Dillon, has a hard time keeping pace with the outlaw gangs, that seem to regard the local Bank as their private enterprise. From Dodge City a railway will take you to most of the western areas and towns.&lt;br /&gt;
To get to Dodge City, just go to the Time Guardian and say &amp;quot;Old West&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Range ====&lt;br /&gt;
&lt;br /&gt;
In this rich grazing land there is a range war going on. Two large cattle barons, Mr. Greenhorne and Mr. Tinhorne, fight not only each other, but the small homesteaders and farmers in the neighbourhood as well. Much blood has been spilled already, homes have been burnt and gunmen from large parts of the West flock to the Powder River County to earn a fast buck on their gun. But the teenaged offspring of the rivalling ranchers have their own tastes and preferances. Young Love doesn't heed parentage or blood feuds, so there are several &amp;quot;Romeo and Juliet&amp;quot; affairs complicating life for the older generation. If you wish to join in the gunfights you can get there by going west from Dodge City - or, if you are lazy, just take the train and get off at the first watering place.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Legend ====&lt;br /&gt;
&lt;br /&gt;
This small mining town owes its existence not only to the railway but to the silver mines that were discovered north of the once very insignificant settlement. Now it has grown to a flourishing mining town and the owner of the silver mines has earned a small fortune and lives in luxury in a large and vulgar mansion, built from imported Italian Carrara marble. Needless to say the miners, who risk their health and lives extracting the ore from the mines, lead a life in poverty and squalor. Legend is the first real station on the railway between Dodge City and Tombstone.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Gold Mine ====&lt;br /&gt;
&lt;br /&gt;
The gold rush of 1849 was followed by many others, in different places and at different times, but all fueled by poor laborers who saw a chance to get rich.&lt;br /&gt;
Most of these gold rushes occurred in the West, whether in California or Alaska, and mostly around the foothills of mountains. This mine is a typical successful gold mine, with about twenty to thirty miners, a cook, a foreman, a few dogs, and a lot of gold. It is deep in the outback, and these men are survivalists, who will do anything to protect their gold from thieves, even killing them... ESPECIALLY killing them... To get to this mine either follow the trail westwards from Dodge City, or if you want to do it the easy way; take the train in Dodge and get off it at the watering place in the hills (this will be the next stop after Legend).&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Pueblo ====&lt;br /&gt;
&lt;br /&gt;
This mountain town is not yet finished.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Hole In The Wall ====&lt;br /&gt;
&lt;br /&gt;
In the wild and distant mountains west of Powder River County lies the famous stronghold of the outlaws, the Hole in the Wall. This remote valley can only be entered by a narrow and well guarded ravine, and men of the Law rarely venture in this direction. If you get off the railroad at the deserted watering place in these mountains, you do so at your own peril.&lt;br /&gt;
Butch Cassidy and the Sundance Kid and other members of the Wild Bunch are not men to be trifled with, and even though the pretty Etta Place and Laura Bullion might welcome some company in the lonely huts, they too know how to handle a gun.&lt;br /&gt;
If you REALLY wish to visit these outlaws, get off the train when it stops to fill water after Pueblo.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Prairie ====&lt;br /&gt;
&lt;br /&gt;
In this remote and wild part of the country, which is traversed by the Dodge City - Tombstone railway, two rivalling Indian tribes live their parallel lives, hunting buffalo and deer and fighting each other. The Apaches and the Comanches are both equestrian folks, superb riders and daring and skilled fighters on horseback. The tribes are natural enemies, and an Apache can rarely encounter a Comanche on the prairie without a fight breaking loose.&lt;br /&gt;
However, they have a common and much more dangerous enemy - the White Man...&lt;br /&gt;
So if you chose to get off the train where it stops to fill water on the prairie, be prepared for some fighting.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Tombstone ====&lt;br /&gt;
&lt;br /&gt;
Situated at the far south-east end of the railway, this Arizona outback town is the last frontier of civilisation. The veneer of civilisation is very thin however, the main part of the population consisting of outlaws, prospectors and rustlers. The Citizen's Committee have engaged the famous Wyatt Earp to clean up in town, and the Official Marshal, John Behan, who generally sides with the local Mafia, the Clanton Gang, isn't too happy about this situation. Nor are the Clantons - the Gunfight at O. K. Corral isn't far away. And with crack shots like the Earp brothers and Doc Holiday on one side of that fight, the local cemetery Boot Hill is likely to get some more inhabitants.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Dirt Farm ====&lt;br /&gt;
&lt;br /&gt;
Directly east of Dodge City lies this small dirt farm. The road leading to it is not without its perils. And some might think that a small dirt farm isn't really worth the visit, only those who think so will be mistaken.&lt;br /&gt;
This is not one of those ordinary dirt farms. Somehere inside it a rift in the Time Warp will throw you from the nineteenth century right into the twentieth. The farm may still look very much the same - the pigs wallowing in the mud are just as dirty. But somehow there is a difference all the same. And it's not just the television set in the living room. Maybe this is also why some of the stuff you'll find in this farm is better than you'd have expected from the humble surroundings?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Westward HO! ====&lt;br /&gt;
&lt;br /&gt;
Westward ho! is the call of the Wagon Master, as the covered wagons set out on their long journey to the Promised Land. And westwards is where this trail is going to take you, along with all the other hopeful adventurers.&lt;br /&gt;
The trail, known as the Peacemaker Trail, is leading from Dodge City in the east to Tombstone in the west, connecting all the Western zones along the route. It will be a rough and dangerous journey, the dangers increasing as you get further west - and further away from civilization. You are going to encounter wild animals, outlaws and savage Indians, gamblers, cowpunchers, gold-diggers and gunslingers, but also honest and hardworking farmers, trappers and prospectors. At times you may think that you lost the trail, in the wilderness, but there will always be a way to pick it up again. The journey will be a lot safer if you join a wagon train and go in one of the covered wagons called prairie ship. The safest way of all would of course be to go by train - but wouldn't it be a pity to miss all the adventures?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Llano Estacado ====&lt;br /&gt;
&lt;br /&gt;
This desert is not for the weak or the craven. The sun alone can kill you if you move along during daytime. And even if many desert animals are small, an astonishing amount are poisonous too. Then of course there are the Indians, fierce warriors, who guard the Holy Land of their ancestors.&lt;br /&gt;
And last but not least you'll have to deal with the bands of outlaws that pester this desert on the border between Mexico and Arizona. Many have ventured into Llano Estacado only to find their grave out there. They say there are treasures to be found in the burning sand, perhaps treasures buried by dying men. But to find those treasures you first need to find your way through the desert. And that may not ne so easy, since the stakes that gave the desert its name perpetually get moved by robber bands or indians, to lead the travelers astray. Beware! Once you enter the desert it may be hard to get out, so bring plenty of water and food along. They say that Llano Estacado separates the boys from the men...&lt;br /&gt;
You will find the entrance to this desert in the Badlands east of Tombstone.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch II ====&lt;br /&gt;
&lt;br /&gt;
Situated off the beaten track in the northern parts of Powder Valley, there is little distinguishing Dry Gulch from dozens of other cattle towns strewn all over the grazing lands. It has the usual population of thirsty cowboys and ranch-owners, saloon girls, gamblers and badmen. It hasn't got a railroad station, so the cattle have to be driven from here to the track, far off to the south. But the grazing is good here, and some gold has been found in the nearby hills to the southwest. There is a new Gold-miners' Office opened in town. It even has a small newspaper of its own. The town is prospering in spite of the drought. It has been months since it last rained in Dry Gulch...&lt;br /&gt;
To get to this outback town, follow the dirt road from Dodge City until you pass the BAR-X Ranch to the north. Just after the ranch turn north at the road crossing, and you will be there in a few hundred miles.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Buffalo Bill's Great Circus ====&lt;br /&gt;
&lt;br /&gt;
Don't you love the Circus too? The sawdust, the acrobats, the animals - and the clowns...&lt;br /&gt;
So join the crowd at the ticket lines, buy some goodies before the show starts, find your seat in the great circus tent. The band strikes up and there they all are. The Fat Lady, the Strongest Man on Earth, the elephants, the horses, the monkeys - and the clowns...&lt;br /&gt;
This zone was built by a Jester so you can expect some jokes and surprises.&lt;br /&gt;
The circus is touring about a bit, so it might be in any of the bigger cities of the Old West. But its main home base is Dodge City, where it can be found at the south end of Main Street.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Racecourse ====&lt;br /&gt;
&lt;br /&gt;
This is not a common hack'n'slash area, where you hunt and kill mobs.&lt;br /&gt;
Like the Arena it's a zone for personal contests, to test your skills against other players. But what you test in the Race Course is not your skill as a fighter, but as a rider.&lt;br /&gt;
3-10 players can take part in each race. It is a cross country track, 9300 meters long, and with 12 hurdles that you have to jump.&lt;br /&gt;
Easy, you think? Perhaps not quite as easy as it might seem. Quite a few have ended up flying over the neck of a refusing horse, or jumping the fence by mistake, to end up in the inner field.&lt;br /&gt;
And there are stories going around the Realms about the Ghost at the 11th Hurdle, a horse that once got killed there...&lt;br /&gt;
You need an imm and a minimum of three contestants to start a race, but you can always ride around the race to train by yourself.&lt;br /&gt;
The races will be held regularly and there will be a Challenge Cup in the Hall of Fame, where the winners of each Racing season will have their names engraved.&lt;br /&gt;
You'll find the Racecourse north of where the Timewarp lands you in Dodge.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Mine ====&lt;br /&gt;
&lt;br /&gt;
This is the zone that becomes exactly what you yourself make it to be.&lt;br /&gt;
The tunnels are all there already, but they get connected by the players tunneling. You can mine for gold or metal ore, search for jewel deposits in the wall and maybe, if you are lucky, you will one day find the Dwarven Treasury, or mine right into the caves of Moria, where the legendary sword Orcrist can be found - the sword that develops...&lt;br /&gt;
To start a Mine you need to find a room with any of the following words in the Room Name: rock, sand, earth, stone, mine, soft, hard, cave.&lt;br /&gt;
You also need a Mining TOOL; a shovel or a pickaxe - or both.&lt;br /&gt;
You can buy basic mining equipment in the Mining Shop at the already existing Gold Mine in Old West Dimension. Later you'll find several sub-terranean shops in the Mine itself. Type help mine_index for a list of all Mine helpfiles.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Ranch ====&lt;br /&gt;
&lt;br /&gt;
Did you ever want to be a cowboy? Guard the herds on the range in the moonshine, round up the steers and mustangs and drive them to the cattle market, where beef and hide fetches a good price... Thanks to our humping cows, this can now be a profitable pastime. We've opened a zone south of Dodge City, where prospective homesteaders can set up their own ranch. There are some predators roaming the range, so to get a good result you should fence your area in, and clear it from vermin. Then you can just let nature take its course. The animals will breed freely, and your herds will grow from day to day. You can sell them in Tombstone where the price is good, or slaughter them yourself for the meat and the raw materials you use for different handicraft skills. Hides, fleece and wool can be worked into clothes and armor. The cows also yield milk, which you'll be needing for some of the cooking recipes.&lt;br /&gt;
You can find info about ranching and herding the animals in The Rancher's Manual, sold by the Trading Posts, and also from posters on the north and east fence.&lt;br /&gt;
More info about all this is in the Trader's Office near Recall.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fort Sutter and Sutter's Mill ====&lt;br /&gt;
&lt;br /&gt;
GOLD DISCOVERED IN CALIFORNIA!&lt;br /&gt;
Go West Young Man! Go West... and keep on going till you hit the Coloma River Valley (otherwise known as Sacramento today) in California. They say you can literally pick the gold up off the streets there, and plentiful to be had in any riverbed, stream and hill!&lt;br /&gt;
Situated off the old California and Sacramento Trails, the Fort is Sutter's pride, a hub of bustling activity. Up north off the rivers in the mountains, he operates a functioning lumber mill and grist mill at the mining town of Coloma. Maybe if you ask right, someone might even teach you to pan for gold!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Sutter's Mine, Coloma River Valley, California ====&lt;br /&gt;
&lt;br /&gt;
For the determined moneygrubber -cough- more entrepreneurial spirit, I hear that Sutter set him up some mines up further in the mountains above the Coloma mining town! But beware... while the mines can be extremely lucrative and rewarding, they are chock full of danger... Mining hazards are not uncommon, among them gas pockets, collapses, claim jumpers and explosions... you will most likely find them there! But if you persevere, the reward you can reap will be more than worth the thrill and danger within!&lt;br /&gt;
So whatcha waitin' fer? Get off your tookus, get yer gear together and get ya a horse and head on out!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The California and Sacramento Trails ====&lt;br /&gt;
&lt;br /&gt;
Long and arduous is the overland track to California. Travelers have their choice of routes. They can either traverse the Sacramento Trail on foot or via stage from Tombstone, which passes through the hot Sonora Desert and Death Valley. Alternatively, they can take the northern route on the California Trail from Pueblo, which passes by Salt Lake City and cuts through the high, cold Sierra Nevada Mountains and onto the famed Donner's Pass.&lt;br /&gt;
Either way, the trip is long and tiring and is best to stock up on supplies and lots of water... you're not likely to find much along the way - at least none that would be safe to drink!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== San Francisco Harbour ====&lt;br /&gt;
&lt;br /&gt;
Since gold was discovered in California the entire world seems to be traveling there. Not only the hopeful golddiggers, but also all the enterprising people who plan to relieve them of some of their gold. More people actually get rich on selling supplies and tools to the golddiggers than the average golddiggers do themselves.&lt;br /&gt;
Shiploads of supplies arrive every day, and by now the San Francisco harbour has developed into a real hub for seafarers, and is bustling with life.&lt;br /&gt;
Unfortunately many of the ships never reach their intended destination. Storms, currents and the dreaded Bermuda Triangle take their toll. Some think that the Bermuda Triangle is another of these parts of the world that is positively riddled with Timetraps. But to the seasoned Time traveler, this is no big deal.&lt;br /&gt;
As long as you arrive SOMEWHERE, who cares if you suddenly find yourself in Medieval England or ancient Greece instead of the 19th century harbour you set out for?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Victorian England ====&lt;br /&gt;
&lt;br /&gt;
Step back in time to Victorian England, a city living in the shadow of a killer.&lt;br /&gt;
It's London 1888 and a monster known only as the Ripper is on the loose. Women are being slaughtered by this cold blooded killer and the citizens are depending on the famous detective Sherlock Holmes to bring him to justice. Along with Sherlock, meet other famous (or infamous) Victorian characters, Sweeney Todd, Mary Shelley, Dr Jekyll and Mr Hyde amongst them.&lt;br /&gt;
Visit the horrors of a Victorian mental asylum, encounter the problems of being female in a society where women are treated as inferior to men, or stroll on down to Hyde Park and just chill out with your sweetheart on a rug beneath a tree. To enter this zone you can take a steamship from the Harbour of San Francisco. Or you might prefer a shortcut through the hologram version of Madame Tussaud's Wax Cabinet in the FutureMall, where you might be able to find a Timetrap in some of the Tableaux. So.... grab your nanny goat, put on your titfer and use some spit and polish on those yabba-dabba-doo's. Get your khyber pass on over to London and become part of the greatest mystery never to be solved!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== In The Wild ====&lt;br /&gt;
&lt;br /&gt;
East of the Range and south of Legend city lies a relatively untouched wilderness. The east part consists of an open hilly landscape, while the west part is covered by a dense forest. The animal life is rich and varied, and both hunters and trappers frequent this area in their search for game. But this wilderness is not completely untouched. The railway between Dodge City and Tombstone cuts through it like an open wound. And since gold has recently been discovered in the little creek that winds its way through the forest, it has been invaded by golddiggers, who have set up camp beside the creek.&lt;br /&gt;
There is another camp in the forest too, inhabited by a group of Chinese, who former worked as navvies on the railroad and in the Legend Mines.&lt;br /&gt;
But mostly this 400 room zone is populated by animals of all kinds. For those that like collecting tokens and tradepoints, it offers many new possibilities, with the new features; trapping, skinning, goldpanning and prospecting.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Railway ====&lt;br /&gt;
&lt;br /&gt;
It has taken many years to complete the railway between Dodge City and Tombstone, and many lives have been spilled during the hard and risky contruction work in trackless wilderness.&lt;br /&gt;
Many of the navvies were imported from China, as cheap labour, and after the project was finished, they found themselves stranded in a foreign land, where they had no rights and few friends. But the Chinese are an industrious people, and even though they are not allowed to own land, they have spread all over the west, always finding a way, not just to survive, but to prosper.&lt;br /&gt;
From the flat, grassy cattle land around Dodge, through the vast forests, over the great mountain range, and down into the wide prairie and badlands around Tombstone, runs the seemingly endless steal track. And with the railway came an equally endless stream of adventurers, fortune hunters, riff raff and scum, taking advantage of the new easy transportation from east to west.&lt;br /&gt;
Others prefer to walk the stretch, finding the railway track a safer and simpler path to follow, than venturing through the wilderness without visible directions. But beware! Even though the railway may seem safe, since it is avoided by most animals, you always run the risk of being run over by a train.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions ===&lt;br /&gt;
&lt;br /&gt;
The Future Dimension is based on a large space grid, about 25000 rooms. In some places the grid is 3-dimensional. From this main grid you reach the different planets and spaceships, which are the actual zones.&lt;br /&gt;
You cannot enter Outer Space without a spacesuit, because the lack of air will kill you in a few seconds. To move about in this vast universe, you also need either a spacebike or a spaceship. And even within a spaceship, it's better to keep the spacesuit on, in case the ship is damaged by a meteorite.&lt;br /&gt;
There are several sectors or planet systems, smaller grids that you reach by going down or up from the main grid, in total 800 more grid rooms. Also there are some space stations and spaceships in orbit, or drifting, abandoned.&lt;br /&gt;
Most of the areas in the Future Dimension can be reached by public Space Shuttles or Transporter from the Main Space Port. Here you can also usually buy a spacebike or 'borrow' a spaceship, if you want to explore Outer Space on your own. The best ships can be found on other planets however.&lt;br /&gt;
The Orientation Room, east of where you enter the Main Spaceport, will teach you all that you need about using the spaceships and navigating in open space. It is recommended that you check out the computer in that room, before venturing into space on your own, because there are numerous risks out there. (The main ones being the Suns, which will burn you to a crisp, if you fly your ship into one).&lt;br /&gt;
Some locations, like the Alpha Centauri Planets and the Intergalactic Trading Centers can only be reached using an individual spaceship or a spacebike. Some of the bigger Planets, like Pleasure Planet and Poon, also consist of several zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Utopia|Utopia]] || Snowbird and Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Future_Golf_Course|Future Golf Course]] || Kenneth/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(35-50) || [[#Android_Punk_Concert|Android Punk Concert]] || Kalsan/Sonya || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Star Wars]] || Palpatine/Sonya || 210 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-10) || [[#Star_Wars|Planet Endor]] || Palpatine/Sonya ||30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(12-50) || [[#Star_Wars|Planet Dagobah]] || Palpatine/Sonya || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-50) || [[#Star_Wars|Planet Tattoine]] || Palpatine/Sonya || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Star_Wars|Planet Hoth]] || Palpatine/Sonya || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Death Star]] || Palpatine/Sonya || 140 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Necromunda|Necromunda II]] || Slaanesh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Spaceship_Titanic|Spaceship Titanic]] || Persuter || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Little_Italy|Little Italy]] || Darkwolf and Annie || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Queltorian_Sector_(former_known_as_Outer_Space)|Queltorian Sector]] || Darkwolf || 130 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Space_Harbour|The Space Harbour]] || Palpatine || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Park|Jurassic Park]] || Drake || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Pleasure_Planet|Pleasure Planet]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#New_Goznemia|New Goznemia]] || MaccabiTa || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Down_Under|Down Under]] || Cali || 220 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Terramort|Terramort]] || Martin || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Outback|The Outback]] || Cali || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Outer_Space_Grid|Outer Space Grid]] || Kalten || 2500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Corellian_Sector_Grid|Corellian Sector Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Earth_Atmosphere_Grid|Earth Atmosphere Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Alpha_Centauri_Grid|Alpha Centauri Grid]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Alpha Centauri Planets]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Planet Lovenbroy]] || Molly || 35 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Slunch]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Yalc]] || Molly || 40 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Alpha_Centauri_Planets|Planet Yudore]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Asteroid 95739-A]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Alpha_Centauri_Planets|Space Utilities]] || Molly || 45 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Planet_Poon|Planet Poon]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Planet_Poon|Poon Towers]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#Planet_Poon|Poon Ocean]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Planet_Poon|Poon Underwater]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Quixotica|Quixotica]] || Sonya || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Cosmo_Canyon|Cosmo Canyon]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Game_Grid|The Game Grid]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Ocean|Jurassic Ocean]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Planet_Reptilia|Planet Reptilia]] || Gilthoniel || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Orbiter|The Orbiter]] || Durgan || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-70) || [[#The_Dark_Planet|The Dark Planet]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Planet_Whotvar|The Planet Whotvar]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Whotvar_II|Whotvar II]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Spaceport_Mall|The Spaceport Mall]] || Sonya and Katriel || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Quix_II|Quix II]] || Sonya and Kita || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Fun_Fair|The Fun Fair]] || Gilgamesh, Molly and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Killer_Klowns|Killer Klowns]] || Alabastor, Diandra and Jaros || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Utopia ====&lt;br /&gt;
&lt;br /&gt;
This large and very wonderful city is the centre of New Earth in the year of 3050. It is a vast and fantastic city, where you can have almost all your wishes fulfilled. Under the firm and enlightened rule of the beloved Leader, Big Brother, Utopia prospers and expands. The shops are well stocked, the hotels and restaurants are the best in known Universe. The streets and parks are clean and safe and everybody is happy as hell - or...? There seems to be a discord here somewhere. Maybe it is the bureaucracy, that seems to have grown out of hand? Maybe it's the taxes, that really ARE a bit high?&lt;br /&gt;
Or maybe it is something else... some deeper and more sinister rot...?&lt;br /&gt;
&lt;br /&gt;
The Spaceship &amp;quot;UTOPIA'S PERFECTION&amp;quot; in Bay 1 on level 1 in the Space Harbour will take you to this magnificent and wondrous city.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Future Golf Course ====&lt;br /&gt;
&lt;br /&gt;
Isn't it fantastic how some things persist? The game of golf is said to have been invented by a bored Neanderthal man, who started hitting a round stone with a stick. And here you are, in the year of 3012, and there STILL is a golf course around! Of course all the caddies - and even some of the players - are androids from the Android Factory. And of course Man, who is always resourceful and inventive, has created a few ingenious means of assistance.&lt;br /&gt;
But basically the game is the same, only so much better. Didn't you always want a built-in corrector for your unfortunate hook? Well, here you can buy some useful things at the pro shop...&lt;br /&gt;
The space shuttle &amp;quot;Nine Iron&amp;quot; in Bay 2 on level 1 in the Space Harbour will take you to the part of the &amp;quot;Pleasure Planet&amp;quot; where you can get yourself a good old-fashioned game of golf.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Android Punk Concert ====&lt;br /&gt;
&lt;br /&gt;
They say androids are almost in every way impossible to separate from humans. They look, talk and act like humans. They even have the same interests in games, music and other pastimes. Of course, the android music taste tends to be a bit nostalgic, going back to the late nineties, when the first androids were created at the newly started Android Factory. So here the NOFX Punk Band of 1998 has been recreated in the year of 3012. The members of the band are all androids and so is most of the audience. Regretful to say, the android teenagers are not a bit better than some human adolescents. They act in a really immature way, shooting drugs, picking fights and generally being a nuisance. So this concert could be a deadly experience...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the &amp;quot;Pleasure Planet&amp;quot; and the Android Punk Concert.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Star Wars ====&lt;br /&gt;
&lt;br /&gt;
Join the Star Wars between the Empire and the Rebels! Search for the wise Master Yoda on the swamp planet Dagobah, to get the knowledge of how to become a Jedi Knight. Visit the cute Ewoks on the planet of Endor, or travel to the desert planet Tatooine, where Boba Fett awaits you, trapped in the cave guarded by the monstrous tentacles of sarlacc. Or try to rescue Princess Leia from her cruel fate, imprisoned by the monstrous Jabba the Hutt, who forces her to dance before him with the other unfortunate slaves.&lt;br /&gt;
And - if you are strong enough and dedicated enough - you may venture to the Death Star, where Darth Vader, the leader of the evil Jedi Knights, awaits you and young Luke Skywalker, who is the leader of the bright forces in this future World. And May the Force be with you! - You are going to need it!&lt;br /&gt;
Your journey starts at Bay 4 on level 2 in the Space Harbour, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Necromunda ====&lt;br /&gt;
&lt;br /&gt;
After the apocalypse in 2509 Arconia was inhabitable for many years. The only way to survive was in hermetically closed cities under glass domes, where the atmosphere could be cleansed from radioactive particles and poisonous gas in special filters. Necromunda is one of those artificial towns, on the verge of extinction. It's a closed and confined world, and a hard and merciless world too, where the struggle for survival is what fills most of the time for its inhabitants. Still - there are some compensations. The shops of Necromunda have some of the best weapons in Universe, and there is also the universal famous Library of Necromunda. In it you can find books that give the background to Necromunda's foundation, and the dark threat that is still hanging over it - the Demonic Hordes, the Chaos Lords...&lt;br /&gt;
The space-shuttle &amp;quot;Chaos Lords&amp;quot; in Bay 5 on level 2 of the Space Port will take you to this domed - and doomed - city.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Spaceship Titanic ====&lt;br /&gt;
&lt;br /&gt;
Drifting helplessly in outer space is this giant wreck of a spaceship, once the pride of the Cartesian space fleet, offering immense luxury to its passengers, now just a dead shell. Most of the levels are decompressed, and almost all life is extinct, except for the giant rats and other mutant creatures, that now present a threat to unsuspecting visitors. Some of the maintenance robots and androids are still working though - so watch out if you enter the Command Central. And some of the robots may be malfunctioning too - after all, what can you expect from a mere machine, after centuries and centuries without any care and maintenance?&lt;br /&gt;
The Space shuttle Explorer in Bay 7 on level 2 of the Space Port might take you to this ship, that is if you pay the captain enough for his trouble.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Little Italy ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Pleasure Planet&amp;quot; is a small asteroid covered with a transparent dome to maintain a breathable atmosphere. This is the place where all space crews go to seek recreation and entertainment between the space voyages.&lt;br /&gt;
And since most spacemen for some reason like to wallow in Nostalgia, large areas of this asteroid have been recreated to resemble Old Earth in time periods long gone. So if you enter the Video Game Arcade on Nostalgia Street, you can indulge in a game that will send you back to the Mafia period of the 1930s, when the Mob were ruling the city and there was a speakeasy in almost every corner. USA during the Prohibition was a place of crime abundant, so expect to find some major trouble here. This is also the home territory of the Sicilian Clan, who tend to regard this city as their private territory. Only lately some competition has arrived - Don Meatballa, a rivalling Mafia Don with ambitions. All is set for a small Gangster war, in best Mafia traditions.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the Pleasure Planet and Little Italy.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Queltorian Sector (former known as Outer Space) ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have spacesuit, will travel&amp;quot;... This is the zone for all of you who think that regular space voyages are for sissies. This is the REAL thing, the endless Outer Space, with all its grandeur, majesty, perils and adventure. Of course you may have to steal a spacesuit in the Service Bay of the Space Port to get there, but since when did little details like that stop any resourceful adventurer? And once out there - the possibilities are almost endless. And so are the dangers. If you manage to stay clear of the dreaded BLACK HOLES there are several planets and asteroids waiting to be explored. And even if the spaceship that's drifting deserted in outer space seems quite a bit damaged, the driving devices are still intact and so is the central computer...&lt;br /&gt;
The ROGER YOUNG TRANSPORT 23 will take you there from the Central Space Harbor, for a modest fee.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Space Harbour ====&lt;br /&gt;
&lt;br /&gt;
This is where you start your journey into Outer Space. The Centerpoint Space Harbour on Old Earth has public space shuttles to most of the planet systems, except for the most remote parts of the Galaxy. It also has a small port for private space traffic, with a hangar, a maintenance room for spacecraft and above all a Briefing Room, where you can get all necessary information for trying your luck as your own space pilot. It also holds facilities such as the Esper Guild, the Space Bank and Palpatine's Bar. And the Wide Blue Yonder Bar, reserved for Roleplayers, is the main hangout for the infamous gossip journalist, known to the world only as Tabloid.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Jurassic Park ====&lt;br /&gt;
&lt;br /&gt;
You have no doubt heard about Jurassic Park, that grand and exciting experiment in gene manipulation, which presented the Star attraction on the Pleasure Planet; a large and exciting Dinosaur Park open to visitors and one of the most popular Holiday destinations. Protected by super-reinforced steel cars the visitors could travel safely through the park, regarding the majestic Brontosaurus bathing in the sea, or the frightening Tyrannosaurus Rex on its hunt for prey. It was a thrilling experience, although totally without danger for the visitors, due to the extensive safety precautions.&lt;br /&gt;
And yet something went wrong. You have no doubt heard all about that too, since the media were filled with it for weeks after the disaster. Jurassic Park is still there. The Dinosaurs are still there. But no visitors go there any more, unless they are very foolish - or foolhardy...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Pleasure Planet ====&lt;br /&gt;
&lt;br /&gt;
This small world, built on an asteroid without any natural atmosphere, has been created for two reasons only. The official reason is to offer all visitors and tourists a really good time, regardless of their tastes and preferences. The Pleasure Planet has something for everybody. But the more important - and secret - reason is for the owners to make as big a profit as possible. So everything on the Pleasure Planet is appallingly expensive. The Authorities claim that this is necessary, due to the high price of transporting supplies with hyperdrive spaceships, and the high maintenance cost of the airtight domes that are necessary to keep a breathable atmosphere. They may have a point there, but nevertheless they still make a good buck for themselves. The tourists all seem pretty much happy however. Only... Lately there has been some rumors. There is... something ... in the sewers of the asteroid, something that shouldn't really be there. Some mutant perhaps. Anyway, if you go there, better stay out of the sewers and stick to the Pleasure Quarters. Come to think about it, maybe better stay out of the east parts of Pleasure City too...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to this Asteroid. Have a fun time!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== New Goznemia ====&lt;br /&gt;
&lt;br /&gt;
The City of Gold and Lead should be perfect for players between level 30 and 40 and can probably be played from level 20 up, if you have decent equipment. It has a great storyline, and I am sure you'll all want to help those unfortunate young humans held enslaved by an alien and cruel race. Especially since these aliens really look repulsive - three eyes, three legs and three tentacles. YUK!&lt;br /&gt;
As you probably already figured out, it is a Future zone, and you will find the space shuttle taking you to it in Docking Bay 8, fourth level of The Space Harbour. Oh - and by the way, maybe it would be a good idea to be a bit careful about watching TV so much in the future, eh? Considering this was the way those Aliens enslaved the human youths of that city in the first place...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Down Under ====&lt;br /&gt;
&lt;br /&gt;
Ever been to Australia? This zone will take you there - not to present day Australia, but to what it may look like in a not-so-far future...&lt;br /&gt;
This is the funniest zone I have seen for a long time, and the Builder, Cali, won the Builder of the Month award for it.&lt;br /&gt;
But I have to warn you, this is a hard one. And I don't mean hard just in the sense of tough mobs, it's tricky too. You won't be able to get through this zone by brawn alone, you've got to - *gasp* - use your brain too!&lt;br /&gt;
Sure you can have some fun, kill a few tourists and punks, maybe even fall into the odd DT, but to get to the REAL cool, kinky stuff that I know y'all yearn for, you will have to solve quite a few puzzles.&lt;br /&gt;
Yeah, it sucks doesn't it? And I guess you all know just how devious and evil Cali can be...&lt;br /&gt;
So take the jet from level 4 in the Spaceport, have fun and be sure not to miss the Mardi Grass Parade... *snicker*&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Terramort ====&lt;br /&gt;
&lt;br /&gt;
After the third apocalypse the planet lies barren and almost deserted. The human race that once ruled the Earth is extinct, and only a few hardy animal species have survived. Some of them are good and helpful, and have built a safe refuge in the Redwall Abbey in the middle of the large Mossflower Wood. But their sanctuary is threatened by the Vermin, evil and vicious animals - wolves, weasels, ferrets, and rats - who take a pleasure in killing the good and innocent. Which side will you take in this struggle?&lt;br /&gt;
The reward you can get may be dependant on your choice.&lt;br /&gt;
You can reach this world if you take the space shuttle from level 4 in the Space Port - but expect something bad to happen on the way...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Outback ====&lt;br /&gt;
&lt;br /&gt;
Australia is not just large cities, like Sydney and Melbourne. It's also the Outback, the home of the Aborigines, the trackless wilderness, where you can travel for days without encountering more than a few Kangaroos. It's a land of contrasts, vast eucalyptus forests, rocky mountains, seemingly endless swamps, but also grassland where sheep and cattle graze.&lt;br /&gt;
It's a land of perils, with several kinds of poisonous snakes, aggressive crocodiles - and even the cute Koalas are not as innocent as they look.&lt;br /&gt;
It's a land of legends, mostly unchanged since the Stone Age, legends like the one about the Rainbow Snake, carried from generation to generation by the aborigines and the paintings in caves and on perpendicular cliff faces. It's a land for tough and hardened men, like Crocodile Dundee.&lt;br /&gt;
Are you tough enough to venture out there? The only way to reach it is over Downunder, and you need to find the entrance yourself.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Outer Space Grid ====&lt;br /&gt;
&lt;br /&gt;
This grid is enormous. Like Space itself it has no end. You must travel for years and years in your spaceship to reach the far out Galaxies where riches and adventures await you. Virgin planets and asteroids, ripe to explore and exploit. Galactic Trading Centers, where you can trade your goods. Black holes, blazing Suns, comets, meteors and meteorites are some of the hazards on the galactic odyssey. Fly your own spaceship, engage in fights with other pilots. Maybe you can blast their ship out of existence with your missile launchers and steal their cargo! Maybe the same thing will happen to you. So what? That's life in Outer Space.&lt;br /&gt;
This grid is the entrance to every planet in the future Dimension.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Corellian Sector Grid ====&lt;br /&gt;
&lt;br /&gt;
This part of Outer Space holds the planets Endor, Dagobah, Tattooine and Hoth, known to space travel since ages. Around it the Death Star patrols, always on the lookout for the Rebel scum. Now this sector of Space can not only be reach by public transport. You can go their in your own spaceship, engage in real space fights.&lt;br /&gt;
Or a shuttle in Bay 4 on level 2 in the Space Harbour, will take you to the Corellian Centerpoint, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Earth Atmosphere Grid ====&lt;br /&gt;
&lt;br /&gt;
Wrapped around the planet Earth, its atmosphere provides access to five space harbours and is fully accessible for spaceships of all kinds. We Terrans tend to regard us as the center of the Universe - how presumptuous we are! But in this case there is some truth to the belief. Old Earth is really as close to the center of the Space Grid that you can get and from there all the space jorneys start.&lt;br /&gt;
Currently there are 3 landing points on Earth, apart from the Centerpoint Space Harbour: Downunder, Terramort and Goznemia.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Alpha Centauri Sector Grid ====&lt;br /&gt;
&lt;br /&gt;
Five planets and an Asteroid circle the Alpha Centauri Star. The planets all have different nature and different perils. But they also have their own natural assets, that can be exploited and sold at the Intergalacic Trading Centers.&lt;br /&gt;
The Alpha Centauri Planets are: Poon, Lovenbroy, Slunch, Yalc, Yudore and Asteroid 95739-A.&lt;br /&gt;
Currently there is no public space shuttle to this part of the galaxy. You will have to go by your own spaceship.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Alpha Centauri Planets ====&lt;br /&gt;
&lt;br /&gt;
The planets in the Alpha Centauri system have very different conditions.&lt;br /&gt;
LOVENBROY is a bucolic planet, mostly known for the famous Bacchus Wine. They say that anyone who ever tasted it, never drinks anything else. The planet has some mineral deposits, but the stubborn natives refuse to exploit them, preferring agriculture to mining. As a consequence Lovenbroy is a most attractive planet, with clean air and happy people.&lt;br /&gt;
SLUNCH is about the most dismal place you could imagine, The cinder storms, the daily mud eruptions, the mudcrabs that eat almost anything solid - the entire planet is grime, mud and slush. It has only one natural asset, the berp-nuts, but the natives are too lazy to grow them in any amounts.&lt;br /&gt;
YALC is known for two things, the Voom Festival and the fantastic glassware produced there. Since the planet's deposits of the silicon sand needed for the production are long since extinct, very small amounts of this glass is exported. All broken glass is recycled or used as decoration on the Temples.&lt;br /&gt;
YUDORE is a forest covered planet, not yet explored, and very little is known about its nature or whether there are any intelligent life forms. In spite of this, two different planets have claimed possession of the planet and an armed conflict is brewing.&lt;br /&gt;
ASTEROID 95739-A is almost completely covered in a deposit of the very valuable material known as collapsed crystal. But don't get your hopes up too high about exploiting it. Two different firms have already staked their claim and a litigation suit is in process.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Planet Poon ====&lt;br /&gt;
&lt;br /&gt;
The Planet Poon is the center of the Alpha Centauri Sector, and by far the largest of the planets. 90 percent of the surface is covered with ocean, and the planet can best be described as underdeveloped. Still it is the centerpoint of the sector and the main focus of interest for all other planets in that part of the Galaxy. It is also the center of cosmic diplomacy and machiavellian intrigue. Why? The explanation is easy: GOLD!&lt;br /&gt;
There is only one snag; the stubborn locals refuse to exploit it, or to allow foreign interests to do so. They prefer fishing and weaving baskets!&lt;br /&gt;
Can you believe it?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Quixotica ====&lt;br /&gt;
&lt;br /&gt;
Mass killings. Destruction. Anarchy. If that's your idea of fun, you'll have to go somewhere else, cause you wont find it here. What you will find among the trees and plants in this beautiful dome are showcases for things of a different nature from across the known, and some questionable, Dimensions. There are shops filled with fabulous finds, restaurants and bars stocked with tempting treats. There is gambling galore, a Lightcycle Racing Grid, you can even take a shot at the Intergalactic Heavyweight Champion, Jaal'ker. If you can't see or do it all in one day, stay overnight at the Shangri-La Hotel where you are sure to find our exclusive holosuites to your liking.&lt;br /&gt;
Not as accessible, but throughout the park, you may find portals to other worlds. Some of these are dangerous, others just strange. To make exploring these worlds and the main dome a bit easier, the management at Quixotica Inc. has made every effort to remove all Death Traps from the areas, so in that respect you may explore safely.&lt;br /&gt;
Quixotica, a place for the bizarre and unusual, can be found on Pleasure Planet, the entrance is from Fat Walk, in the west part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmo Canyon ====&lt;br /&gt;
&lt;br /&gt;
On a slowly dying planet, many journey to Cosmo Canyon to seek refuge and gain knowledge of Planet Life. Through ravines of red and gold dry earth many come by vehicle, airship or chocobo to seek the wisdom of the Elders or just be in a relaxing atmosphere. The people of Cosmo Canyon know the importance of Lifestream, the blood of the planet that feeds all living things and are starting to feel a weight of hopelessness as it diminishes.&lt;br /&gt;
On the canyon cliffs homes and buildings are built, and at the highest summit of the canyon is the Bugen Research Center - famous for its earth studying equipment and observatories.&lt;br /&gt;
You can reach Cosmo Canyon in the Sirius system (x;22, y;02), or catch a ride with Cid at the Future Space Harbor, (Docking Bay 12, level 0).&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Game Grid ====&lt;br /&gt;
&lt;br /&gt;
Get pulled into a computer world where binary rules. Make your way through this game grid to eventually reach the MCP who has been taking programs captive as part of his actuarial program. There are a few users on the grid trying to get to him too. Maybe you can beat them there, or even kill them so the MCP can continue to take over the computer world. This low level zone is purely hack n' slash. You can get there by going to the Experience Room, 1 south of the entrance to the Future Spaceport and and entering the laser laboratory to the east there. Or use the shortcut in the east end of Venture Way.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Jurassic Ocean ====&lt;br /&gt;
&lt;br /&gt;
The Jurassic Ocean is in the same dome as Jurassic Park of course. The same geneticists who created the land animals thought it would be interesting to create water animals too. What they were thinking, nobody will ever know since they were the first to die when the dinosaurs took over. The ocean is a dangerous place. So if you are foolish enough to go there, the Ambassador of Pleasure Planet has declared they are not responsible for anything that may happen to you.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those foolhardy people... You'll find the entrance to Jurassic Park from Fun Walk in the southwest part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Planet Reptila ====&lt;br /&gt;
&lt;br /&gt;
Imagine a planet inhabited solely by reptiles. Slithery, cold, slimy, scaly or warty creatures like snakes, lizards, salamanders, crocodiles, Dragnars, toads and frogs. Well... on second thought there are some other creatures on the planet too, but the reptiles are the dominating species. The rest of the fauna is more or less reptile food. Of course even among the reptiles there are struggles for power too. The amphibians have been driven deep down into the depth of the mountains, where they plot their return and their revenge on the mysterious Reptile King, who few seem to have encountered. Does he even exist?&lt;br /&gt;
The enterprising Traveller could make a few bucks collecting reptile skins and trading them in the shady character Eatzabug's shop.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Orbiter ====&lt;br /&gt;
&lt;br /&gt;
The Orbiter has a crew of Scientists, from several different planet systems. Since their goal is to study, not to conquer, this ship is a friendly place, which welcomes all visitors, even the most inexperienced ones.&lt;br /&gt;
Due to the vastly different nature and life conditions of its multiplanetary crew, the different decks of the Orbiter offer interesting sites for the visitors.&lt;br /&gt;
The crew will also try to entertain the guests in various ways, since that gives them an extra chance to study their reactions.&lt;br /&gt;
The Orbiter, that circles Planet Earth, can be accessed directly from the Future Space Port, through the Transporter Room, directly south of the Entrance room to the Port.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Dark Planet ====&lt;br /&gt;
&lt;br /&gt;
This planet, situated in the twisted part of space known as the Queltorian Sector, is an extremely dangerous place. The dying sun hardly provides any light or warmth, and yet some extremely hardy species have adapted to the extreme conditions. Always forced to fight for their existence in the toughest of environments, only the toughest of these monsters have managed to survive, and they are DEADLY. This planet can not be recommended for ordinary Time Tourists. Don't go there unless you are very strong and not afraid to die. The 4D Travel Agency will take absolutely responsibility if you disobey this warning.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Planet Whotvar ====&lt;br /&gt;
&lt;br /&gt;
Long ago, a rich civilization inhabited the planet Whotvar, but Mother Nature and a certain demon unfortunately had other plans. Now, all that is left are a few natives and some relics of the distant past. Danger, and perhaps rewards, awaits those strong enough to adventure on this lost world.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Whotvar II ====&lt;br /&gt;
&lt;br /&gt;
Getting away with it all... err.. Getting away FROM it all should be the name given to the two planet/asteroids that circle the same star as Whotvar. A soap opera plot as complex as most seen on 4D TV, with everyone trying to find something to make their dreams come true. Can even a head shrinker help the people who live there? Who knows? But most certainly some brave adventurer can help them find the things that they are looking for.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Spaceport Mall ====&lt;br /&gt;
&lt;br /&gt;
This large Shopping Mall, situated on the level 0 of the Main Spaceport on Planet Earth, has almost anything that a Roleplayer could wish for. Here you'll not only find a Baby Center, complete with Childrens' Doctor, Baby Shop, and a top security Daycare, but also a Wedding Shop and a Luxury Hotel for the Honeymoon. Naturally you'll find lots of other shopping options too. Or you can visit the beauty Salon to get coloured streaks in your hair, have a manicure and painted nails, or maybe a piercing or a tattoo. This is really a Shopper's Paradise.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Quix II ====&lt;br /&gt;
&lt;br /&gt;
Somewhere in Quixotica, in a field of grass, is a ring of mushrooms. Entering it will throw you into a Time and Matter Trap, which doesn't work like the ordinary TimeTraps. It won't transfer you in time or place, but it will shrink you to the size of a mouse, giving a totally different perspective on the world.&lt;br /&gt;
Naturally entering it will need some courage, since at that size you will be just a morsel for creatures that normally would be nothing but small prey to you. This is not a zone for low levels, and some of the Quests in it are not easy to find. But for those who like to get a feeling of what it might be like to be Alice in Wonderland or a pixie or maybe a bug, it will provide some new aspects of life at the grass roots.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fun Fair ====&lt;br /&gt;
&lt;br /&gt;
Some things never change. Even when placed in the Futuristic setting of the Pleasure Planet, this Fun Fair has the retro feeling of the nineteensixties. It has the usual attractions, like a Giant Ferris Wheel, a Roller Coaster, a Bouncing Castle and a Mirror Maze, and also various games, both skill and luck based. The main attraction is a Haunted House, set up like a giant Snakes and Ladder game.&lt;br /&gt;
In most of the games you can win Coupons, and if you collect enough of those, you can win some very cool prizes. The quickest way to collect the coupons is in the Haunted House, provided you are strong enough to defeat the undead monsters inside. But you can also win coupons in all the games, and if you are lucky, you might find some in the rides as well.&lt;br /&gt;
Even though the owners seem to have gone missing, the Fun Fair is a place where all players can have some fun, regardless of level and strength. So come and join the fun, but don't forget to bring your sunglasses. The zone was built by a bunch of Jesters, so it is colourful - to say the least.&lt;br /&gt;
To get to the Fun Fair, take the shuttle to Pleasure Planet, and go to the airlock to the Rigel Dome, in the north part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Killer Klowns ====&lt;br /&gt;
&lt;br /&gt;
Douglas and Gwendolyn Crockerbone scraped and saved their whole life, until finally they had enough to buy their own Fun Fair. And now they have set up business in the former Rigel Dome on Pleasure Planet.&lt;br /&gt;
Unfortunately the Fun Fair has been invaded by a bunch of Space Klowns, and they have more or less taken over the place. People have started to complain about their pranks, even the Mayor is concerned and the owner... Well, he seems to have disappeared completely...&lt;br /&gt;
The Klowns, generally known as Killer Klowns, have a weird sense of humour, so be prepared for practical jokes and some nasty surprises. Still, in spite of their name, the Killer Klowns are more irritating than aggressive. So the Fun Fair should be pretty safe to visit, as long as you stay out of the Haunted House and the Dark Forest, if you are low level with few remorts.&lt;br /&gt;
You will find the Killer Klowns on Pleasure Planet, located in the former Rigel Dome, in the northern part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=128</id>
		<title>Zones</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=128"/>
				<updated>2015-11-09T09:39:03Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: /* Greek Archipelago */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Different Dimensions ==&lt;br /&gt;
&lt;br /&gt;
4D exist out of 4 Dimensions. Each Dimension consists out of different zones, which its own quests, adventures and secrets. To have a closer look at the different zones, just click on the dimension you're interested in, and you'll get a more detailed look of how the dimension is setup. Next to those 4 Dimension there's also a Central part, where people can gather, and talk about things, or find information concerning other areas in the game.&lt;br /&gt;
&lt;br /&gt;
=== The Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central zones are not connected to any Dimension. They consist of Recall and Travel Agency, Mud School, the 4 Newbie zones and the Newbie arena and 'special' PK zones that need imm help to access, like the Battlefield and the Gladiator Arena.&lt;br /&gt;
&lt;br /&gt;
Recall is the place where people hangout when they're not exploring one of our 4 Dimensions. The area is not really part of any of the other Dimension. Recall provides lots of information about features that can be found or done throughout the game.&lt;br /&gt;
&lt;br /&gt;
Recently there's also been made a new expansion to the Recall Area, namely the Gladiator Arena. The Arena itself is only accessible by a certain type of players, namely the Gladiators. Though there's a public Gallery for everyone else where you can support for your favorite Gladiator or maybe throw some rotten tomatoes towards them.&lt;br /&gt;
&lt;br /&gt;
THE 4D CENTER AREA This realm, which is rather small, contains the Healer, the main Donation Pit, Mud School, the Time Warp, from which all the 4 Dimensions can be reached, and the 4D Travel Agency, where you can learn a bit about the special options presented in our unique Mud.&lt;br /&gt;
&lt;br /&gt;
Last but not least the Center Area contains 4 Newbie zones for the levels 1-10 - (one for each Dimension) - plus the Newbie Arena and some shortcuts to some more easy zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#Recall_and_4D_Travel_Agency|Recall and 4D Travel Agency]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-5) || [[#Mud_school_and_Quest_Academy|Mud school and Quest Academy]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Stone_Age_I|Stone Age I]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Robber_Baron_Castle_I|Robber Baron Castle I]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Dry_Gulch|Dry Gulch]] || Nave || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Android_Factory|Android Factory]] || Flyte || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(51-56) || [[#God_Rooms|God Rooms]] || Immortals || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Battlefield|Battlefield]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Chicken_Casino|The Chicken Casino]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-15) || [[#The_Newbie_Arena|The Newbie Arena]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-50) || [[#Realms_of_the_Traders|Realms of the Traders]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Colosseum|The Colosseum]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==== Recall and 4D Travel Agency ====&lt;br /&gt;
&lt;br /&gt;
This Realm is the starting point of your character's life. This is where you enter the game as a newbie, and where all the necessary things for the starting mudder are gathered along Adventure Avenue and venture Way. Here you find Recall Point with the Healer, the Guildmaster, the Donation Pit, a small Bar where you can buy a few necessities, the mortal Post Office, the entrance to 4D Mud School, the 4 Newbie zones, the Newbie Training Arena and last but not least the 4D Travel Agency. The Travel Agency is the place to get information about the special features of this mud. Want to buy yourself a crash-proof private player house? Want a personalized weapon or piece of armour? Want to buy a personal pet or mount or spaceship or Recall item? The Travel Agency is where you find out the price and conditions for all those extra features.&lt;br /&gt;
This is also where you can find the 4D Map room, with descriptions of all the zones in the 4 Realms, the Building Department, with lists of all Builders in 4D and the conditions to become one yourself, the Crypt for the Craven, where you can retrieve your corpse for gold, if you were killed in a distant or dangerous place, the Clan Office with information about the Clans in 4D and the 4D Hall of Fame, where remarkable players in 4D acquire everlasting fame. Maybe one day you will get your own statue in this Hall...&lt;br /&gt;
And one step up from Recall is the Time Guardian, who on request will take you to the Main Game Realm, for players from level 10 upwards.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mud school and Quest Academy ====&lt;br /&gt;
&lt;br /&gt;
The Mud school of 4D is not the usual Mud School with chained mobs in cages that you meet in most muds. This School is totally customized to 4D, and it is also a playable area, full of mobs of a suitable strength for your level and some decent equipment that you can't get anywhere else. It has 4 Classes or Grades - one for each Dimension - and you can drop out of School or skip a class at your own will. The 1st grade teaches the basics about moving about, surviving and killing, the 2nd is devoted to communication and the use of magic, the 3rd teaches you how to use firearms, mounts and vehicles and how to form groups, and the 4th gives you some &amp;quot;special&amp;quot; tips about the secrets of the game. And at the top of the fourth grade is the unique Questor's Academy, where you can learn some of the tricks that usually only very seasoned players know about. Mud School is restricted to the levels 1-5, and it is highly recommended for new players to go through it, before venturing into the world of 4 Dimensions.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age I ====&lt;br /&gt;
&lt;br /&gt;
This is the first of the four Newbie zones for level 1-10, set in Stone Age, where the Neanderthal and the Cro Magnon tribes fight each other, while at the same time fighting Nature for survival. Apart from the Stone Age people, you'll meet mammoths, sabre-toothed tigers and a lot of less dangerous animals that inhabit the forests and steppe at about 9000 years BC. You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Robber Baron Castle I ====&lt;br /&gt;
&lt;br /&gt;
This castle may be rather small, and the robber Baron may not be the most powerful man in the Realms, but he is a pretty nasty customer nonetheless. And so are his ill-bred offspring and his snotty wife, so nobody would object if you raided this castle to rid him of some of his excessive goods and gold. He does have a dungeon though, and if you get thrown into that, it might not be very easy to get out again...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch ====&lt;br /&gt;
&lt;br /&gt;
It's just a small outback town, but it does have some shops and of course a saloon, where you can get yourself a drink. I'm told even the great Shorty himself still buys his shots in this saloon. Apart from that there is not much of interest in this small outback town, just the usual towns people, mongrel dogs, Indians, tumbleweeds and dust, dust, dust...&lt;br /&gt;
It has been months since it last rained in Dry Gulch.&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Android Factory ====&lt;br /&gt;
&lt;br /&gt;
This is where all the androids that overrun the planets in the Future Dimension are manufactured. The androids are of course supposed to help Mankind, in doing many of the menial tasks that Man thinks below himself. Only lately it seems that they don't quite get the message. In fact lately they seem to have grown uppity, lazy, defiant - even hostile at times. Maybe something went wrong at the conveyor belts? Or maybe it's a bug in the programming itself...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== God Rooms ====&lt;br /&gt;
&lt;br /&gt;
These are for the Immortals exclusively, you're only chance to get there would be by &amp;quot;special invitation&amp;quot; - or if you get yourself in major trouble, which would be a wise choice to avoid...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Battlefield ====&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;Battlefield&amp;quot; or Arena of 4 Dimensions, where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;pkiller&amp;quot; or not. When you die in the Battlefield, you do not lose exp or equipment like you risk to do in the normal game. All you lose is your pride, since this is the place to determine who is the best pkiller in the mud. Only one player can win, but all levels can participate, and you can place bets on the Winner. The way to do this is to type 'PLACE Playername'. You need an imm to start up the Battlefield however. Type ARENA to listen to the special Battlefield channel, and HELP ARENA to see the rules for the tournaments.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Chicken Casino ====&lt;br /&gt;
&lt;br /&gt;
Like a game of old fashioned Poker? Well, you can get that here too, although it is a wee bit different from the usual. We don't have a dealer here, instead all the players are let into a large chicken pen, full of chicken and hens.&lt;br /&gt;
Each of these fowl have a card, so you kill as many as you can and collect the cards. Then you put together the best poker hand you can from what you have got, junk the rest of the cards and return to the Casino, where each in turn gives his hand to the Poker Master, who looks at them and decides who the winner is. The Poker rules are the same as always, and there is a list of winning hands posted in the room in case you forgot the rules.&lt;br /&gt;
You will need an imm/hero/helper to open the door to the chicken pen and supervise the game, and it won't be started up unless there are at least 3 players.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Newbie Arena ====&lt;br /&gt;
&lt;br /&gt;
Like most things in 4D, the Newbie Training Arena has four parts, one for each Dimension. You can start in any of them, but the easiest is Pre Historic, and then they gradually get harder. Built by Lonewolf, one of the most experienced players of 4D, this zone not only provides good hunting grounds for low levels, but also a good introduction to the special culture of 4D, with several easy Quests where you can train your brain for larger challenges to come. Also this zone holds some special equipment for Newbies, with rather good stats. If you start your career in 4D with the Quest Academy and this zone, you stand a better chance than most Newbies of mastering the Game.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of the Traders ====&lt;br /&gt;
&lt;br /&gt;
Tired of hack and slash? Want to do something more creative with your spare time? Learn a useful trade, perhaps? The Realms of the Traders will provide you with these options. They are spread over the 4 Dimensions, but with the main centerpoint in the Medieval Dimension.&lt;br /&gt;
The Trader's Office in the 4D Traveling Agency will provide more information.&lt;br /&gt;
&lt;br /&gt;
Around Old Yorke, you'll find:&lt;br /&gt;
&lt;br /&gt;
8 fields for Farming&lt;br /&gt;
&lt;br /&gt;
8 plots for Gardening	West Trade Road&lt;br /&gt;
&lt;br /&gt;
Crafter's Alley	Northeast of Old Yorke&lt;br /&gt;
&lt;br /&gt;
The Chicken Farm	North Wall Road&lt;br /&gt;
&lt;br /&gt;
The Orchard and the Dairy	South Wall Road&lt;br /&gt;
&lt;br /&gt;
Several sub-contractors	To help develop the products.&lt;br /&gt;
&lt;br /&gt;
In Old West, you'll find:&lt;br /&gt;
&lt;br /&gt;
The Ranch - raise your own herd!	South of The Range, west of Dodge City&lt;br /&gt;
&lt;br /&gt;
The Old Gold Mine	West of the Range&lt;br /&gt;
&lt;br /&gt;
Main entrance to the big Mine	Type 'help Mine' to get directions&lt;br /&gt;
&lt;br /&gt;
Prospecting and gold panning	Stake your own claim!&lt;br /&gt;
&lt;br /&gt;
The GoldMiners Office	Dry Gulch&lt;br /&gt;
3 Trading Posts and 3 Cattle Pens	Main trail between Dodge and Tombstone&lt;br /&gt;
&lt;br /&gt;
Goldmining and Farming	Fort Sutter, in California&lt;br /&gt;
&lt;br /&gt;
Goldpanning and Prospecting	Creeks and rocky terrain everywhere&lt;br /&gt;
&lt;br /&gt;
Trapping and skinning	In The Wild, south and east of Legend&lt;br /&gt;
&lt;br /&gt;
In Future, you'll find:&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
An Alchemy feature	Whotvar System&lt;br /&gt;
&lt;br /&gt;
A Mine for alien Minerals	Whotvar System&lt;br /&gt;
&lt;br /&gt;
Different natural assets	Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
2 IGTC's to trade the assets	Outer Space Grid&lt;br /&gt;
&lt;br /&gt;
Reptile skins to trade	Planet Reptilia&lt;br /&gt;
&lt;br /&gt;
In Prehistoric, you'll find:&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	Greek Islands, Mainland, Egypt, Kush&lt;br /&gt;
&lt;br /&gt;
Exotic fruits, herbs and spices	Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Silk cocoons	Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Animal skins, ivory, rhino horns	Greek Mainland, Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Large forests, exotic logs	Greek Mainland, some Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Natural assets and local products	Greek Mainland and all Islands&lt;br /&gt;
&lt;br /&gt;
Gold-carrying streams	Find out where yourself!&lt;br /&gt;
&lt;br /&gt;
2 Greek Trading Centres	The islands Carpathos and Cyprus&lt;br /&gt;
&lt;br /&gt;
5 African Trading Markets	Aswan, Kerma, Napata, Meroe, Khartoum&lt;br /&gt;
&lt;br /&gt;
African trading opportunities	Egypt, Kush and Punt&lt;br /&gt;
&lt;br /&gt;
Exotic native treasures	Land of Punt&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Colosseum ====&lt;br /&gt;
&lt;br /&gt;
This is the zone that was made for the PK feature The Gladiator Arena. The Colosseum Arena has two parts. The upper, outdoors part is a plain 7x5 grid. Under this arena is a cellar, accessed by two stairs. The cellar is a bit like a maze, with winding, narrow corridors, animal cages and some maintenance rooms. This part is good for ambush, and it also has some extra features and twists. There is a Gladiator School, which works a bit like a Clan hall, and has some supply shops. There is a Healer in one of the Cellar Rooms and another one in Gladiator School. And finally there is a public Area for spectators to view the fights and get some info about the Gladiator Games. You will find the Public part of this zone west of the Map room, all south from Recall. The Arena itself is only accessible with assistance of an imm. For more info check out the link The Gladiator Arena.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Prehistoric Dimension ===&lt;br /&gt;
&lt;br /&gt;
This dimension is mostly centred around the Mediterranean sea basin, at approximately 1500 BC, and featuring countries like ancient Greece, Egypt, Kush and Punt. The Pre Historic areas can all be reached from the Old Carthage Archaeological Excavation Camp, which is extremely loaded with TimeTraps.&lt;br /&gt;
&lt;br /&gt;
As you enter the different excavation trenches, you will be transported to different places within a wide rage of time. You can also access the Mediterranean Sea directly from the harbour of Old Carthage or Carthage Bay.&lt;br /&gt;
&lt;br /&gt;
The best way to travel in the PreHistoric World is by ship. You'll find large concentrations of ships near Cape Aulis and at the island Carpathos in the Aegean Sea.&lt;br /&gt;
&lt;br /&gt;
Click any of the below zone names for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Old_Carthage|Old Carthage]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#Prehistoric_Forest|Prehistoric Forest]] || Snowbird/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Stone_Age_II|Stone Age II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Crete|Crete]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Labyrinth_of_Knossos|Labyrinth of Knossos]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Greek_Archipelago|Greek Archipelago]] || Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Trojan_War|Trojan War]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Kolchis_and_The_Amazons|Kolchis and The Amazons]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Realms_of_Thetis|Realms of Thetis]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#West_Mediterranean_Sea|West Mediterranean Sea]] || Molly || 300 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Odyssey|The Odyssey]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_River_Nile|The River Nile]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Egyptian_Desert|The Egyptian Desert]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Temple_of_Hatshepsut|Temple of Hatshepsut]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Lower_Egypt|Lower Egypt]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Valley_of_Kings|The Valley of Kings]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Realms_of_Hades|The Realms of Hades]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Greek_Mainland|The Greek Mainland]] || Molly || 900 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Aegean_Sea|The Aegean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Greek_Cities_I|Greek Cities I]] || Molly ||100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Olympus|Mount Olympus]] || Shartrance	|| (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Mediterranean_Sea|Mediterranean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Carthage_Bay|Carthage Bay]] || Molly || 100 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Aegean_Islands|Aegean Islands]] || Molly || 500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#Ali_Baba's_Cave|Ali Baba's Cave]] || Phantom || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Arabian_Desert|Arabian Desert]] || Echin || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Land_of_Punt|The Land of Punt]] || Mireille || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Upper_Nile|Upper Nile]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Desert_of_Wawat|The Desert of Wawat]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Land_of_Kush|The Land of Kush]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Old Carthage ====&lt;br /&gt;
&lt;br /&gt;
When you take the Time Warp to the Pre Historic Dimension you are going to land at the gate of the archaeological excavation camp of Old Carthage.&lt;br /&gt;
This city, that was once the centre of all known world, is now practically loaded with Time Traps. Almost every excavation trench that you enter might land you in distant places and ancient times.&lt;br /&gt;
And since the harbour of Carthage was the meeting place for ships from all over the antique world, the finding places under water in that harbour are not exactly safe either.&lt;br /&gt;
Already several of the archaeologists have mysteriously disappeared. So don't be surprised if the remaining crew treat you with suspicion and distrust.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Prehistoric Forest ====&lt;br /&gt;
&lt;br /&gt;
The dense, luxuriant jungle is vibrant with life and simmering with moist, steaming heat. Enormous but peaceful Brontosaurs feed from the tops of the trees, and smaller dinosaurs dart in and out between the undergrowth. From the almost impenetrable foliage you hear strange and mysterious sounds, some of them faint - a mere rustle of leaves - but every now and then an ear-shattering roar echoes through the forest, and the earth trembles under the steps of the Tyrannosaurus Rex and the Giganotosaurus. Large flying Pteranodons sail majestically through the air and even the watering hole is teeming with life.&lt;br /&gt;
*** WARNING! ***&lt;br /&gt;
This forest is a VERY dangerous place. If you are not a very powerful traveller who has defeated the toughest of creatures to be found in the 4 Dimensions, fighting the Dinosaurs in this forest is NOT for you... yet.&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the western parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age II ====&lt;br /&gt;
&lt;br /&gt;
In the south European mountains about 9000 years BC two tribes of pre historic men are engaged in a life and death struggle. The Cro Magnon Man, in every way as intelligent and resourceful as modern man, is fighting the older and more primitive race of Neanderthal Man, and step by step the Neanderthal tribe is driven to retreat. In just a few more centuries the Neanderthals will be totally extinct and no more will remain of them than legends of Goblins and Trolls, still lingering until modern time. But the shaman of the Neanderthals has planned a gruesome revenge - and in the very heart of the deep caverns under the Cro Magnon home cave too...&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the eastern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Crete ====&lt;br /&gt;
&lt;br /&gt;
The island of Crete has a dominant position during the antique period. The rulers of Crete also rule the sea, and since the water ways are the main transportation during this era, they rule the earth. All known countries with the exception of Egypt pay tribute to Crete. And since the Cretans are a decadent people with peculiar and cruel tastes, the main part of that tribute consists of slaves - young men and women destined to dance and die before the Cretan bulls on the bloody sand in the arena. But - at long last there is a faint gleam of hope. Theseus has come to Crete, to organize the Bull Dancers in rebellion against the King Minos, and the monster Minotaurus.&lt;br /&gt;
You will find the entrance to this zone in the harbor, situated in the northern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Labyrinth of Knossos ====&lt;br /&gt;
&lt;br /&gt;
Under the Palace of Knossos lies the famous Labyrinth, once created by the celebrated architect Daidalos. It was built by order of King Minos of Crete, to contain and hide the monster Minotauros, the unfortunate offspring of an unnatural intercourse between Queen Pasiphae and a bull. - (Talk about family skeletons!) - Minotauros has the head, neck and shoulders of a bull and the body of a man, he is uncommonly strong and feeds on human flesh. Only the brave and strong should venture into the Labyrinth, since once in there it may not be so easy to find your way out again. There IS a way out though - in fact there are even two...&lt;br /&gt;
How do you enter this Labyrinth? Well, how do you think? From the cellar vaults of the Palace of Knossos of course...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Greek Archipelago ====&lt;br /&gt;
&lt;br /&gt;
The Greek Archipelago consists of:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|10-20 || Aegean Sea || 120 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|10-30 || Northwest Cyklades || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|40-50 || Southeast Cyklades || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
North of the island of Crete lies the Cyclade archipelago, with all the famous classical islands, Thera, Naxos, Paros, Ios, Andros, Mykonos, Delos, where the twins Apollo and Artemis were born, and many many more. On these islands you will meet mythical creatures like titans, fauns, nymphs, centaurs, satyrs, dryads and oreads. The sea too is inhabited by strange beings, like tritons, naiads, sirens and halkyons. Occasionally even some of the Greek Gods descend from heaven, mostly to pursue human youths and maidens - the Greek Gods are infamous for their sexual appetite. Don't anger the Gods though, unless you are prepared to take the consequences - the Greek Gods are infamous for their short temper and long memory too. So worshipping them might be a better choice than attacking them, unless you are very strong and bold. Beware also of the Southeast Cyklades - many perils await the adventurer on those islands - but also rich rewards.&lt;br /&gt;
You will find the entrance to this archipelago in the harbour in the north part of old Carthage; find the wreck of a Greek ship and enter that. You can also get there by sailing east and then north and west from Crete.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Trojan War ====&lt;br /&gt;
&lt;br /&gt;
The siege has lasted for nine years and tension is building up in both sides. Achilleus is sulking in his tenth after a quarrel with the commanding officer, Agamamnon, over a woman captive, Briseis. Without their main warrior, the Greeks aren't doing too good, and there has been some talk among the men about breaking the siege and going home. On the other hand, supplies are getting scarse in the besieged city, and after the long siege many citizens are losing heart. The main thing that is still keeping the defense up is the knowledge of what would happen if the city fell. There would be no end to the looting, killing and raping, since the victors would be merciless, after this long wait. So Troja still stands, but the cunning Odysseus has a plan. Ever heard of the Trojan horse?&lt;br /&gt;
You will find this legendary City east of the Greek Archipelago, on the mainland of Asia Minor. The best way to get there would be to catch one of the ships with reinforcements, that are gathering at the Cape of Aulis. Although the city of Troy is not yet in the game, the Aegean Sea, with all its many islands are.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Kolchis and The Amazons ====&lt;br /&gt;
&lt;br /&gt;
Far east of the Hellespont Strait lies the mythical Kolchis, also called Phrygia, where the Amazons live and where the rivers are said to be filled with gold. This is where Iason went to capture the Golden Fleece. And this is where the chaste Moon Maidens worship the Goddess Artemis, who is known as Bendis in these parts of the world. The Amazons are a folk of women exclusively, they are female warriors that frequently raid the neighbouring countries to get fathers for their children. After performing their task - which they usually do quite willingly - the studs are killed off by the Amazons to keep their race clean.&lt;br /&gt;
According to the myth the Amazons cut off their right breast to be able to draw their bow more easily. Wouldn't you like to know if the myth is true?&lt;br /&gt;
Well - you'll have to wait a bit. This zone is in advanced planning, but not yet in the game.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Realms of Thetis ====&lt;br /&gt;
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If you succeed in escaping the bulls in the island of Crete, the Mediterranean Sea lies before you, stretching all the way south to the African coast, where countries like Egypt and Arabia are situated, east to the coast of Asia, with countries like Assyria, Babylon, Persia and Palestine and west to the Garden of the Hesperides and the Statues of Heracles (which is now known as the Straits of Gibraltar). And under the surface lies a world of its own, ruled by the mighty Poseidon and his spouse Amphitrite. Rich bounty may await you here, but also sharks an innumerable other dangers. And since the Mediterranean Sea is so vast and perilous, it might be a better idea to head north instead, to the Greek Archipelago, where the dangers of getting lost in a storm or eaten by a shark aren't nearly as great. But then again - the skilled sailor can avoid many of the dangers in his fast ship...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== West Mediterranean Sea ====&lt;br /&gt;
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When Odysseus was on his way back to his home island, Ithaka, after the Trojan War, he was wind-driven and lost his way. And like Odysseus you will be a play-thing for the capricious winds, if you manage to pass the ten-headed monster Skylla to enter these vast and perilous waters. You cannot map the open sea and the winds will blow you any way they like. It took Odysseus ten years to return to his native home - how long will it take you? There are 11 islands in this zone, each presenting its own challenges and its own rewards.&lt;br /&gt;
How many of them will you be able to find? And will you be able to make your way to the island of Ithaka, which is the only way you can leave this maze? One way to enter this part of the sea would be through the strait of Scylla and Charybdis, which you will find west of the rock of Lorelei on the African coast. And that straight isn't exactly safe...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Odyssey ====&lt;br /&gt;
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This zone is recreating the wanderings of Odysseus; sailing from island to island, trying to find his way home from the Trojan War. Each island presents a challenge of its own, and on most of them you will find a choice item, making the efforts well worth while. Here is a list of all the islands:&lt;br /&gt;
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Island of Aeolus, where the Master of all Winds resides.&lt;br /&gt;
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Island of the Lotophags, where the inhabitants are lost in dizzy drug dreams.&lt;br /&gt;
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Island Of The Cyclopes, inhabited by titans with a single eye in the forehead.&lt;br /&gt;
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Island Of The Laistrygons, man-eating giants with a very nasty temper.&lt;br /&gt;
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The Statues Of Heracles, also the entrance to Oceanus and the Island Erythia.&lt;br /&gt;
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Island of Aeaea, the home of Circe the sorceress and also the entrance to Hades.&lt;br /&gt;
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Island Of The Sirens, who trap unlucky seamen with their irresistible song.&lt;br /&gt;
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Island of Thrinakia, where the fat cattle of the Sun God Helios graze.&lt;br /&gt;
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Island of Ogygia, where the lovesick nymph Calypso will smother you in love.&lt;br /&gt;
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Island of Scheria, home of the friendly and hospitable Phaeacians.&lt;br /&gt;
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Ithaka, Odysseus' home island, where his wife Penelope is besieged by suitors.&lt;br /&gt;
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How many of these islands in West Mediterranean Sea will you be able to find?&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The River Nile ====&lt;br /&gt;
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Broad and majestic the River Nile floats on its way to the Mediterranean Sea. It is the main artery of life for Egypt, the yearly flooding bringing its gift of nutritious mud to fertilise the fields. But it is also the main transport route, even large ships can sail all the way up to Thebes, where the famous necropolis 'The Valley of Kings' is situated. If you venture up this river you should know that it has its perils of its own - huge and aggressive crocodiles and riverhorses, that can overturn a small boat easily. Which is why using a larger ship for your travel would be a good idea.&lt;br /&gt;
The River Nile is reached from the south-eastern part of the Mediterranean Sea and is the entrance to all Egyptian zones. You can also get here from a Time Trap in Old Carthage. Which one should be pretty obvious.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Egyptian Desert ====&lt;br /&gt;
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The south part of Egypt, known as Upper Egypt or the Red Land, is a barren land. Apart from a narrow stripe along the Nile it consists mostly of desert. Harsh and forbidding is this desert; very few creatures can survive the heat of the day and the cold of the night, and you might find it a deadly task just to traverse it. Yet it is the only way to get to the famous Temple of Hatshetshup, which is situated beyond the Valley of Kings. On your way there you might be lucky enough to find the small shop in the middle of the desert.&lt;br /&gt;
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And talking to the people you will meet by the riverside before venturing into the desert might provide you with some valuable information - if you know how to use it.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Temple of Hatshepsut ====&lt;br /&gt;
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This great female Pharaoh, who was more successful than many of her male counterparts, made Egypt more prosperous than in many centuries. Her ships sailed all the way to the land of Punt, bringing back immense riches; gold, myrrh and rare and valuable kinds of wood, like the black ebony and the red mahogany. To manifest her many deeds Hatshepsut built this great temple in the desert, where it would be hard to find for those that bear ill will. The temple is truly grand, few have seen the likes of this building or of the treasures harboured behind the pillared walls. But bad men and robbers go everywhere, and it is rumoured that some of the most valuable items have been stolen from the temple...&lt;br /&gt;
The entrance to this zone is from the Egyptian Desert. Good luck in finding it... Muhahaha!&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Lower Egypt ====&lt;br /&gt;
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The north part of Egypt, where the soil is dark and fertile, is known as the Black Land or Lower Egypt. It is a land of agriculture, where the people are totally dependent on the river for survival. It is a land of great social contrast, where the rich people are more prosperous than in most other countries, while the fishermen and the farmers are as poor and insignificant as the dirt on the ground. It is a land of religion, where the Priests hold much of the power and wealth and the Temples hold many of the secrets. It is a land of perils, like the great swamps east of the Nile estuary that only few dare to enter. And it is the land of myths, like the story about Isis and Osiris and the evil Seth, a legend that is a personification of the annual flooding of the river Nile. Perhaps you will become a part of this ancient legend during your travels through the land.&lt;br /&gt;
You will find several entrances to this zone along the River Nile.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Valley of Kings ====&lt;br /&gt;
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The Pharaohs of the Old Kingdom built the vast pyramids to contain their mummies, so that they would live for ever. The Pharaoh was buried deep inside the pyramid, surrounded by all the things he would need for the next life. The pyramids could be seen from great distances and were an easy target for thieves, who could break into them at night. The later Pharaohs wanted their burials to be safer, so they cut their tombs deep into rocks in this remote valley, but even so the grave robbers found ways of breaking into them. The passages were filled with enormous stone blocks, the doors were barred and sealed, dire threats were written on the walls to scare off any intruders, the graves were turned into mazes, full of deathtraps. And still the tombs were robbed...&lt;br /&gt;
The burial place of the Pharaos, known as the Valley of Kings, was once the home of a Bedouin tribe, and the members of that tribe didn't take kindly to being forcibly evicted from their ancestral home. They are set on revenge. The entrance to the Valley of Kings lies in the barren desert west of the River Nile, opposite the city known as Thebes in Old Egypt.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Realms of Hades ====&lt;br /&gt;
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When the ancient Greeks die, this is where they end up, in the dark Realms, where Hades is King and Persephone Queen. You have to be ferried over the River of Styx to enter this dark land, but if no burial rites have been performed over your corpse, you won't even be allowed in. If you cannot pay the obol that Charon will ask for the passage, you are doomed to wander for ever on the Fields of Shadow, near the groves of Persephone. But once past the Styx, you will reach the Asphodel Fields, the Vales of Mourning and the Plain of Judgement, where the good will be separated from the evil. If you have lead a good life, you will be sent to the Elysean Fields, the land of the happy dead. But the evil souls will be thrown into the pits of Tartaros, where they will be tortured by fire, until they repent and are given a second chance.&lt;br /&gt;
There are several backdoors to the Realms of Hades, but the main entrance is from Circe's island in the West Mediterranean Sea. But you might also end up there if you throw yourself over a precipice somewhere in the Cyclades... or do some other foolish action leading to your untimely death.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Greek Mainland ====&lt;br /&gt;
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Ancient Greece, the cradle of civilization and of democracy. There is an old saying; 'Even the ancient Greek...' illustrating how Greece has influenced modern man in many different ways. Warriors, demagogues, athletes, scientists, philosophers, poets, playwrights - the ancient Greeks had many strings on their lyre. You have probably read many of the myths; part history, part fiction. Heracles, Bellerophon, Agamemnon and Clytaimnestra in Mycenae, Helen of Troy, Achilleus and Ajax, Iason and Medea, Theseus and the Minotaur, Orfeus and Euridice, Oedipus of Thebes, Socrates and Platon, Archimedes - real or mythical persons, who have in many different ways influenced our litterature and our science. This is where they all lived, loved, fought and died - Ancient Greece.&lt;br /&gt;
This large zone, 800 rooms big, is mostly a grid, a 'travel zone', which can be regarded as a map over Greece. And it holds the entrances to many of the 'real' zones. However, this 'map' is inhabited with Gods and mortals, beasts and mythical creatures, some peaceful, some aggressive. So don't stray too far off the main track or the more densely populated areas in Argolis, Attica and Boetia, if you want to be reasonably safe from robbers and predators.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Aegean Sea ====&lt;br /&gt;
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Many great seafarers have traversed the Aegean Sea. Among the more famous were Jason and the Argonauts, setting out to capture the Golden Fleece; Theseus and Pirithoos, roving adventurers; the Achean fleet, setting out to conquer Troy under the leadership of Agamemnon; home-turning heroes like Odysseus, returning to Ithaka after the siege, and also some of the defeated Trojans like Aneas, who was looking for a new home and found it in Rome. All these famous heroes have sailed in these waters, and also innumerable others, who shall remain nameless. Because during the antique period the sea was the main route of communication, full of perils, but still faster and safer than traveling over land.&lt;br /&gt;
This zone is a travel zone, a 500 room large grid, which will connect you to Crete, the Greek Mainland and the Cyclades Archipelago, Asia Minor with Troy and the land of the Amazons, Macedonia and Thrace in the north, and all the Islands along the coasts. It is not a 'safe' travel zone however, sharks and other large sea creatures may attack and overturn a small boat, so it is best traversed by ship. You will find a small fleet of ships gathered at the cape of Aulis, and the fastest way to get there is by finding the right Time Trap in Old Carthage. Unless of course you want to do it the hard way, and sail there on your own.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Greek Cities I ====&lt;br /&gt;
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Some of the cities of Peleponnesos in antique times come to life in this zone.&lt;br /&gt;
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- Olympia, where the Olympiad was born, and where the Games are held each fourth year. A prospering city, rich from all the visitors for the Games.&lt;br /&gt;
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- Pisa, the small neighbour city, envious of the prosperity of Olympia, but with a great history of its own. Pelops, who gave his name to the entire peninsula, lived, died and was buried in this city.&lt;br /&gt;
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- Argos, ruled by a tyrant, and with a dark past. Its history is a part of the blood feud between Atreus and Thyestes, sons of Pelops.&lt;br /&gt;
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- Tiryns, the city of Heracles, dedicated to the name of the great Hero, and making a hefty profit from exploiting it to Time Tourists.&lt;br /&gt;
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Olympia and Pisa are situated in the west part of Peloponnesos, Argos and Tiryns in the east.&lt;br /&gt;
More Greek cities are in planning: Sparta, Mycenae, Athens, Thebes and Delphi.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Mount Olympus ====&lt;br /&gt;
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The Greek Gods were infamous for their adultery, temper tantrums, jealousy and vindictiveness. In fact, the Greek Mythology is like one endless Soap Opera - or even worse, because the Gods, with their immortal powers had options that few mortals enjoy. One of the most notorious was the King of the Olymp, Zeus himself, who had innumerable affairs with different women. He used to pursue them in different disguises; a bull, a swan, a cloud, a fire flame, a shower of gold... And then his jealous spouse, Hera, in turn used to pursue his mistresses and their offspring relentlessly...&lt;br /&gt;
Mount Olympus is where most of the Gods live in comfort and luxury, dining on Nectar and Ambrosia, plotting and scheming, quarrelling and having love affairs.&lt;br /&gt;
Those of you that know Shartrance also know that she is the right person to do justice to a scenario like this.&lt;br /&gt;
You will find the entrance to Mount Olympus in the Northeastern parts of the Greek Mainland, the region known as Pieria. &lt;br /&gt;
When the zone is completed, that is.&lt;br /&gt;
If you see Shartrance around, remind her of it.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Mediterranean Sea ====&lt;br /&gt;
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All in all the Mediterranean Sea Grid with its groups of islands now contains ca 1300 rooms. Most of the islands can be entered and are smaller or larger zones of their own, an additional 400 rooms.&lt;br /&gt;
The grid may be expanded westwards later, as the known world grows.&lt;br /&gt;
For now the sea Grid consists of the following parts:&lt;br /&gt;
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North Aegean Sea	(North Sporades)	(400 Rooms - level 50-60)&lt;br /&gt;
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Southwest Aegean Sea	(Cyclades)	(120 rooms - level 10-20)&lt;br /&gt;
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Southeast Aegean Sea	(South Sporades)	(105 rooms - level 50-60)&lt;br /&gt;
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Ionian Sea	(Ionian Islands)	(300 rooms - level 40-60)&lt;br /&gt;
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East Central Mediterranean Sea	(Crete)	(185 rooms - level 30-50)&lt;br /&gt;
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East Mediterranean Sea	(Cyprus)	(200 rooms - level 50-60)&lt;br /&gt;
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West Mediterranean Sea	(The Odyssey)	(200 rooms - level 40-60)&lt;br /&gt;
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The entire sea grid is accessible with ships. There are 33 ships available in different locations along the Greek coast, most of them outside Aulis. And an additional 25 are located in harbours around the South Sporades, with Carpathos as the centre point.&lt;br /&gt;
As a general rule the sea is a rather dangerous place, with roaming flocks of sharks, so using a ship when venturing outside the shallow coastal waters is highly recommended.&lt;br /&gt;
Small parts of the sea (the Cyclades and the central sea between Crete and Carthage) are also guarded by the Sacred Shield of Thetis, making these parts reasonably safe from the most aggressives shark flocks.&lt;br /&gt;
If you venture outside the safe parts in a small boat - prepare to die!&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Carthage Bay ====&lt;br /&gt;
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Situated in the northeast part of the Archeological Excavation Camp of Old Carthage is Carthage Bay, a large bay sheltered by a coral reef - and a fence. The archeologists of Old Carthage have decided that they need some help from the visitors in their work, since the native workers have started to desert the Camp in superstitious fear of the Timetraps. So, Time Tourists are allowed to search for artifacts in the Bay. And if you find all the parts of an old item and turn them in to the right expert, you will be well rewarded.&lt;br /&gt;
And if you succeed in assembling them yourself, you'll be even better rewarded. Carthage Bay probably has the best fishing waters in the Realms, with plenty of easy and non-aggressive fish and other sea creatures to hunt. And since the bay is secured from large and aggressive sharks by a fence, many Time Tourists go there just for the safe and abundant fishing.&lt;br /&gt;
For the Questor, this is a very good place to get adjusted to the way questing usually works in 4D. The zone has all the tricks and treats of the high level zones, but without the dangers.&lt;br /&gt;
And it has these features to a much higher degree. While in a hard Quest zone you might have to search around 50 rooms before you find anything interesting, in Carthage Bay there is something hidden in almost every room. But HIDDEN is of course the key word, don't expect the pieces to lie out in the open.&lt;br /&gt;
You'll find the entrance to Carthage Bay if you go all north and then follow the fence east in Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Aegean Islands ====&lt;br /&gt;
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There are 4 Main Island Groups in the Aegean Sea:&lt;br /&gt;
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- The Cyclades (which form zone 6P called Greek Archipelago).&lt;br /&gt;
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- The North Sporades, with the islands Euboea, Sciathus, Parapethus and Scyros.&lt;br /&gt;
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- The Thracian Archipelago, with the islands Thasos, Imbros, Lemnos, Tenedos, the somewhat isolated island Lesbos and the peninsula Athos.&lt;br /&gt;
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- The South Sporades or Dodecanese, with the islands Chios, Samos, Icaria, Calydnos, Calymne, Lebinthos, Astypalea, Cos, Anaphe, Nisyrus, Syme, Carpathos and Rhodes.&lt;br /&gt;
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- And far to the east in the Mediterranean Sea lies the isolated island Cyprus.&lt;br /&gt;
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Trading is abundant in all the Greek islands, and almost every island has some valuable asset that can be traded somewhere else. It is possible to travel among the islands in a small boat, but if you leave the coastal waters or the archipelagos a ship is recommended, due to the flocks of sharks. Apart from the perils of the sea, most of the islands are comparatively safe, as long as you don't break the peace yourself. The exceptions from this rule are Tenedos, where a guerilla war is raging, and Icaria, which is possessed by pirates.&lt;br /&gt;
The enterprising Trader would be advised to start out on Carpathos, northeast of Crete, where you can get access to Sea Charts and Trading Charts.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Ali Baba's Cave ====&lt;br /&gt;
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You have probably heard about Ali Baba and the 40 thieves, and the hidden cave with all the legendary treasures they collected on their raids to the Sultan's palace. Now is your chance to find out if these legends are true.&lt;br /&gt;
Of course, you need to get through the desert to find the cave first...&lt;br /&gt;
And then figure out how to get into the cave...&lt;br /&gt;
But that shouldn't be too hard for a smart guy like you.&lt;br /&gt;
This zone is mainly for those who just left the Newbie zones, and are looking for something a bit more challenging, but still not too hard. It was created by one of the Helpers, so it has some easy quests, designed to teach you some of the things that are special for this Mud. Things like listening, smelling, looking behind and under things and so on...&lt;br /&gt;
You will find the zone just east of the Gate that leads to the Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Arabian Desert ====&lt;br /&gt;
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This is the link between Europe, Africa and the Orient. Situated east of Egypt, this vast and arid desert is a dangerous place, and most people crossing it prefer to travel in groups or caravans. The heat alone could kill you, but there are also raiders, poisonous snakes, locust and other plagues. And yet people manage to live in this desert, nomad tribes, living in tents made of Oryx hide. There are a few oasises, where you can find shadow and water. And also there are some tales of a mysterious forest in the heart of the desert.&lt;br /&gt;
Is it just a mirage? Is it the confused ramblings of exhausted travelers on the verge of heat stroke? What is the truth about the mysterious forest?&lt;br /&gt;
You can enter this desert from the southeast corner of the Mediterranean Sea.&lt;br /&gt;
Or from the time trap in the northernmost excavation trench on West Path in Old Carthage.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Land of Punt ====&lt;br /&gt;
&lt;br /&gt;
The legendary Land of Punt... This is the place where Queen Hatshepsut sent her famous expedition that brought exotic and rare treasures back to Egypt.&lt;br /&gt;
Since then others have followed in her footsteps, but few have returned. The way to Punt is long and full of perils, and once there you might find that the land itself is equally perilous. Even though the natives are mostly friendly, you'll have to deal with the large animals of the jungle and the savannah - lions, leopards, elephants, giraffes, not to mention several breeds of poisonous snakes... And if you think that the jungle is perilous, this is nothing compared to the limestone caves that you will find in another part of Punt. There are also mythical creatures, of which even the natives speak with fear and awe, like the Dzunkwa, who is said to feed on small children.&lt;br /&gt;
And still many people find it worth while braving the hardships and perils, just for the exotic treasures and the trading opportunities. To find the Land of Punt, you need to travel up the Nile, past the Land of Kush and the swamp where the pygmies live. But if you expect to have any success in trading with the natives, you'd better learn the language or find some kind of translating device that works.&lt;br /&gt;
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==== Upper Nile ====&lt;br /&gt;
&lt;br /&gt;
While the Lower Nile flows broad and lazy through a fertile cultivated valley, the Upper Nile has a different character. The current is swifter, the river is much narrower, and the surrounding landscape, with the exception of a narrow green basin along the river shores, is much harsher. Through a long part of its course, the Upper Nile flows through the vast and inhospitable Sahara desert, where not many life forms can survive. But along the river basin civilization has developed, and the cities, temples and graveyards of Kush are just as amazing as those of Egypt.&lt;br /&gt;
Situated along the upper Nile are also the famous temples of Philae and Abu Simbel, which were erected by the Egyptians.&lt;br /&gt;
There are six cataracts between Aswan and Khartoum, and these make sailing more difficult, since you have to drag the ships past the rapids. At Khartoum the Nile splits in two arms, one emanating from the Abyssinian highlands, the other from the steaming jungles and swamps of Central Africa. And somewhere along its course you'll find the legendary Land of Punt.&lt;br /&gt;
The Upper Nile is mainly a Travel zone, which connects Egypt with the Land of Kush, and beyond that the legendary Land of Punt, but it also has its own challenges and quests. Above all it is a Trading zone, and you'll find Trading Markets in several places along its course. And if you are headed for Punt, it might be a good idea to keep your eyes and ears open along the way, because both the Egyptians and the Kushites seem fascinated by that country. To get to the Upper Nile zone you need to travel upstream from the estuary, through the lower Nile and past Aswan.&lt;br /&gt;
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==== The Desert of Wawat ====&lt;br /&gt;
&lt;br /&gt;
The northern parts of the vast Sahara desert is known as Wawat, or Lower Kush. It is an arid, desolate country, where only a few nomad tribes can survive with their herds. No wonder that the Egyptians mostly refer to Kush as 'The wretched Lands'. But Wawat also has a very strategic location, and several goldmines.&lt;br /&gt;
The Egyptians and the Kushites constantly fight for power over the territory, although the two countries officially are at peace and have close and frequent trading contacts.&lt;br /&gt;
Wawat is also a place that attracts archaeologists, because of the many nomad graves, and because of the treasures lost by caravans and other travellers that have perished in the sand and the heat.&lt;br /&gt;
This 200 room grid zone should be a good levelling place for reasonably strong players, because it has the unique feature of loading mobs that are adapted to your level and tier when you enter 6 special rooms.&lt;br /&gt;
It also has several quests, some pretty easy, some very hard. Helping the nomad people of Wawat could be one vocation, but you might instead prefer to assist the Egyptian garrisons in the forts along the Nile.&lt;br /&gt;
The Desert of Wawat is situated at the northern part of the Upper Nile, between Aswan and Kerma.&lt;br /&gt;
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==== The Land of Kush ====&lt;br /&gt;
&lt;br /&gt;
Few people know about it today, but the civilization in Kush, which is also known as Nubia, is the oldest one in Africa, and just as advanced as that of ancient Egypt. There are in fact more pyramids in the Land of Kush than you can find in all Egypt. Names like Kerma, Napata, Meroe and Khartoum are well known to both travellers and historians.&lt;br /&gt;
Religion and the belief in a Life after Death was as important to the Kushites as to the Egyptians, and they shared many of the deities. The Kushites were known for their exquisite handicraft, in particular pottery, patterned cloth and bronze weapons. But most of the artwork was created as grave goods, and was buried in the tombs to make life on the other side easier for the dead.&lt;br /&gt;
The main city, Kerma, is actually two cities, where The City of the Dead is a mirror of The City of the Living. At Napata, where the Kings of Kerma are crowned and buried, you'll find not only the large burial ground of Nuri, but also the famous mountain Gebel Barkal, with its row of temples hewn into the rock proper.&lt;br /&gt;
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=== The Medieval Dimension ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Olde_Yorke_City|Olde Yorke]] || Molly || 250 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Tournament_Place|Tournament Place]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Robber_Baron_Castle|Robber Baron Castle II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Sherwood_Forest_and_Nottingham_City|Sherwood Forest]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Viking_Ship_and_Green_Fen_Village|Viking Ship]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Pirate_Galley|Pirate Galley]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Convent_and_Nunnery|Convent and Nunnery]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Camelot_and_Durmandle|Camelot]] || Molly || 190 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Castle_of_Mirkheim|Castle of Mirkheim]] || Lanseril || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Elven_Forest|Elven Forest]] || Malfeasor/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-45) || [[#Metropolis_of_the_Elves|Metropolis of the Elves]] || Fallacy/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Sanctuary_Haze|Sanctuary Haze]] || Kelixa/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_High_Mountains_and_the_Tower_of_Rapunzel|Tower of Rapunzel]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Troll_Forest|Troll Forest]] || Zsijn || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Osten_Ard|Osten Ard]] || Moonstar/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Ice_Castle|Ice Palace]] || Niketh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Winter|Mount Winter]] || Kristen/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Temple_of_the_Damned|The Temple of the Damned]] || Nicoli/Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dun-Shivaar|Dun-Shivaar]] || Remington || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Serf_Village|The Serf Village]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Township_of_Odessin|The Township of Odessin]] || Crystal || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-60) || [[#The_Lostlands|The Lostlands]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Fenezia|Fenezia]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#A_Rip_in_Time|A Rip in Time]] || Crystal || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mother_Goose|Mother Goose]] || Shartrance || 180 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Midlands|The Midlands]] || Soulstar || 150 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dragon_Island|Dragon Island]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Enchanted_Lands|Enchanted Lands]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#City_of_the_Tulipek|City of the Tulipek]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(45-50) || [[#Mount_Kuromeru|Mount Kuromeru]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Citadel_of_Thandar|The Citadel of Thandar]] || Durgan || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Town_of_Ta-Beneth|The Town of Ta-Beneth]] || Durgan || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Dragon_Caves|The Dragon Caves]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Royal_Forest|The Royal Forest]] || Alabastor || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-40) || [[#The_NightDragon_Realms|The NightDragon Realms]] || Kvetch || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Land_of_Avalon|The Land of Avalon]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-150) || [[#The_Mountain_Village_of_Gelindril|The Village of Gelindril]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Flying_Fortress|The Flying Fortress]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dragon_Forest|The Dragon Forest]] || Angel/Kvetch || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Olde Yorke City ====&lt;br /&gt;
&lt;br /&gt;
This large town with narrow and winding streets is the first that meets you when you take the Time Warp to the Medieval Dimension. Surrounded by its broad moat and protecting town wall, guarded by archers from the ten defence towers, the City of Olde Yorke is the natural centre of the blooming eastern parts of medieval England. Here you will find shops, banks, Inns and Pubs, to fulfil all your needs, here also the Administration and Law of the Eastern Realms is situated in the impressive Town Hall. And the Cathedral is said to be the largest and most beautiful in all England. You will be quite safe in this city as long as you don't break the peace. But if you do - beware of the Cityguards...&lt;br /&gt;
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==== The Tournament Place ====&lt;br /&gt;
&lt;br /&gt;
Situated just east of Olde Yorke, the Tournament Arena offers the most popular form of divertissement during Medieval time. Almost every day the gallant knights of the country encounter each other in mortal combat or playful joust in this Arena, while the nobles of the country watch the games from the gallery, and the peasants and sundry mill and throng outside the fence to catch a glimpse of their favourite knight. The first Sunday of every month the famous &amp;quot;Knight of the Month&amp;quot; Tournament is held, to decide who is the most powerful knight of the Realms. If you want to measure your strength against other players without registering as PKiller, you can go one step down from the center of this arena, to the Gladiator Pit, where you can fight without risking to lose your corpse or get a KILLER Flag. You could also go to the &amp;quot;Arena&amp;quot; of 4 Dimensions, another place where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;Pkiller&amp;quot; or not. You need an imm to start the Arena, whereas the much smaller Gladiator Pit is accessable at all time.&lt;br /&gt;
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==== The Robber Baron Castle ====&lt;br /&gt;
&lt;br /&gt;
The Robber Barons are the disgrace of feudal England. Oppressing and abusing their unfortunate tenants, ambushing innocent travellers, taking hostages and claiming enormous ransoms from their poor relatives, they gather their illegitimate riches, always expanding their powers to add more land and properties to their already enormous domains. The walls of their castles are thick and impenetrable, the dungeons deep and dark - he who dares enter this castle does so at his own peril. You will find the Robber Baron's castle in the eastern Realms, just east of the Tournament Place.&lt;br /&gt;
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==== Sherwood Forest and Nottingham City ====&lt;br /&gt;
&lt;br /&gt;
The Road to Nottingham passes through the infamous Sherwood Forest, where Robin Hood and his merry men defy the Law of feudal England. As soon as you leave the comparatively safe road and venture into the woods, a green-coated archer may lurch behind every tree. You may risk your purse, if not your life, when you enter this forest, and it isn't necessarily the green-coats that present the greatest peril. The Sheriff's men have been known to attack innocent travellers too. But if you make it safely to the small town of Nottingham, some of the best shops in the territory await you there. Sherwood Forest is situated in the eastern Realms, east of the Tournament Place and the Robber Baron's castle. Just follow Tournament Road, Dirt Road and Nottingham Road, and you will soon be there.&lt;br /&gt;
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==== The Viking Ship and Green Fen Village ====&lt;br /&gt;
&lt;br /&gt;
The rough and uncouth warriors from the distant Northern countries regard the eastern coast of England as their own private playground. Every year a Viking Ship hits the lush and marshy coast near the small village Green Fen. But while the farmers of the coastal area complain bitterly about the ravaging Vikings, the resourceful villagers have adjusted to the situation.&lt;br /&gt;
Green Fen has developed from a poor fisherman's village, to a prospering Tourist Centre, offering the visiting Vikings all sorts of accommodation and services - mostly in the form of licensed houses (the Vikings like to hit the booze between battles). To find Green Fen, just follow the road leading eastwards from Olde Yorke until you reach the east coast.&lt;br /&gt;
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==== Pirate Galley ====&lt;br /&gt;
&lt;br /&gt;
If The Vikings are a pain in the butt to the coastal inhabitants, the Pirates from the Mediterranean sea are an even worse plague. In a small, natural harbour on the east coast a Pirate Galley Ship is hiding, while the crew raids the neighbourhood. Having gathered priceless treasures in several countries before arriving at this remote coast, the Galley Ship presents a rich prize for an enterprising adventurer, who has the timing of hitting it while the main part of the crew is ashore looting the countryside.&lt;br /&gt;
The easiest way to find the Pirate galley might be to follow the river Tain north- and eastwards from the bridge of Nottingham, and then go north at the estuary.&lt;br /&gt;
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==== The Convent and Nunnery ====&lt;br /&gt;
&lt;br /&gt;
Surrounded by impenetrable high walls, the adjacent Monastery and Nunnery present a sanctuary as well as a challenge. Somewhere inside those walls a very powerful item has been hidden - hidden so well that so far nobody has succeeded in finding it. The two convent orders share the same church - and as the attentive explorer will discover, they also have a lot of other things in common. In fact there are more secret passages between those two convents than you would ever dream of. Oh well, even monks and nuns are entitled to some fun, aren't they? The twin Convents are situated just northeast of the Tournament Place in the Eastern Realms.&lt;br /&gt;
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==== Camelot and Durmandle ====&lt;br /&gt;
&lt;br /&gt;
The West Trade Road that leads from Olde Yorke To Camelot is long and full of perils. But once you get your first glimpse of that golden citadel from the rolling hills east of Durmandle, you realise that the road is well worth travelling. Don't forget to actually LOOK at the castle, to behold its true grandeur. The gallant knights of King Arthur's Round Table await you there. And further west, past the Crystal Mountains and the elven forests maybe a ship will be waiting one day at Land's End, to take you to new and unexplored continents...&lt;br /&gt;
You will find Camelot far off in the Western realms,but beware! - Only the truly good are allowed to enter Camelot Castle.&lt;br /&gt;
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==== Castle of Mirkheim ====&lt;br /&gt;
&lt;br /&gt;
West of Olde Yorke loom the Svalich woods, dark and dangerous. And hidden in these dark woods sits the even darker castle of Mirkheim. The rumour has it, that the inhabitants of that castle are all vampires. And very few of those that dared enter this castle of death ever came out alive again. But those that did, tell about a rich loot, that made up for the perils and horrors of this infamous castle. If you are strong enough and brave enough to defy the dangers, maybe you'll even encounter and defeat the dreaded Lord Mirkheim himself.&lt;br /&gt;
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==== The Elven Forest ====&lt;br /&gt;
&lt;br /&gt;
Even though most of the elves have left England by now, there still are some elven strongholds far off in the western parts of the country. This majestic Beech forest may look like an ordinary wood to those that are not attentive of their surroundings. But high over the ground, in the dense and mysterious crowns of the trees, there is a secret world of its own, where the elves lead their lives hidden from all human eyes. To get to the elven countries, just follow West Trade Road past Durmandle. But if you dare enter it - beware! The elves object to intrusion and they are aggressive and formidable warriors when riled. And finding the key to their Realms might not be so easy...&lt;br /&gt;
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==== Metropolis of the Elves ====&lt;br /&gt;
&lt;br /&gt;
In the northern parts of the Elven Forests, the lucky wanderer may find the secret portal, which will take him to the hidden and almost forgotten Metropolis of the Elves. The very few that have found the way to this grand city speak with awe of the many mysterious and powerful items you can find in the shops of this magnificent metropolis. Here also the great elven Poet Taliesin resides, a man known and respected by bards all over the country for his sonnets. You might want to join in the yearly Poet Contest, where Bards from every part of the land congregate to test their skills with the feather pen against each other.&lt;br /&gt;
But once again - take care... The elves are not particularly fond of visitors of foreign races, and natural enemies like Dwarves and Drows they may attack on sight.&lt;br /&gt;
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==== Sanctuary Haze ====&lt;br /&gt;
&lt;br /&gt;
Under the floor of the magnificent Yorke Cathedral lies a secret world of its own. Dark and mysterious crypts await you, an eerie and dark graveyard, haunted by the ghosts of long time gone inhabitants of a once grand and luxurious manor. In this world of darkness all your worst nightmares may spring into reality and the fiends and imaginations of some sick and feverish mind spring to life to plague and torture your body and soul. Enter this dark world, and you may loose your own mind...&lt;br /&gt;
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==== The High Mountains and the Tower of Rapunzel ====&lt;br /&gt;
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North of Olde Yorke some high and perilous mountains tower over the plains. The north Trade Road passes through those mountains, but the merchants using it tend to stick together in large caravans, and make the passage as quickly as possible, for fear of the wolves and highway robbers that infest those desolate places. So even if many of the travellers wonder about the high, lonely tower, that you can discern from the distance, not many have dared to explore it. And very few of those that did have lived to tell the story. For there IS a story about that old tower - and a secret. And there are treasures beyond your imagination to win for anybody who succeeds to solve the mystery of the Tower of Rapunzel...&lt;br /&gt;
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==== Troll Forest ====&lt;br /&gt;
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This is a pretty nasty zone, designed by one of our strongest and most evil players to be a challenge to all the best characters in the game. You should not even THINK of going there if you are below level 50. And even at that level, trying to mess with the one called Jaih would probably give you nothing but grief. And if you think Jaih is a tough cookie - try the Dreadlord...&lt;br /&gt;
Perhaps you think the equipment is worth all the effort and dangers? Well, in the Troll Forest you might very likely ending up LOSING all your equipment, instead of gaining it. And the perils in Dunshade Manors ar no less.&lt;br /&gt;
You will find the entrance to this zone somewhere along the West Trade Road, near the Halfway House. But be warned: This is not a zone for the weak or craven or feeble-minded.&lt;br /&gt;
Watch out for Jaih - and the deathtraps...&lt;br /&gt;
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==== Osten Ard ====&lt;br /&gt;
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The realms of Osten Ard are large, and many adventures await a visitor to this distant part of Old England. In the city of Hayholt a struggle between good and evil goes on, after the good King John died. On the surface all may seem calm and peaceful, but in the deep and dark dungeons and mines underneath the castle dark forces rule. West of the little city of Hayholt lies the Aldehorte Forest, where the proud and beautiful Sithi people reside, and if you choose to travel eastwards you will pass a small Troll Village, the Keep of Naglimund and eventually reach the cold and desolate country around the StormSpike, where the evil Norns reside.&lt;br /&gt;
The legends say that a Stranger will save the City of Hayholt in its greatest hour of need. Perhaps you are that stranger?&lt;br /&gt;
To get to Osten Ard you must travel northwards from Olde Yorke, past the High Mountains and the Gypsy Camp.&lt;br /&gt;
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==== The Ice Castle ====&lt;br /&gt;
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Way up north in the Northern realms, where the snow never melts, you will find this magnificent castle, built entirely of snow and ice. Here reside King Lachdanan and Queen Adia, guarded by Snowman Guards and ruling a land of eternal winter. Their hearts are as cold and cruel as ice too, and they show little mercy to any travellers that break the peace in their ice cold domains. But still warm love and hot feelings exist in this land of eternal cold and snow, an unexpected romance between a poor and humble poet and the richest and most powerful woman in the Realms.&lt;br /&gt;
You will find the road leading north to this castle in the eastern part of Osten Ard past the City of Hayholt and the Keep of Naglimund, so even getting here will take some effort.&lt;br /&gt;
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==== Mount Winter ====&lt;br /&gt;
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A gigantic mountain, covered with eternal snow, towers ominously over the town of Winterville. In spite of the always present threat of avalanches, the citicens of this small town spend their lives quite happily, skating on the icerink and making a good profit from selling supplies to those that come here with the sole purpose of climbing that high mountain. Maybe you are one of those brave mountaineers too? If so, beware, the paths leading up the mountain are icy and treacherous - one false step and you are a gonner...&lt;br /&gt;
And what if you meet Big Foot up there?&lt;br /&gt;
You will find this mountain in the Northern realms, east and north of Osten Ard, and north of the large forest where the Ice Castle is situated.&lt;br /&gt;
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==== Temple of the Damned ====&lt;br /&gt;
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Buried deep in unfamiliar woods lies an unknown entrance to a long-forgotten temple of a legendary cult, once known for its vile and horrific human sacrifices. Ancient tomes that have long ago fallen to dust, once spoke about an evilness that lives - nay thrives - upon the evil of all creatures.&lt;br /&gt;
Innumerable adventurers have lost their souls trying in vain to rid the realm of this evil presence. Ever-growing, ever-feeding upon evil deeds and thoughts, this temple will continue spreading its influence till all creatures submit... or die. Be forewarned: None who have entered has ever returned from where upon they left. You will find the entrance to this temple in the dark and dangerous Svalich Woods.&lt;br /&gt;
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==== Dun-Shivaar ====&lt;br /&gt;
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Once this was a great and prosperous merchant city, famous for its Elf &amp;quot;Academet&amp;quot; and its grand Park of the Golden Bunny. But lately some dark and mysterious curse seems to have crept in on the city, draining the life and willpower from its citizens, spreading like the black plague in wider and wider circles. Already travellers are avoiding the city, giving it a wide berth rather than entering the tall gates. Already rumours and strange tales are being spread in taverns and inns all over the Eastern Realms. Few people dare visit Dun-Shivaar today - even fewer return from the visit to tell their story. The city is still there, at the end of the trail leading south through Sherwood Forest. But only the strongest and bravest - or the most foolhardy? - travel there now, in search of the vast treasures that also are said to be found there. And since few ever return, maybe the time soon will come, when Dun-Shivaar sinks into total oblivion?&lt;br /&gt;
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==== The Serf Village ====&lt;br /&gt;
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In a small miserable village the serfs lead their miserable lives, crammed into small ramshackle huts, working 18 hours a day to keep starvation from the door. The serf village is situated south of the Tournament Place, among small and meagre fields, yielding sparse crops of barley, oats and potatoes. A curious detail that a visitor can observe is, that almost all the serf children show an amazing likeness to the Robber Baron Rudolf von Dummkopf, who resides in the large castle nearby. This is due to a medieval custom called 'Droit de Seigneur', which means that the feudal lord has the right to the first night with any young woman among his tenants. In fact the Baron is the father of every single child in that village - except one. And as for that child, there is a secret about his heritage, a scandal that might rock the walls of another great castle once it gets known...&lt;br /&gt;
To get to the Serf village follow River Walk west of the Tournament Place southwards. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== The Township of Odessin ====&lt;br /&gt;
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The zone contains not only the Town of Odessin with its famous shops, but the surrounding countryside as well, with large forests and trackless swamps, haunted by trolls and dark fiends. There is a built-in quest, where you can earn tokens. There is some rather special equip, and no less than four artifacts - if only you can find them. To get to this zone, just follow the Southern Trade Route, from the south gates of Olde Yorke. Some dangers may await you along that road, but they are nothing compared to the perils that you will encounter in the Realms of Odessin - where the name of Alacaurde, the Evil incarnated, is still vividly alive, although he himself is dead...&lt;br /&gt;
Or is he really...? And, if you get to the Keep of Odessin, watch out for Mistress Lydia, the Demoniac. Rumour has it that her tastes are twisted and peculiar, and you might end up as the latest victim of her pleasure...&lt;br /&gt;
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==== The Lostlands ====&lt;br /&gt;
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South of the little fishing village Green Fen on the east coast of old England lies the vast and trackless swamp, locally known as the Lostlands. The name has two meanings. The villagers believe that the souls of sailors perished at sea have drifted in with the wind and are now lost for ever in the dense mists that perpetually cover the swamp. Some people even believe that the mists are FORMED by all those unhappy souls, trapped for ever by a strong spell that prevents them from crossing the river Main to the north. But there is another and more sinister meaning of the name too. Very few people who enter that swamp are ever heard of again. Stories are told about the monstrous swamp goblins and trolls that roam the area, and of their lust for human blood. Stories are told about the ghosts, who also yearn to suck the blood of the living in an attempt to acquire some of that warmth and life for themselves. And often during still nights bloodcurdling screams can be heard from inside the dense mists...&lt;br /&gt;
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==== Fenizia ====&lt;br /&gt;
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The legendary Fenizia, the City of Light and Darkness, is also known as the city of the Poison and the Dagger. It is ruled by six families of nobles, each of them at each other's throat. Superficially it is a city of beauty, with stately palaces lining picturesque canals. But if you are able to penetrate below the bland tourist surface, you will find many a dark secret. Most people visit Fenizia just to view the sights and to acquire the poisons and antidotes available there. But Fenizia is so much more. It's a city full of plots and revenge and murder and hired assassins.&lt;br /&gt;
It is a place where you could just as easily lose your life as your purse.&lt;br /&gt;
So if you really want to know Fenizia, you must dig a lot deeper. You must listen at doors and look under beds and behind paintings, in the search for secret passages and hidden caches. You must use all five senses, and maybe a sixth sense would not be out of place, if you want to unravel all the mysteries of this grand City.&lt;br /&gt;
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==== A Rip In Time ====&lt;br /&gt;
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This area has the feeling of Scotland in the ancient times, but there is also a mystery edge to it. No less than seven castles awaits you to be explored in the vast and perilous Highlands, each with its own mysteries and challenges. Travel the Sea of Illusions and fight against mythical sea monsters - maybe even the legendary Loch Ness monster might find its way here through secret, underground rivers. Take a ferry ride to the mainland and wander the highlands, battling the aggressive creatures that inhabit them. Seek out the castle of riddles and try to solve the puzzles there.&lt;br /&gt;
Or you can soar among the clouds with the creatures of the air and go shopping in a small town located in the sky. You will of course need wings to go there, but those will be provided, if you keep your eyes open.&lt;br /&gt;
Witchcraft rules in the Highlands, but the witches are not all evil, some of them you might find rather helpful - or at least the potions they brew will be.&lt;br /&gt;
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==== Mother Goose ====&lt;br /&gt;
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This is the story of Snow White and the Seven Dwarves, but told like you have never heard that story being told before. Actually the zone contains 7 stories, one for each of the dwarves. In this zone you will learn some new things about Little Red Riding Hood and the Big Bad Wolf, about the Beauty and the Beast, Cinderella and Prince Charming, and some other well known story book characters. But don't expect these tales to be anywhere near those that your mother used to tell you. This version of the good old Mother Goose Bedtime Stories is definitely not for children. You will get lost in dungeons and forests, learn why Happy is so uncommonly happy, find out if Bashful is really as shy as he looks, and hopefully help a few separated couples to get back together - that is IF you are able to solve the pretty nasty problems that Shartrance put in the way of True Love. You will find the entrance to this zone in the Library of Olde Yorke. (The Adult Department). And remember that you have to be above 18 to enter that Department. This story is definitely not for kids!&lt;br /&gt;
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==== The Midlands ====&lt;br /&gt;
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There is a dark threat looming over the Realms. Some evil force is sucking all the magic out of the World into the Underworld. The people in Midlands are worried - even the first Wizard is at a loss about what to do. Maybe you could help? While traveling over the Midlands you'll meet many perils, but also ordinary, friendly people in need of help. The main Quest of this zone is of course to save the World! But you may find that this won't be an easy task. Not much is what it seems to be in this zone. There are many wicked secrets and surprises, so you'll have to watch your step. This is not the place for the weak - or the slow-witted. The rewards may also be great... But remember - illusions can be deadly!&lt;br /&gt;
You will find the entrance to the Midlands somewhere near the Halfway House on West Trade Road - at least that is what the rumour says...&lt;br /&gt;
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==== Dragon Island ====&lt;br /&gt;
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On the eastern coast of old England lies this small island, where the Dragons still rule. In fact the Mayor and the citizens of the small city known as Grumville are really worried that one day the dragons will invade the city and kill all the inhabitants. The city is strongly fortified, but will that really help against flying dragons? The Mayor might ask you for help to defend the city, by finding an object of protection that was lost long ago. But to find this object you must pass the Unforgiving Forest, and venture into the Realms controlled by the dragons. Maybe even enter the dreaded Dragon Tower. Of course - as everybody knows, dragons like to collect treasures of gold and jewels, so it might well be worth your time.&lt;br /&gt;
You will find the Dragon Island near the village Green Fen, outside the estuary of the River Tain, on the east coast.&lt;br /&gt;
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==== Enchanted Lands ====&lt;br /&gt;
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More than five centuries ago the Lands of Shetreleigh were sealed off, after a great and evil peril had been warded off. Now these once grand lands lie almost deserted, although the observant adventurer might discover traces of civilizations long lost, and battles once fought. But there is still hope.&lt;br /&gt;
Though the defenders all perished - well at least ALMOST all - a small group of their descendants has lately returned, mainly to find out what happened to their ancestors, and how the even greater threat still lurking might be averted. The final battle has yet to come. Perhaps with your help the good forces might finally triumph over the evil that lurks beyound Mount Kuromeru.&lt;br /&gt;
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==== City of the Tulipek ====&lt;br /&gt;
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Hidden high and deep in the trees of the Mystical Rainforest lies a village of free, powerful fairy people called the Tulipek. Turned tiny, you fly through the village harmoniously in the trees. Shops and homes lie both inside and on platforms built around the gigantic rainforest trees. Fairies of all colors whisk about you, leaving trails of musty light. Meet Sentries, the rainbow family, and the wise ancient elders of Floreidellis.&lt;br /&gt;
It is peaceful and enchanted, but a sickly tree infested with mysterious rainforest insects threatens the village. What is causing this sudden menace?&lt;br /&gt;
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==== Mount Kuromeru ====&lt;br /&gt;
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Dare you enter the rift that stands between you and the barrier before the sinister Black Mountain? Indescribable fiendish creatures prepare for battle against all that exists in this world. The threat of Shetreleigh attempts to be unleashed again, waiting for the entire shield to drop.&lt;br /&gt;
Atop the mountain of pure shadow stands a tall black tower - The Tower of Abyss, named for the bottomless Abyss that surrounds it, a pit of eternal anguish. The tower reaches high into the red storm clouds, many floors of trick and temptation. Do not be too anxious to enter, a safer road must be available. Find the secret of the shield, the cause of the rift within it, and perhaps you could be the destined mortal to at last avenge the scourge of the Enchanted Lands.&lt;br /&gt;
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==== The Citadel of Thandar ====&lt;br /&gt;
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South of Yorke, somewhere in the Dwarven Mountains, lies one of the doorways into the deep Dwarven mines and the shining citadel known as Thandar. The dwarves welcome the other races with open arms, except for those cursed dark elves, whose city is even further underground. Many of the citizens of Thandar need a little help with some problems and you might get the chance to try your hand at some underground mushroom farming - that is, if the Cook doesn't discover your trespassing and throws you out.&lt;br /&gt;
And it's the King's birthday too, so make sure and get him something he'll like. Oh, and watch out for that dragon, he's a might bit upset right now...&lt;br /&gt;
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==== The Town of Ta-Beneth ====&lt;br /&gt;
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The Town of Ta-Beneth is the home of evil folk known as dark elves. They glory in their vile ways and serve a lich queen who worships a dark Goddess. The town is at war with the Citadel of Thandar, whose goody-goody ways run counter to everything the dark elves believe in.&lt;br /&gt;
But someone has stole the deck of Tarot cards, a very magical source of power, from the Seer of Ta-Beneth. The vile thieves have seperated the deck and hidden each card in a secret place. Finding the cards is only half the battle, for not even the Seer herself can put them back into a whole deck.&lt;br /&gt;
To get to the new zone you need to find the hidden entrance, somewhere in the dwarven tunnels. If you have trouble in finding it, a visit to the girl who runs the New Age Shop in Pleasure Planet might be of assistance. Just don't ask me how. These seers and witches have their own mysterious ways...&lt;br /&gt;
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==== The Dragon Caves ====&lt;br /&gt;
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Somewhere far out in the Sea of Illusions that flows through the Rip in Time is an island where dragons go to rest. There is a warren of tunnels and caves that riddle the ground under the mountain that covers the entire island. Dragon guardians, an elite group of highly skilled warriors, patrol the caves and watch over the dragons while they sleep. The dragons come in many colors, but only one size, HUGE, each with its own set of unique magic or skills. There are rumors that the scales of some of the dragons can be used to enhance mortal items... but rumor is all it is, since so few who go into the caves ever come back out.&lt;br /&gt;
This area is only meant for the strongest of Time Travellers that have defeated the toughest of creatures found throughout the 4 Dimensions.&lt;br /&gt;
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==== The Royal Forest ====&lt;br /&gt;
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The Royal Forest, situated northeast of Olde Yorke, is surrounded by a high wall, to keep the King's deer and sheep that graze there in, and predators and trespassers out. Unfortunately some vermin have been able to slip in anyhow, through cracks in the walls, and there even are rumours about a band of robbers using the forest as a base. The King graciously allows the citizens of Olde Yorke to enter the forest and even forage for berries and nuts, as long as they leave the deer alone and donate to the upkeep of the forest.&lt;br /&gt;
This is a nice hunting ground for new players, who can also help the Game Warden by killing some pests. There's also a mystery about a missing Warden that you might be able to solve, to great advantage for yourself.&lt;br /&gt;
You will find the entrance to this forest at the intersection of North and East Wall Road, just outside the walls of Olde Yorke. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== NightDragon Realms ====&lt;br /&gt;
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For centuries the Kobolds and Goblins of the NightDragon realms have been at war. Their blood-soaked battlefield can't take any more. Traverse in the caves of the kobold, or check out the village of the goblins, either way you'll have to go through centuries of war on the battlefield. To get to the NightDragon Realms, head south on South Trade road just past the Dwarven mountains by Golden Bridge Inn.&lt;br /&gt;
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==== The Land of Avalon ====&lt;br /&gt;
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Avalon is the mysterious land where King Arthur's sword Excalibur was forged.&lt;br /&gt;
For many years the path there has been lost to mankind. The Fairies and Pixies that inhabit the land, have concealed the entrance in swirling mists.&lt;br /&gt;
By now most people have forgotten that the Land of Avalon even existed.&lt;br /&gt;
Only the Druids remember, since Avalon is their home Land.&lt;br /&gt;
Maybe this is just as well. Because although Fairies and Pixies can be very entertaining, they also can be extremely annoying. Sometimes their main purpose in life seems to be to annoy humans.&lt;br /&gt;
But this cannot be all there is to it. In fact, when someone makes a lot of precautions to hide something, it usually means that they have something valuable to hide.&lt;br /&gt;
If you really want to seek out the Land of Avalon, you should perhaps start at the old Cairn, southeast of Durmandle. Some of the locals claim that this is the entrance to Avalon.&lt;br /&gt;
Of course most of the locals also claim that the cairn is haunted and avoid it like the plague. Especially at midnight, and when the moon is full...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Mountain Village of Gelindril ====&lt;br /&gt;
&lt;br /&gt;
A secluded mountain village, where the old Dane blood still runs cold and fierce. A place for hunters and loggers to call home, and a place for the hearty adventurer to test their limits.&lt;br /&gt;
A great evil has befallen the proud people of Gelindril, to a degree so great that it has almost brought them to their knees. And now they need a hero to their rescue more than ever before.&lt;br /&gt;
You will find the entrance to this village somewhere on the West Trade Road, near the Halfway House. It may be a bit hard to locate, so you might have to search a bit for it. Just as well. This is not a zone for the young or weak.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Flying Fortress ====&lt;br /&gt;
&lt;br /&gt;
This is a place where great darkness and horror take place to a truly frightening degree. Long damp corridors, teaming with palatable evil, prove to be a true test to any brave soul that might test their fate, and seek out the source of all things unholy there, so that the head of the snake might be severed... For good.&lt;br /&gt;
The Flying Fortress is said to have been sighted somewhere west of Olde Yorke, and is advancing slowly, while threatening all life in its way.&lt;br /&gt;
At present the village of Gellindril is under attack, and you need to help the villagers and gain their trust, if you want a way to enter the Flying Fortress and join the battle between Good and Evil.&lt;br /&gt;
But don't expect that battle to be won easily. Better bring some of your strongest friends...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Dragon Forest ====&lt;br /&gt;
&lt;br /&gt;
The Dragon Forest is a beautiful and peaceful place, where the majestic dragons have found a safe haven to raise their young and hide from the rest of the world. But all of that peace came at a price, a price that was paid many years ago in the battle that became known as the Dragon Wars. It was a time when Dragons and Dragon Slayers fought for their lives on an immense Battle Field.&lt;br /&gt;
There is a way to get back to those times and perhaps this time you can help in the Dragon's fight for survival and become part of their lore. Or perhaps you would like to change the history and fight with the Slayers to remove the Dragons from the realms.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Old West Dimension ===&lt;br /&gt;
&lt;br /&gt;
In 2014 Molly did a major update of the Old West Dimension. Introducing Tradepoints, more quests and three new zones.&lt;br /&gt;
&lt;br /&gt;
But also three new features:&lt;br /&gt;
- Ranching (Raise, drive and sell your own herd of animals on the Cattle Market)&lt;br /&gt;
&lt;br /&gt;
- Trapping (Trap and skin animals, trade skins in the Hudson's Bay Trading Posts)&lt;br /&gt;
&lt;br /&gt;
- Goldpanning and Prospecting (can now be done in many places all over the west)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Dodge_City|Dodge City]] || Ladyhawk/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Range|The Range]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Legend|Legend]] || Kalliste and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Gold_Mine|The Gold Mine]] || Persuter || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#Pueblo|Pueblo]] || Liathia || (not finished)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Hole_In_The_Wall|Hole In The Wall]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Prairie|The Prairie]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Tombstone|Tombstone]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dirt_Farm|The Dirt Farm]] || Hugh/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Westward_HO!|Westward Ho!]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Llano_Estacado|Llano Estacado]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Dry_Gulch_II|Dry Gulch II]] || Nave/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Buffalo_Bill's_Great_Circus|Buffalo Bill's Circus]] || Gilgamesh || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Racecourse|The Racecourse]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_mine|The mine]] || Molly &amp;amp; Mordecai || 1000 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Ranch|The 4D Ranch]] || Molly &amp;amp; Rynald || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Fort_Sutter_and_Sutter's_Mill|Fort Sutter and Mills]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Sutter's_Mine,_Coloma_River_Valley,_California|Sutter's Mines]] || Solana || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_California_and_Sacramento_Trails|The California Trails]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#San_Francisco_Harbour|San Francisco Harbour]] || Solana || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Victorian_England|Victorian England]] || Amber || 230 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#In_The_Wild|In The Wild]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Railway|The Railroad]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dodge City ====&lt;br /&gt;
&lt;br /&gt;
This is the centre town of the Old West Dimension. In this typical western cattle town you will find the usual population of cowboys, cattle barons, shopkeepers, saloon girls, rustlers and drunkards. You will also find the usual supply of shops, saloons and other accommodations. The Sheriff in town, the legendary Matt Dillon, has a hard time keeping pace with the outlaw gangs, that seem to regard the local Bank as their private enterprise. From Dodge City a railway will take you to most of the western areas and towns.&lt;br /&gt;
To get to Dodge City, just go to the Time Guardian and say &amp;quot;Old West&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Range ====&lt;br /&gt;
&lt;br /&gt;
In this rich grazing land there is a range war going on. Two large cattle barons, Mr. Greenhorne and Mr. Tinhorne, fight not only each other, but the small homesteaders and farmers in the neighbourhood as well. Much blood has been spilled already, homes have been burnt and gunmen from large parts of the West flock to the Powder River County to earn a fast buck on their gun. But the teenaged offspring of the rivalling ranchers have their own tastes and preferances. Young Love doesn't heed parentage or blood feuds, so there are several &amp;quot;Romeo and Juliet&amp;quot; affairs complicating life for the older generation. If you wish to join in the gunfights you can get there by going west from Dodge City - or, if you are lazy, just take the train and get off at the first watering place.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Legend ====&lt;br /&gt;
&lt;br /&gt;
This small mining town owes its existence not only to the railway but to the silver mines that were discovered north of the once very insignificant settlement. Now it has grown to a flourishing mining town and the owner of the silver mines has earned a small fortune and lives in luxury in a large and vulgar mansion, built from imported Italian Carrara marble. Needless to say the miners, who risk their health and lives extracting the ore from the mines, lead a life in poverty and squalor. Legend is the first real station on the railway between Dodge City and Tombstone.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Gold Mine ====&lt;br /&gt;
&lt;br /&gt;
The gold rush of 1849 was followed by many others, in different places and at different times, but all fueled by poor laborers who saw a chance to get rich.&lt;br /&gt;
Most of these gold rushes occurred in the West, whether in California or Alaska, and mostly around the foothills of mountains. This mine is a typical successful gold mine, with about twenty to thirty miners, a cook, a foreman, a few dogs, and a lot of gold. It is deep in the outback, and these men are survivalists, who will do anything to protect their gold from thieves, even killing them... ESPECIALLY killing them... To get to this mine either follow the trail westwards from Dodge City, or if you want to do it the easy way; take the train in Dodge and get off it at the watering place in the hills (this will be the next stop after Legend).&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Pueblo ====&lt;br /&gt;
&lt;br /&gt;
This mountain town is not yet finished.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Hole In The Wall ====&lt;br /&gt;
&lt;br /&gt;
In the wild and distant mountains west of Powder River County lies the famous stronghold of the outlaws, the Hole in the Wall. This remote valley can only be entered by a narrow and well guarded ravine, and men of the Law rarely venture in this direction. If you get off the railroad at the deserted watering place in these mountains, you do so at your own peril.&lt;br /&gt;
Butch Cassidy and the Sundance Kid and other members of the Wild Bunch are not men to be trifled with, and even though the pretty Etta Place and Laura Bullion might welcome some company in the lonely huts, they too know how to handle a gun.&lt;br /&gt;
If you REALLY wish to visit these outlaws, get off the train when it stops to fill water after Pueblo.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Prairie ====&lt;br /&gt;
&lt;br /&gt;
In this remote and wild part of the country, which is traversed by the Dodge City - Tombstone railway, two rivalling Indian tribes live their parallel lives, hunting buffalo and deer and fighting each other. The Apaches and the Comanches are both equestrian folks, superb riders and daring and skilled fighters on horseback. The tribes are natural enemies, and an Apache can rarely encounter a Comanche on the prairie without a fight breaking loose.&lt;br /&gt;
However, they have a common and much more dangerous enemy - the White Man...&lt;br /&gt;
So if you chose to get off the train where it stops to fill water on the prairie, be prepared for some fighting.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Tombstone ====&lt;br /&gt;
&lt;br /&gt;
Situated at the far south-east end of the railway, this Arizona outback town is the last frontier of civilisation. The veneer of civilisation is very thin however, the main part of the population consisting of outlaws, prospectors and rustlers. The Citizen's Committee have engaged the famous Wyatt Earp to clean up in town, and the Official Marshal, John Behan, who generally sides with the local Mafia, the Clanton Gang, isn't too happy about this situation. Nor are the Clantons - the Gunfight at O. K. Corral isn't far away. And with crack shots like the Earp brothers and Doc Holiday on one side of that fight, the local cemetery Boot Hill is likely to get some more inhabitants.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Dirt Farm ====&lt;br /&gt;
&lt;br /&gt;
Directly east of Dodge City lies this small dirt farm. The road leading to it is not without its perils. And some might think that a small dirt farm isn't really worth the visit, only those who think so will be mistaken.&lt;br /&gt;
This is not one of those ordinary dirt farms. Somehere inside it a rift in the Time Warp will throw you from the nineteenth century right into the twentieth. The farm may still look very much the same - the pigs wallowing in the mud are just as dirty. But somehow there is a difference all the same. And it's not just the television set in the living room. Maybe this is also why some of the stuff you'll find in this farm is better than you'd have expected from the humble surroundings?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Westward HO! ====&lt;br /&gt;
&lt;br /&gt;
Westward ho! is the call of the Wagon Master, as the covered wagons set out on their long journey to the Promised Land. And westwards is where this trail is going to take you, along with all the other hopeful adventurers.&lt;br /&gt;
The trail, known as the Peacemaker Trail, is leading from Dodge City in the east to Tombstone in the west, connecting all the Western zones along the route. It will be a rough and dangerous journey, the dangers increasing as you get further west - and further away from civilization. You are going to encounter wild animals, outlaws and savage Indians, gamblers, cowpunchers, gold-diggers and gunslingers, but also honest and hardworking farmers, trappers and prospectors. At times you may think that you lost the trail, in the wilderness, but there will always be a way to pick it up again. The journey will be a lot safer if you join a wagon train and go in one of the covered wagons called prairie ship. The safest way of all would of course be to go by train - but wouldn't it be a pity to miss all the adventures?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Llano Estacado ====&lt;br /&gt;
&lt;br /&gt;
This desert is not for the weak or the craven. The sun alone can kill you if you move along during daytime. And even if many desert animals are small, an astonishing amount are poisonous too. Then of course there are the Indians, fierce warriors, who guard the Holy Land of their ancestors.&lt;br /&gt;
And last but not least you'll have to deal with the bands of outlaws that pester this desert on the border between Mexico and Arizona. Many have ventured into Llano Estacado only to find their grave out there. They say there are treasures to be found in the burning sand, perhaps treasures buried by dying men. But to find those treasures you first need to find your way through the desert. And that may not ne so easy, since the stakes that gave the desert its name perpetually get moved by robber bands or indians, to lead the travelers astray. Beware! Once you enter the desert it may be hard to get out, so bring plenty of water and food along. They say that Llano Estacado separates the boys from the men...&lt;br /&gt;
You will find the entrance to this desert in the Badlands east of Tombstone.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch II ====&lt;br /&gt;
&lt;br /&gt;
Situated off the beaten track in the northern parts of Powder Valley, there is little distinguishing Dry Gulch from dozens of other cattle towns strewn all over the grazing lands. It has the usual population of thirsty cowboys and ranch-owners, saloon girls, gamblers and badmen. It hasn't got a railroad station, so the cattle have to be driven from here to the track, far off to the south. But the grazing is good here, and some gold has been found in the nearby hills to the southwest. There is a new Gold-miners' Office opened in town. It even has a small newspaper of its own. The town is prospering in spite of the drought. It has been months since it last rained in Dry Gulch...&lt;br /&gt;
To get to this outback town, follow the dirt road from Dodge City until you pass the BAR-X Ranch to the north. Just after the ranch turn north at the road crossing, and you will be there in a few hundred miles.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Buffalo Bill's Great Circus ====&lt;br /&gt;
&lt;br /&gt;
Don't you love the Circus too? The sawdust, the acrobats, the animals - and the clowns...&lt;br /&gt;
So join the crowd at the ticket lines, buy some goodies before the show starts, find your seat in the great circus tent. The band strikes up and there they all are. The Fat Lady, the Strongest Man on Earth, the elephants, the horses, the monkeys - and the clowns...&lt;br /&gt;
This zone was built by a Jester so you can expect some jokes and surprises.&lt;br /&gt;
The circus is touring about a bit, so it might be in any of the bigger cities of the Old West. But its main home base is Dodge City, where it can be found at the south end of Main Street.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Racecourse ====&lt;br /&gt;
&lt;br /&gt;
This is not a common hack'n'slash area, where you hunt and kill mobs.&lt;br /&gt;
Like the Arena it's a zone for personal contests, to test your skills against other players. But what you test in the Race Course is not your skill as a fighter, but as a rider.&lt;br /&gt;
3-10 players can take part in each race. It is a cross country track, 9300 meters long, and with 12 hurdles that you have to jump.&lt;br /&gt;
Easy, you think? Perhaps not quite as easy as it might seem. Quite a few have ended up flying over the neck of a refusing horse, or jumping the fence by mistake, to end up in the inner field.&lt;br /&gt;
And there are stories going around the Realms about the Ghost at the 11th Hurdle, a horse that once got killed there...&lt;br /&gt;
You need an imm and a minimum of three contestants to start a race, but you can always ride around the race to train by yourself.&lt;br /&gt;
The races will be held regularly and there will be a Challenge Cup in the Hall of Fame, where the winners of each Racing season will have their names engraved.&lt;br /&gt;
You'll find the Racecourse north of where the Timewarp lands you in Dodge.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Mine ====&lt;br /&gt;
&lt;br /&gt;
This is the zone that becomes exactly what you yourself make it to be.&lt;br /&gt;
The tunnels are all there already, but they get connected by the players tunneling. You can mine for gold or metal ore, search for jewel deposits in the wall and maybe, if you are lucky, you will one day find the Dwarven Treasury, or mine right into the caves of Moria, where the legendary sword Orcrist can be found - the sword that develops...&lt;br /&gt;
To start a Mine you need to find a room with any of the following words in the Room Name: rock, sand, earth, stone, mine, soft, hard, cave.&lt;br /&gt;
You also need a Mining TOOL; a shovel or a pickaxe - or both.&lt;br /&gt;
You can buy basic mining equipment in the Mining Shop at the already existing Gold Mine in Old West Dimension. Later you'll find several sub-terranean shops in the Mine itself. Type help mine_index for a list of all Mine helpfiles.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Ranch ====&lt;br /&gt;
&lt;br /&gt;
Did you ever want to be a cowboy? Guard the herds on the range in the moonshine, round up the steers and mustangs and drive them to the cattle market, where beef and hide fetches a good price... Thanks to our humping cows, this can now be a profitable pastime. We've opened a zone south of Dodge City, where prospective homesteaders can set up their own ranch. There are some predators roaming the range, so to get a good result you should fence your area in, and clear it from vermin. Then you can just let nature take its course. The animals will breed freely, and your herds will grow from day to day. You can sell them in Tombstone where the price is good, or slaughter them yourself for the meat and the raw materials you use for different handicraft skills. Hides, fleece and wool can be worked into clothes and armor. The cows also yield milk, which you'll be needing for some of the cooking recipes.&lt;br /&gt;
You can find info about ranching and herding the animals in The Rancher's Manual, sold by the Trading Posts, and also from posters on the north and east fence.&lt;br /&gt;
More info about all this is in the Trader's Office near Recall.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fort Sutter and Sutter's Mill ====&lt;br /&gt;
&lt;br /&gt;
GOLD DISCOVERED IN CALIFORNIA!&lt;br /&gt;
Go West Young Man! Go West... and keep on going till you hit the Coloma River Valley (otherwise known as Sacramento today) in California. They say you can literally pick the gold up off the streets there, and plentiful to be had in any riverbed, stream and hill!&lt;br /&gt;
Situated off the old California and Sacramento Trails, the Fort is Sutter's pride, a hub of bustling activity. Up north off the rivers in the mountains, he operates a functioning lumber mill and grist mill at the mining town of Coloma. Maybe if you ask right, someone might even teach you to pan for gold!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Sutter's Mine, Coloma River Valley, California ====&lt;br /&gt;
&lt;br /&gt;
For the determined moneygrubber -cough- more entrepreneurial spirit, I hear that Sutter set him up some mines up further in the mountains above the Coloma mining town! But beware... while the mines can be extremely lucrative and rewarding, they are chock full of danger... Mining hazards are not uncommon, among them gas pockets, collapses, claim jumpers and explosions... you will most likely find them there! But if you persevere, the reward you can reap will be more than worth the thrill and danger within!&lt;br /&gt;
So whatcha waitin' fer? Get off your tookus, get yer gear together and get ya a horse and head on out!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The California and Sacramento Trails ====&lt;br /&gt;
&lt;br /&gt;
Long and arduous is the overland track to California. Travelers have their choice of routes. They can either traverse the Sacramento Trail on foot or via stage from Tombstone, which passes through the hot Sonora Desert and Death Valley. Alternatively, they can take the northern route on the California Trail from Pueblo, which passes by Salt Lake City and cuts through the high, cold Sierra Nevada Mountains and onto the famed Donner's Pass.&lt;br /&gt;
Either way, the trip is long and tiring and is best to stock up on supplies and lots of water... you're not likely to find much along the way - at least none that would be safe to drink!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== San Francisco Harbour ====&lt;br /&gt;
&lt;br /&gt;
Since gold was discovered in California the entire world seems to be traveling there. Not only the hopeful golddiggers, but also all the enterprising people who plan to relieve them of some of their gold. More people actually get rich on selling supplies and tools to the golddiggers than the average golddiggers do themselves.&lt;br /&gt;
Shiploads of supplies arrive every day, and by now the San Francisco harbour has developed into a real hub for seafarers, and is bustling with life.&lt;br /&gt;
Unfortunately many of the ships never reach their intended destination. Storms, currents and the dreaded Bermuda Triangle take their toll. Some think that the Bermuda Triangle is another of these parts of the world that is positively riddled with Timetraps. But to the seasoned Time traveler, this is no big deal.&lt;br /&gt;
As long as you arrive SOMEWHERE, who cares if you suddenly find yourself in Medieval England or ancient Greece instead of the 19th century harbour you set out for?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Victorian England ====&lt;br /&gt;
&lt;br /&gt;
Step back in time to Victorian England, a city living in the shadow of a killer.&lt;br /&gt;
It's London 1888 and a monster known only as the Ripper is on the loose. Women are being slaughtered by this cold blooded killer and the citizens are depending on the famous detective Sherlock Holmes to bring him to justice. Along with Sherlock, meet other famous (or infamous) Victorian characters, Sweeney Todd, Mary Shelley, Dr Jekyll and Mr Hyde amongst them.&lt;br /&gt;
Visit the horrors of a Victorian mental asylum, encounter the problems of being female in a society where women are treated as inferior to men, or stroll on down to Hyde Park and just chill out with your sweetheart on a rug beneath a tree. To enter this zone you can take a steamship from the Harbour of San Francisco. Or you might prefer a shortcut through the hologram version of Madame Tussaud's Wax Cabinet in the FutureMall, where you might be able to find a Timetrap in some of the Tableaux. So.... grab your nanny goat, put on your titfer and use some spit and polish on those yabba-dabba-doo's. Get your khyber pass on over to London and become part of the greatest mystery never to be solved!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== In The Wild ====&lt;br /&gt;
&lt;br /&gt;
East of the Range and south of Legend city lies a relatively untouched wilderness. The east part consists of an open hilly landscape, while the west part is covered by a dense forest. The animal life is rich and varied, and both hunters and trappers frequent this area in their search for game. But this wilderness is not completely untouched. The railway between Dodge City and Tombstone cuts through it like an open wound. And since gold has recently been discovered in the little creek that winds its way through the forest, it has been invaded by golddiggers, who have set up camp beside the creek.&lt;br /&gt;
There is another camp in the forest too, inhabited by a group of Chinese, who former worked as navvies on the railroad and in the Legend Mines.&lt;br /&gt;
But mostly this 400 room zone is populated by animals of all kinds. For those that like collecting tokens and tradepoints, it offers many new possibilities, with the new features; trapping, skinning, goldpanning and prospecting.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Railway ====&lt;br /&gt;
&lt;br /&gt;
It has taken many years to complete the railway between Dodge City and Tombstone, and many lives have been spilled during the hard and risky contruction work in trackless wilderness.&lt;br /&gt;
Many of the navvies were imported from China, as cheap labour, and after the project was finished, they found themselves stranded in a foreign land, where they had no rights and few friends. But the Chinese are an industrious people, and even though they are not allowed to own land, they have spread all over the west, always finding a way, not just to survive, but to prosper.&lt;br /&gt;
From the flat, grassy cattle land around Dodge, through the vast forests, over the great mountain range, and down into the wide prairie and badlands around Tombstone, runs the seemingly endless steal track. And with the railway came an equally endless stream of adventurers, fortune hunters, riff raff and scum, taking advantage of the new easy transportation from east to west.&lt;br /&gt;
Others prefer to walk the stretch, finding the railway track a safer and simpler path to follow, than venturing through the wilderness without visible directions. But beware! Even though the railway may seem safe, since it is avoided by most animals, you always run the risk of being run over by a train.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions ===&lt;br /&gt;
&lt;br /&gt;
The Future Dimension is based on a large space grid, about 25000 rooms. In some places the grid is 3-dimensional. From this main grid you reach the different planets and spaceships, which are the actual zones.&lt;br /&gt;
You cannot enter Outer Space without a spacesuit, because the lack of air will kill you in a few seconds. To move about in this vast universe, you also need either a spacebike or a spaceship. And even within a spaceship, it's better to keep the spacesuit on, in case the ship is damaged by a meteorite.&lt;br /&gt;
There are several sectors or planet systems, smaller grids that you reach by going down or up from the main grid, in total 800 more grid rooms. Also there are some space stations and spaceships in orbit, or drifting, abandoned.&lt;br /&gt;
Most of the areas in the Future Dimension can be reached by public Space Shuttles or Transporter from the Main Space Port. Here you can also usually buy a spacebike or 'borrow' a spaceship, if you want to explore Outer Space on your own. The best ships can be found on other planets however.&lt;br /&gt;
The Orientation Room, east of where you enter the Main Spaceport, will teach you all that you need about using the spaceships and navigating in open space. It is recommended that you check out the computer in that room, before venturing into space on your own, because there are numerous risks out there. (The main ones being the Suns, which will burn you to a crisp, if you fly your ship into one).&lt;br /&gt;
Some locations, like the Alpha Centauri Planets and the Intergalactic Trading Centers can only be reached using an individual spaceship or a spacebike. Some of the bigger Planets, like Pleasure Planet and Poon, also consist of several zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Utopia|Utopia]] || Snowbird and Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Future_Golf_Course|Future Golf Course]] || Kenneth/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(35-50) || [[#Android_Punk_Concert|Android Punk Concert]] || Kalsan/Sonya || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Star Wars]] || Palpatine/Sonya || 210 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-10) || [[#Star_Wars|Planet Endor]] || Palpatine/Sonya ||30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(12-50) || [[#Star_Wars|Planet Dagobah]] || Palpatine/Sonya || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-50) || [[#Star_Wars|Planet Tattoine]] || Palpatine/Sonya || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Star_Wars|Planet Hoth]] || Palpatine/Sonya || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Death Star]] || Palpatine/Sonya || 140 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Necromunda|Necromunda II]] || Slaanesh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Spaceship_Titanic|Spaceship Titanic]] || Persuter || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Little_Italy|Little Italy]] || Darkwolf and Annie || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Queltorian_Sector_(former_known_as_Outer_Space)|Queltorian Sector]] || Darkwolf || 130 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Space_Harbour|The Space Harbour]] || Palpatine || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Park|Jurassic Park]] || Drake || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Pleasure_Planet|Pleasure Planet]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#New_Goznemia|New Goznemia]] || MaccabiTa || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Down_Under|Down Under]] || Cali || 220 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Terramort|Terramort]] || Martin || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Outback|The Outback]] || Cali || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Outer_Space_Grid|Outer Space Grid]] || Kalten || 2500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Corellian_Sector_Grid|Corellian Sector Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Earth_Atmosphere_Grid|Earth Atmosphere Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Alpha_Centauri_Grid|Alpha Centauri Grid]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Alpha Centauri Planets]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Planet Lovenbroy]] || Molly || 35 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Slunch]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Yalc]] || Molly || 40 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Alpha_Centauri_Planets|Planet Yudore]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Asteroid 95739-A]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Alpha_Centauri_Planets|Space Utilities]] || Molly || 45 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Planet_Poon|Planet Poon]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Planet_Poon|Poon Towers]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#Planet_Poon|Poon Ocean]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Planet_Poon|Poon Underwater]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Quixotica|Quixotica]] || Sonya || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Cosmo_Canyon|Cosmo Canyon]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Game_Grid|The Game Grid]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Ocean|Jurassic Ocean]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Planet_Reptilia|Planet Reptilia]] || Gilthoniel || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Orbiter|The Orbiter]] || Durgan || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-70) || [[#The_Dark_Planet|The Dark Planet]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Planet_Whotvar|The Planet Whotvar]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Whotvar_II|Whotvar II]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Spaceport_Mall|The Spaceport Mall]] || Sonya and Katriel || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Quix_II|Quix II]] || Sonya and Kita || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Fun_Fair|The Fun Fair]] || Gilgamesh, Molly and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Killer_Klowns|Killer Klowns]] || Alabastor, Diandra and Jaros || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Utopia ====&lt;br /&gt;
&lt;br /&gt;
This large and very wonderful city is the centre of New Earth in the year of 3050. It is a vast and fantastic city, where you can have almost all your wishes fulfilled. Under the firm and enlightened rule of the beloved Leader, Big Brother, Utopia prospers and expands. The shops are well stocked, the hotels and restaurants are the best in known Universe. The streets and parks are clean and safe and everybody is happy as hell - or...? There seems to be a discord here somewhere. Maybe it is the bureaucracy, that seems to have grown out of hand? Maybe it's the taxes, that really ARE a bit high?&lt;br /&gt;
Or maybe it is something else... some deeper and more sinister rot...?&lt;br /&gt;
&lt;br /&gt;
The Spaceship &amp;quot;UTOPIA'S PERFECTION&amp;quot; in Bay 1 on level 1 in the Space Harbour will take you to this magnificent and wondrous city.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Future Golf Course ====&lt;br /&gt;
&lt;br /&gt;
Isn't it fantastic how some things persist? The game of golf is said to have been invented by a bored Neanderthal man, who started hitting a round stone with a stick. And here you are, in the year of 3012, and there STILL is a golf course around! Of course all the caddies - and even some of the players - are androids from the Android Factory. And of course Man, who is always resourceful and inventive, has created a few ingenious means of assistance.&lt;br /&gt;
But basically the game is the same, only so much better. Didn't you always want a built-in corrector for your unfortunate hook? Well, here you can buy some useful things at the pro shop...&lt;br /&gt;
The space shuttle &amp;quot;Nine Iron&amp;quot; in Bay 2 on level 1 in the Space Harbour will take you to the part of the &amp;quot;Pleasure Planet&amp;quot; where you can get yourself a good old-fashioned game of golf.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Android Punk Concert ====&lt;br /&gt;
&lt;br /&gt;
They say androids are almost in every way impossible to separate from humans. They look, talk and act like humans. They even have the same interests in games, music and other pastimes. Of course, the android music taste tends to be a bit nostalgic, going back to the late nineties, when the first androids were created at the newly started Android Factory. So here the NOFX Punk Band of 1998 has been recreated in the year of 3012. The members of the band are all androids and so is most of the audience. Regretful to say, the android teenagers are not a bit better than some human adolescents. They act in a really immature way, shooting drugs, picking fights and generally being a nuisance. So this concert could be a deadly experience...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the &amp;quot;Pleasure Planet&amp;quot; and the Android Punk Concert.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Star Wars ====&lt;br /&gt;
&lt;br /&gt;
Join the Star Wars between the Empire and the Rebels! Search for the wise Master Yoda on the swamp planet Dagobah, to get the knowledge of how to become a Jedi Knight. Visit the cute Ewoks on the planet of Endor, or travel to the desert planet Tatooine, where Boba Fett awaits you, trapped in the cave guarded by the monstrous tentacles of sarlacc. Or try to rescue Princess Leia from her cruel fate, imprisoned by the monstrous Jabba the Hutt, who forces her to dance before him with the other unfortunate slaves.&lt;br /&gt;
And - if you are strong enough and dedicated enough - you may venture to the Death Star, where Darth Vader, the leader of the evil Jedi Knights, awaits you and young Luke Skywalker, who is the leader of the bright forces in this future World. And May the Force be with you! - You are going to need it!&lt;br /&gt;
Your journey starts at Bay 4 on level 2 in the Space Harbour, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Necromunda ====&lt;br /&gt;
&lt;br /&gt;
After the apocalypse in 2509 Arconia was inhabitable for many years. The only way to survive was in hermetically closed cities under glass domes, where the atmosphere could be cleansed from radioactive particles and poisonous gas in special filters. Necromunda is one of those artificial towns, on the verge of extinction. It's a closed and confined world, and a hard and merciless world too, where the struggle for survival is what fills most of the time for its inhabitants. Still - there are some compensations. The shops of Necromunda have some of the best weapons in Universe, and there is also the universal famous Library of Necromunda. In it you can find books that give the background to Necromunda's foundation, and the dark threat that is still hanging over it - the Demonic Hordes, the Chaos Lords...&lt;br /&gt;
The space-shuttle &amp;quot;Chaos Lords&amp;quot; in Bay 5 on level 2 of the Space Port will take you to this domed - and doomed - city.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Spaceship Titanic ====&lt;br /&gt;
&lt;br /&gt;
Drifting helplessly in outer space is this giant wreck of a spaceship, once the pride of the Cartesian space fleet, offering immense luxury to its passengers, now just a dead shell. Most of the levels are decompressed, and almost all life is extinct, except for the giant rats and other mutant creatures, that now present a threat to unsuspecting visitors. Some of the maintenance robots and androids are still working though - so watch out if you enter the Command Central. And some of the robots may be malfunctioning too - after all, what can you expect from a mere machine, after centuries and centuries without any care and maintenance?&lt;br /&gt;
The Space shuttle Explorer in Bay 7 on level 2 of the Space Port might take you to this ship, that is if you pay the captain enough for his trouble.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Little Italy ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Pleasure Planet&amp;quot; is a small asteroid covered with a transparent dome to maintain a breathable atmosphere. This is the place where all space crews go to seek recreation and entertainment between the space voyages.&lt;br /&gt;
And since most spacemen for some reason like to wallow in Nostalgia, large areas of this asteroid have been recreated to resemble Old Earth in time periods long gone. So if you enter the Video Game Arcade on Nostalgia Street, you can indulge in a game that will send you back to the Mafia period of the 1930s, when the Mob were ruling the city and there was a speakeasy in almost every corner. USA during the Prohibition was a place of crime abundant, so expect to find some major trouble here. This is also the home territory of the Sicilian Clan, who tend to regard this city as their private territory. Only lately some competition has arrived - Don Meatballa, a rivalling Mafia Don with ambitions. All is set for a small Gangster war, in best Mafia traditions.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the Pleasure Planet and Little Italy.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Queltorian Sector (former known as Outer Space) ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have spacesuit, will travel&amp;quot;... This is the zone for all of you who think that regular space voyages are for sissies. This is the REAL thing, the endless Outer Space, with all its grandeur, majesty, perils and adventure. Of course you may have to steal a spacesuit in the Service Bay of the Space Port to get there, but since when did little details like that stop any resourceful adventurer? And once out there - the possibilities are almost endless. And so are the dangers. If you manage to stay clear of the dreaded BLACK HOLES there are several planets and asteroids waiting to be explored. And even if the spaceship that's drifting deserted in outer space seems quite a bit damaged, the driving devices are still intact and so is the central computer...&lt;br /&gt;
The ROGER YOUNG TRANSPORT 23 will take you there from the Central Space Harbor, for a modest fee.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Space Harbour ====&lt;br /&gt;
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This is where you start your journey into Outer Space. The Centerpoint Space Harbour on Old Earth has public space shuttles to most of the planet systems, except for the most remote parts of the Galaxy. It also has a small port for private space traffic, with a hangar, a maintenance room for spacecraft and above all a Briefing Room, where you can get all necessary information for trying your luck as your own space pilot. It also holds facilities such as the Esper Guild, the Space Bank and Palpatine's Bar. And the Wide Blue Yonder Bar, reserved for Roleplayers, is the main hangout for the infamous gossip journalist, known to the world only as Tabloid.&lt;br /&gt;
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==== Jurassic Park ====&lt;br /&gt;
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You have no doubt heard about Jurassic Park, that grand and exciting experiment in gene manipulation, which presented the Star attraction on the Pleasure Planet; a large and exciting Dinosaur Park open to visitors and one of the most popular Holiday destinations. Protected by super-reinforced steel cars the visitors could travel safely through the park, regarding the majestic Brontosaurus bathing in the sea, or the frightening Tyrannosaurus Rex on its hunt for prey. It was a thrilling experience, although totally without danger for the visitors, due to the extensive safety precautions.&lt;br /&gt;
And yet something went wrong. You have no doubt heard all about that too, since the media were filled with it for weeks after the disaster. Jurassic Park is still there. The Dinosaurs are still there. But no visitors go there any more, unless they are very foolish - or foolhardy...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Pleasure Planet ====&lt;br /&gt;
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This small world, built on an asteroid without any natural atmosphere, has been created for two reasons only. The official reason is to offer all visitors and tourists a really good time, regardless of their tastes and preferences. The Pleasure Planet has something for everybody. But the more important - and secret - reason is for the owners to make as big a profit as possible. So everything on the Pleasure Planet is appallingly expensive. The Authorities claim that this is necessary, due to the high price of transporting supplies with hyperdrive spaceships, and the high maintenance cost of the airtight domes that are necessary to keep a breathable atmosphere. They may have a point there, but nevertheless they still make a good buck for themselves. The tourists all seem pretty much happy however. Only... Lately there has been some rumors. There is... something ... in the sewers of the asteroid, something that shouldn't really be there. Some mutant perhaps. Anyway, if you go there, better stay out of the sewers and stick to the Pleasure Quarters. Come to think about it, maybe better stay out of the east parts of Pleasure City too...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to this Asteroid. Have a fun time!&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== New Goznemia ====&lt;br /&gt;
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The City of Gold and Lead should be perfect for players between level 30 and 40 and can probably be played from level 20 up, if you have decent equipment. It has a great storyline, and I am sure you'll all want to help those unfortunate young humans held enslaved by an alien and cruel race. Especially since these aliens really look repulsive - three eyes, three legs and three tentacles. YUK!&lt;br /&gt;
As you probably already figured out, it is a Future zone, and you will find the space shuttle taking you to it in Docking Bay 8, fourth level of The Space Harbour. Oh - and by the way, maybe it would be a good idea to be a bit careful about watching TV so much in the future, eh? Considering this was the way those Aliens enslaved the human youths of that city in the first place...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Down Under ====&lt;br /&gt;
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Ever been to Australia? This zone will take you there - not to present day Australia, but to what it may look like in a not-so-far future...&lt;br /&gt;
This is the funniest zone I have seen for a long time, and the Builder, Cali, won the Builder of the Month award for it.&lt;br /&gt;
But I have to warn you, this is a hard one. And I don't mean hard just in the sense of tough mobs, it's tricky too. You won't be able to get through this zone by brawn alone, you've got to - *gasp* - use your brain too!&lt;br /&gt;
Sure you can have some fun, kill a few tourists and punks, maybe even fall into the odd DT, but to get to the REAL cool, kinky stuff that I know y'all yearn for, you will have to solve quite a few puzzles.&lt;br /&gt;
Yeah, it sucks doesn't it? And I guess you all know just how devious and evil Cali can be...&lt;br /&gt;
So take the jet from level 4 in the Spaceport, have fun and be sure not to miss the Mardi Grass Parade... *snicker*&lt;br /&gt;
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==== Terramort ====&lt;br /&gt;
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After the third apocalypse the planet lies barren and almost deserted. The human race that once ruled the Earth is extinct, and only a few hardy animal species have survived. Some of them are good and helpful, and have built a safe refuge in the Redwall Abbey in the middle of the large Mossflower Wood. But their sanctuary is threatened by the Vermin, evil and vicious animals - wolves, weasels, ferrets, and rats - who take a pleasure in killing the good and innocent. Which side will you take in this struggle?&lt;br /&gt;
The reward you can get may be dependant on your choice.&lt;br /&gt;
You can reach this world if you take the space shuttle from level 4 in the Space Port - but expect something bad to happen on the way...&lt;br /&gt;
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==== The Outback ====&lt;br /&gt;
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Australia is not just large cities, like Sydney and Melbourne. It's also the Outback, the home of the Aborigines, the trackless wilderness, where you can travel for days without encountering more than a few Kangaroos. It's a land of contrasts, vast eucalyptus forests, rocky mountains, seemingly endless swamps, but also grassland where sheep and cattle graze.&lt;br /&gt;
It's a land of perils, with several kinds of poisonous snakes, aggressive crocodiles - and even the cute Koalas are not as innocent as they look.&lt;br /&gt;
It's a land of legends, mostly unchanged since the Stone Age, legends like the one about the Rainbow Snake, carried from generation to generation by the aborigines and the paintings in caves and on perpendicular cliff faces. It's a land for tough and hardened men, like Crocodile Dundee.&lt;br /&gt;
Are you tough enough to venture out there? The only way to reach it is over Downunder, and you need to find the entrance yourself.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Outer Space Grid ====&lt;br /&gt;
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This grid is enormous. Like Space itself it has no end. You must travel for years and years in your spaceship to reach the far out Galaxies where riches and adventures await you. Virgin planets and asteroids, ripe to explore and exploit. Galactic Trading Centers, where you can trade your goods. Black holes, blazing Suns, comets, meteors and meteorites are some of the hazards on the galactic odyssey. Fly your own spaceship, engage in fights with other pilots. Maybe you can blast their ship out of existence with your missile launchers and steal their cargo! Maybe the same thing will happen to you. So what? That's life in Outer Space.&lt;br /&gt;
This grid is the entrance to every planet in the future Dimension.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Corellian Sector Grid ====&lt;br /&gt;
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This part of Outer Space holds the planets Endor, Dagobah, Tattooine and Hoth, known to space travel since ages. Around it the Death Star patrols, always on the lookout for the Rebel scum. Now this sector of Space can not only be reach by public transport. You can go their in your own spaceship, engage in real space fights.&lt;br /&gt;
Or a shuttle in Bay 4 on level 2 in the Space Harbour, will take you to the Corellian Centerpoint, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Earth Atmosphere Grid ====&lt;br /&gt;
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Wrapped around the planet Earth, its atmosphere provides access to five space harbours and is fully accessible for spaceships of all kinds. We Terrans tend to regard us as the center of the Universe - how presumptuous we are! But in this case there is some truth to the belief. Old Earth is really as close to the center of the Space Grid that you can get and from there all the space jorneys start.&lt;br /&gt;
Currently there are 3 landing points on Earth, apart from the Centerpoint Space Harbour: Downunder, Terramort and Goznemia.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Alpha Centauri Sector Grid ====&lt;br /&gt;
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Five planets and an Asteroid circle the Alpha Centauri Star. The planets all have different nature and different perils. But they also have their own natural assets, that can be exploited and sold at the Intergalacic Trading Centers.&lt;br /&gt;
The Alpha Centauri Planets are: Poon, Lovenbroy, Slunch, Yalc, Yudore and Asteroid 95739-A.&lt;br /&gt;
Currently there is no public space shuttle to this part of the galaxy. You will have to go by your own spaceship.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== The Alpha Centauri Planets ====&lt;br /&gt;
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The planets in the Alpha Centauri system have very different conditions.&lt;br /&gt;
LOVENBROY is a bucolic planet, mostly known for the famous Bacchus Wine. They say that anyone who ever tasted it, never drinks anything else. The planet has some mineral deposits, but the stubborn natives refuse to exploit them, preferring agriculture to mining. As a consequence Lovenbroy is a most attractive planet, with clean air and happy people.&lt;br /&gt;
SLUNCH is about the most dismal place you could imagine, The cinder storms, the daily mud eruptions, the mudcrabs that eat almost anything solid - the entire planet is grime, mud and slush. It has only one natural asset, the berp-nuts, but the natives are too lazy to grow them in any amounts.&lt;br /&gt;
YALC is known for two things, the Voom Festival and the fantastic glassware produced there. Since the planet's deposits of the silicon sand needed for the production are long since extinct, very small amounts of this glass is exported. All broken glass is recycled or used as decoration on the Temples.&lt;br /&gt;
YUDORE is a forest covered planet, not yet explored, and very little is known about its nature or whether there are any intelligent life forms. In spite of this, two different planets have claimed possession of the planet and an armed conflict is brewing.&lt;br /&gt;
ASTEROID 95739-A is almost completely covered in a deposit of the very valuable material known as collapsed crystal. But don't get your hopes up too high about exploiting it. Two different firms have already staked their claim and a litigation suit is in process.&lt;br /&gt;
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==== Planet Poon ====&lt;br /&gt;
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The Planet Poon is the center of the Alpha Centauri Sector, and by far the largest of the planets. 90 percent of the surface is covered with ocean, and the planet can best be described as underdeveloped. Still it is the centerpoint of the sector and the main focus of interest for all other planets in that part of the Galaxy. It is also the center of cosmic diplomacy and machiavellian intrigue. Why? The explanation is easy: GOLD!&lt;br /&gt;
There is only one snag; the stubborn locals refuse to exploit it, or to allow foreign interests to do so. They prefer fishing and weaving baskets!&lt;br /&gt;
Can you believe it?&lt;br /&gt;
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==== Quixotica ====&lt;br /&gt;
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Mass killings. Destruction. Anarchy. If that's your idea of fun, you'll have to go somewhere else, cause you wont find it here. What you will find among the trees and plants in this beautiful dome are showcases for things of a different nature from across the known, and some questionable, Dimensions. There are shops filled with fabulous finds, restaurants and bars stocked with tempting treats. There is gambling galore, a Lightcycle Racing Grid, you can even take a shot at the Intergalactic Heavyweight Champion, Jaal'ker. If you can't see or do it all in one day, stay overnight at the Shangri-La Hotel where you are sure to find our exclusive holosuites to your liking.&lt;br /&gt;
Not as accessible, but throughout the park, you may find portals to other worlds. Some of these are dangerous, others just strange. To make exploring these worlds and the main dome a bit easier, the management at Quixotica Inc. has made every effort to remove all Death Traps from the areas, so in that respect you may explore safely.&lt;br /&gt;
Quixotica, a place for the bizarre and unusual, can be found on Pleasure Planet, the entrance is from Fat Walk, in the west part of Pleasure City.&lt;br /&gt;
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==== Cosmo Canyon ====&lt;br /&gt;
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On a slowly dying planet, many journey to Cosmo Canyon to seek refuge and gain knowledge of Planet Life. Through ravines of red and gold dry earth many come by vehicle, airship or chocobo to seek the wisdom of the Elders or just be in a relaxing atmosphere. The people of Cosmo Canyon know the importance of Lifestream, the blood of the planet that feeds all living things and are starting to feel a weight of hopelessness as it diminishes.&lt;br /&gt;
On the canyon cliffs homes and buildings are built, and at the highest summit of the canyon is the Bugen Research Center - famous for its earth studying equipment and observatories.&lt;br /&gt;
You can reach Cosmo Canyon in the Sirius system (x;22, y;02), or catch a ride with Cid at the Future Space Harbor, (Docking Bay 12, level 0).&lt;br /&gt;
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==== The Game Grid ====&lt;br /&gt;
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Get pulled into a computer world where binary rules. Make your way through this game grid to eventually reach the MCP who has been taking programs captive as part of his actuarial program. There are a few users on the grid trying to get to him too. Maybe you can beat them there, or even kill them so the MCP can continue to take over the computer world. This low level zone is purely hack n' slash. You can get there by going to the Experience Room, 1 south of the entrance to the Future Spaceport and and entering the laser laboratory to the east there. Or use the shortcut in the east end of Venture Way.&lt;br /&gt;
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==== Jurassic Ocean ====&lt;br /&gt;
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The Jurassic Ocean is in the same dome as Jurassic Park of course. The same geneticists who created the land animals thought it would be interesting to create water animals too. What they were thinking, nobody will ever know since they were the first to die when the dinosaurs took over. The ocean is a dangerous place. So if you are foolish enough to go there, the Ambassador of Pleasure Planet has declared they are not responsible for anything that may happen to you.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those foolhardy people... You'll find the entrance to Jurassic Park from Fun Walk in the southwest part of Pleasure City.&lt;br /&gt;
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==== Planet Reptila ====&lt;br /&gt;
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Imagine a planet inhabited solely by reptiles. Slithery, cold, slimy, scaly or warty creatures like snakes, lizards, salamanders, crocodiles, Dragnars, toads and frogs. Well... on second thought there are some other creatures on the planet too, but the reptiles are the dominating species. The rest of the fauna is more or less reptile food. Of course even among the reptiles there are struggles for power too. The amphibians have been driven deep down into the depth of the mountains, where they plot their return and their revenge on the mysterious Reptile King, who few seem to have encountered. Does he even exist?&lt;br /&gt;
The enterprising Traveller could make a few bucks collecting reptile skins and trading them in the shady character Eatzabug's shop.&lt;br /&gt;
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==== The Orbiter ====&lt;br /&gt;
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The Orbiter has a crew of Scientists, from several different planet systems. Since their goal is to study, not to conquer, this ship is a friendly place, which welcomes all visitors, even the most inexperienced ones.&lt;br /&gt;
Due to the vastly different nature and life conditions of its multiplanetary crew, the different decks of the Orbiter offer interesting sites for the visitors.&lt;br /&gt;
The crew will also try to entertain the guests in various ways, since that gives them an extra chance to study their reactions.&lt;br /&gt;
The Orbiter, that circles Planet Earth, can be accessed directly from the Future Space Port, through the Transporter Room, directly south of the Entrance room to the Port.&lt;br /&gt;
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==== The Dark Planet ====&lt;br /&gt;
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This planet, situated in the twisted part of space known as the Queltorian Sector, is an extremely dangerous place. The dying sun hardly provides any light or warmth, and yet some extremely hardy species have adapted to the extreme conditions. Always forced to fight for their existence in the toughest of environments, only the toughest of these monsters have managed to survive, and they are DEADLY. This planet can not be recommended for ordinary Time Tourists. Don't go there unless you are very strong and not afraid to die. The 4D Travel Agency will take absolutely responsibility if you disobey this warning.&lt;br /&gt;
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==== The Planet Whotvar ====&lt;br /&gt;
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Long ago, a rich civilization inhabited the planet Whotvar, but Mother Nature and a certain demon unfortunately had other plans. Now, all that is left are a few natives and some relics of the distant past. Danger, and perhaps rewards, awaits those strong enough to adventure on this lost world.&lt;br /&gt;
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==== Whotvar II ====&lt;br /&gt;
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Getting away with it all... err.. Getting away FROM it all should be the name given to the two planet/asteroids that circle the same star as Whotvar. A soap opera plot as complex as most seen on 4D TV, with everyone trying to find something to make their dreams come true. Can even a head shrinker help the people who live there? Who knows? But most certainly some brave adventurer can help them find the things that they are looking for.&lt;br /&gt;
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==== The Spaceport Mall ====&lt;br /&gt;
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This large Shopping Mall, situated on the level 0 of the Main Spaceport on Planet Earth, has almost anything that a Roleplayer could wish for. Here you'll not only find a Baby Center, complete with Childrens' Doctor, Baby Shop, and a top security Daycare, but also a Wedding Shop and a Luxury Hotel for the Honeymoon. Naturally you'll find lots of other shopping options too. Or you can visit the beauty Salon to get coloured streaks in your hair, have a manicure and painted nails, or maybe a piercing or a tattoo. This is really a Shopper's Paradise.&lt;br /&gt;
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==== Quix II ====&lt;br /&gt;
&lt;br /&gt;
Somewhere in Quixotica, in a field of grass, is a ring of mushrooms. Entering it will throw you into a Time and Matter Trap, which doesn't work like the ordinary TimeTraps. It won't transfer you in time or place, but it will shrink you to the size of a mouse, giving a totally different perspective on the world.&lt;br /&gt;
Naturally entering it will need some courage, since at that size you will be just a morsel for creatures that normally would be nothing but small prey to you. This is not a zone for low levels, and some of the Quests in it are not easy to find. But for those who like to get a feeling of what it might be like to be Alice in Wonderland or a pixie or maybe a bug, it will provide some new aspects of life at the grass roots.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fun Fair ====&lt;br /&gt;
&lt;br /&gt;
Some things never change. Even when placed in the Futuristic setting of the Pleasure Planet, this Fun Fair has the retro feeling of the nineteensixties. It has the usual attractions, like a Giant Ferris Wheel, a Roller Coaster, a Bouncing Castle and a Mirror Maze, and also various games, both skill and luck based. The main attraction is a Haunted House, set up like a giant Snakes and Ladder game.&lt;br /&gt;
In most of the games you can win Coupons, and if you collect enough of those, you can win some very cool prizes. The quickest way to collect the coupons is in the Haunted House, provided you are strong enough to defeat the undead monsters inside. But you can also win coupons in all the games, and if you are lucky, you might find some in the rides as well.&lt;br /&gt;
Even though the owners seem to have gone missing, the Fun Fair is a place where all players can have some fun, regardless of level and strength. So come and join the fun, but don't forget to bring your sunglasses. The zone was built by a bunch of Jesters, so it is colourful - to say the least.&lt;br /&gt;
To get to the Fun Fair, take the shuttle to Pleasure Planet, and go to the airlock to the Rigel Dome, in the north part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Killer Klowns ====&lt;br /&gt;
&lt;br /&gt;
Douglas and Gwendolyn Crockerbone scraped and saved their whole life, until finally they had enough to buy their own Fun Fair. And now they have set up business in the former Rigel Dome on Pleasure Planet.&lt;br /&gt;
Unfortunately the Fun Fair has been invaded by a bunch of Space Klowns, and they have more or less taken over the place. People have started to complain about their pranks, even the Mayor is concerned and the owner... Well, he seems to have disappeared completely...&lt;br /&gt;
The Klowns, generally known as Killer Klowns, have a weird sense of humour, so be prepared for practical jokes and some nasty surprises. Still, in spite of their name, the Killer Klowns are more irritating than aggressive. So the Fun Fair should be pretty safe to visit, as long as you stay out of the Haunted House and the Dark Forest, if you are low level with few remorts.&lt;br /&gt;
You will find the Killer Klowns on Pleasure Planet, located in the former Rigel Dome, in the northern part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=127</id>
		<title>Zones</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=127"/>
				<updated>2015-11-09T06:49:58Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: Far enough along that it doesn't need the &amp;quot;Under construction&amp;quot; disclaimer(?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Different Dimensions ==&lt;br /&gt;
&lt;br /&gt;
4D exist out of 4 Dimensions. Each Dimension consists out of different zones, which its own quests, adventures and secrets. To have a closer look at the different zones, just click on the dimension you're interested in, and you'll get a more detailed look of how the dimension is setup. Next to those 4 Dimension there's also a Central part, where people can gather, and talk about things, or find information concerning other areas in the game.&lt;br /&gt;
&lt;br /&gt;
=== The Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central zones are not connected to any Dimension. They consist of Recall and Travel Agency, Mud School, the 4 Newbie zones and the Newbie arena and 'special' PK zones that need imm help to access, like the Battlefield and the Gladiator Arena.&lt;br /&gt;
&lt;br /&gt;
Recall is the place where people hangout when they're not exploring one of our 4 Dimensions. The area is not really part of any of the other Dimension. Recall provides lots of information about features that can be found or done throughout the game.&lt;br /&gt;
&lt;br /&gt;
Recently there's also been made a new expansion to the Recall Area, namely the Gladiator Arena. The Arena itself is only accessible by a certain type of players, namely the Gladiators. Though there's a public Gallery for everyone else where you can support for your favorite Gladiator or maybe throw some rotten tomatoes towards them.&lt;br /&gt;
&lt;br /&gt;
THE 4D CENTER AREA This realm, which is rather small, contains the Healer, the main Donation Pit, Mud School, the Time Warp, from which all the 4 Dimensions can be reached, and the 4D Travel Agency, where you can learn a bit about the special options presented in our unique Mud.&lt;br /&gt;
&lt;br /&gt;
Last but not least the Center Area contains 4 Newbie zones for the levels 1-10 - (one for each Dimension) - plus the Newbie Arena and some shortcuts to some more easy zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#Recall_and_4D_Travel_Agency|Recall and 4D Travel Agency]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-5) || [[#Mud_school_and_Quest_Academy|Mud school and Quest Academy]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Stone_Age_I|Stone Age I]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Robber_Baron_Castle_I|Robber Baron Castle I]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Dry_Gulch|Dry Gulch]] || Nave || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Android_Factory|Android Factory]] || Flyte || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(51-56) || [[#God_Rooms|God Rooms]] || Immortals || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Battlefield|Battlefield]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Chicken_Casino|The Chicken Casino]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-15) || [[#The_Newbie_Arena|The Newbie Arena]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-50) || [[#Realms_of_the_Traders|Realms of the Traders]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Colosseum|The Colosseum]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==== Recall and 4D Travel Agency ====&lt;br /&gt;
&lt;br /&gt;
This Realm is the starting point of your character's life. This is where you enter the game as a newbie, and where all the necessary things for the starting mudder are gathered along Adventure Avenue and venture Way. Here you find Recall Point with the Healer, the Guildmaster, the Donation Pit, a small Bar where you can buy a few necessities, the mortal Post Office, the entrance to 4D Mud School, the 4 Newbie zones, the Newbie Training Arena and last but not least the 4D Travel Agency. The Travel Agency is the place to get information about the special features of this mud. Want to buy yourself a crash-proof private player house? Want a personalized weapon or piece of armour? Want to buy a personal pet or mount or spaceship or Recall item? The Travel Agency is where you find out the price and conditions for all those extra features.&lt;br /&gt;
This is also where you can find the 4D Map room, with descriptions of all the zones in the 4 Realms, the Building Department, with lists of all Builders in 4D and the conditions to become one yourself, the Crypt for the Craven, where you can retrieve your corpse for gold, if you were killed in a distant or dangerous place, the Clan Office with information about the Clans in 4D and the 4D Hall of Fame, where remarkable players in 4D acquire everlasting fame. Maybe one day you will get your own statue in this Hall...&lt;br /&gt;
And one step up from Recall is the Time Guardian, who on request will take you to the Main Game Realm, for players from level 10 upwards.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mud school and Quest Academy ====&lt;br /&gt;
&lt;br /&gt;
The Mud school of 4D is not the usual Mud School with chained mobs in cages that you meet in most muds. This School is totally customized to 4D, and it is also a playable area, full of mobs of a suitable strength for your level and some decent equipment that you can't get anywhere else. It has 4 Classes or Grades - one for each Dimension - and you can drop out of School or skip a class at your own will. The 1st grade teaches the basics about moving about, surviving and killing, the 2nd is devoted to communication and the use of magic, the 3rd teaches you how to use firearms, mounts and vehicles and how to form groups, and the 4th gives you some &amp;quot;special&amp;quot; tips about the secrets of the game. And at the top of the fourth grade is the unique Questor's Academy, where you can learn some of the tricks that usually only very seasoned players know about. Mud School is restricted to the levels 1-5, and it is highly recommended for new players to go through it, before venturing into the world of 4 Dimensions.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age I ====&lt;br /&gt;
&lt;br /&gt;
This is the first of the four Newbie zones for level 1-10, set in Stone Age, where the Neanderthal and the Cro Magnon tribes fight each other, while at the same time fighting Nature for survival. Apart from the Stone Age people, you'll meet mammoths, sabre-toothed tigers and a lot of less dangerous animals that inhabit the forests and steppe at about 9000 years BC. You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Robber Baron Castle I ====&lt;br /&gt;
&lt;br /&gt;
This castle may be rather small, and the robber Baron may not be the most powerful man in the Realms, but he is a pretty nasty customer nonetheless. And so are his ill-bred offspring and his snotty wife, so nobody would object if you raided this castle to rid him of some of his excessive goods and gold. He does have a dungeon though, and if you get thrown into that, it might not be very easy to get out again...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch ====&lt;br /&gt;
&lt;br /&gt;
It's just a small outback town, but it does have some shops and of course a saloon, where you can get yourself a drink. I'm told even the great Shorty himself still buys his shots in this saloon. Apart from that there is not much of interest in this small outback town, just the usual towns people, mongrel dogs, Indians, tumbleweeds and dust, dust, dust...&lt;br /&gt;
It has been months since it last rained in Dry Gulch.&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Android Factory ====&lt;br /&gt;
&lt;br /&gt;
This is where all the androids that overrun the planets in the Future Dimension are manufactured. The androids are of course supposed to help Mankind, in doing many of the menial tasks that Man thinks below himself. Only lately it seems that they don't quite get the message. In fact lately they seem to have grown uppity, lazy, defiant - even hostile at times. Maybe something went wrong at the conveyor belts? Or maybe it's a bug in the programming itself...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== God Rooms ====&lt;br /&gt;
&lt;br /&gt;
These are for the Immortals exclusively, you're only chance to get there would be by &amp;quot;special invitation&amp;quot; - or if you get yourself in major trouble, which would be a wise choice to avoid...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Battlefield ====&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;Battlefield&amp;quot; or Arena of 4 Dimensions, where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;pkiller&amp;quot; or not. When you die in the Battlefield, you do not lose exp or equipment like you risk to do in the normal game. All you lose is your pride, since this is the place to determine who is the best pkiller in the mud. Only one player can win, but all levels can participate, and you can place bets on the Winner. The way to do this is to type 'PLACE Playername'. You need an imm to start up the Battlefield however. Type ARENA to listen to the special Battlefield channel, and HELP ARENA to see the rules for the tournaments.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Chicken Casino ====&lt;br /&gt;
&lt;br /&gt;
Like a game of old fashioned Poker? Well, you can get that here too, although it is a wee bit different from the usual. We don't have a dealer here, instead all the players are let into a large chicken pen, full of chicken and hens.&lt;br /&gt;
Each of these fowl have a card, so you kill as many as you can and collect the cards. Then you put together the best poker hand you can from what you have got, junk the rest of the cards and return to the Casino, where each in turn gives his hand to the Poker Master, who looks at them and decides who the winner is. The Poker rules are the same as always, and there is a list of winning hands posted in the room in case you forgot the rules.&lt;br /&gt;
You will need an imm/hero/helper to open the door to the chicken pen and supervise the game, and it won't be started up unless there are at least 3 players.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Newbie Arena ====&lt;br /&gt;
&lt;br /&gt;
Like most things in 4D, the Newbie Training Arena has four parts, one for each Dimension. You can start in any of them, but the easiest is Pre Historic, and then they gradually get harder. Built by Lonewolf, one of the most experienced players of 4D, this zone not only provides good hunting grounds for low levels, but also a good introduction to the special culture of 4D, with several easy Quests where you can train your brain for larger challenges to come. Also this zone holds some special equipment for Newbies, with rather good stats. If you start your career in 4D with the Quest Academy and this zone, you stand a better chance than most Newbies of mastering the Game.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of the Traders ====&lt;br /&gt;
&lt;br /&gt;
Tired of hack and slash? Want to do something more creative with your spare time? Learn a useful trade, perhaps? The Realms of the Traders will provide you with these options. They are spread over the 4 Dimensions, but with the main centerpoint in the Medieval Dimension.&lt;br /&gt;
The Trader's Office in the 4D Traveling Agency will provide more information.&lt;br /&gt;
&lt;br /&gt;
Around Old Yorke, you'll find:&lt;br /&gt;
&lt;br /&gt;
8 fields for Farming&lt;br /&gt;
&lt;br /&gt;
8 plots for Gardening	West Trade Road&lt;br /&gt;
&lt;br /&gt;
Crafter's Alley	Northeast of Old Yorke&lt;br /&gt;
&lt;br /&gt;
The Chicken Farm	North Wall Road&lt;br /&gt;
&lt;br /&gt;
The Orchard and the Dairy	South Wall Road&lt;br /&gt;
&lt;br /&gt;
Several sub-contractors	To help develop the products.&lt;br /&gt;
&lt;br /&gt;
In Old West, you'll find:&lt;br /&gt;
&lt;br /&gt;
The Ranch - raise your own herd!	South of The Range, west of Dodge City&lt;br /&gt;
&lt;br /&gt;
The Old Gold Mine	West of the Range&lt;br /&gt;
&lt;br /&gt;
Main entrance to the big Mine	Type 'help Mine' to get directions&lt;br /&gt;
&lt;br /&gt;
Prospecting and gold panning	Stake your own claim!&lt;br /&gt;
&lt;br /&gt;
The GoldMiners Office	Dry Gulch&lt;br /&gt;
3 Trading Posts and 3 Cattle Pens	Main trail between Dodge and Tombstone&lt;br /&gt;
&lt;br /&gt;
Goldmining and Farming	Fort Sutter, in California&lt;br /&gt;
&lt;br /&gt;
Goldpanning and Prospecting	Creeks and rocky terrain everywhere&lt;br /&gt;
&lt;br /&gt;
Trapping and skinning	In The Wild, south and east of Legend&lt;br /&gt;
&lt;br /&gt;
In Future, you'll find:&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
An Alchemy feature	Whotvar System&lt;br /&gt;
&lt;br /&gt;
A Mine for alien Minerals	Whotvar System&lt;br /&gt;
&lt;br /&gt;
Different natural assets	Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
2 IGTC's to trade the assets	Outer Space Grid&lt;br /&gt;
&lt;br /&gt;
Reptile skins to trade	Planet Reptilia&lt;br /&gt;
&lt;br /&gt;
In Prehistoric, you'll find:&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	Greek Islands, Mainland, Egypt, Kush&lt;br /&gt;
&lt;br /&gt;
Exotic fruits, herbs and spices	Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Silk cocoons	Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Animal skins, ivory, rhino horns	Greek Mainland, Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Large forests, exotic logs	Greek Mainland, some Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Natural assets and local products	Greek Mainland and all Islands&lt;br /&gt;
&lt;br /&gt;
Gold-carrying streams	Find out where yourself!&lt;br /&gt;
&lt;br /&gt;
2 Greek Trading Centres	The islands Carpathos and Cyprus&lt;br /&gt;
&lt;br /&gt;
5 African Trading Markets	Aswan, Kerma, Napata, Meroe, Khartoum&lt;br /&gt;
&lt;br /&gt;
African trading opportunities	Egypt, Kush and Punt&lt;br /&gt;
&lt;br /&gt;
Exotic native treasures	Land of Punt&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Colosseum ====&lt;br /&gt;
&lt;br /&gt;
This is the zone that was made for the PK feature The Gladiator Arena. The Colosseum Arena has two parts. The upper, outdoors part is a plain 7x5 grid. Under this arena is a cellar, accessed by two stairs. The cellar is a bit like a maze, with winding, narrow corridors, animal cages and some maintenance rooms. This part is good for ambush, and it also has some extra features and twists. There is a Gladiator School, which works a bit like a Clan hall, and has some supply shops. There is a Healer in one of the Cellar Rooms and another one in Gladiator School. And finally there is a public Area for spectators to view the fights and get some info about the Gladiator Games. You will find the Public part of this zone west of the Map room, all south from Recall. The Arena itself is only accessible with assistance of an imm. For more info check out the link The Gladiator Arena.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Prehistoric Dimension ===&lt;br /&gt;
&lt;br /&gt;
This dimension is mostly centred around the Mediterranean sea basin, at approximately 1500 BC, and featuring countries like ancient Greece, Egypt, Kush and Punt. The Pre Historic areas can all be reached from the Old Carthage Archaeological Excavation Camp, which is extremely loaded with TimeTraps.&lt;br /&gt;
&lt;br /&gt;
As you enter the different excavation trenches, you will be transported to different places within a wide rage of time. You can also access the Mediterranean Sea directly from the harbour of Old Carthage or Carthage Bay.&lt;br /&gt;
&lt;br /&gt;
The best way to travel in the PreHistoric World is by ship. You'll find large concentrations of ships near Cape Aulis and at the island Carpathos in the Aegean Sea.&lt;br /&gt;
&lt;br /&gt;
Click any of the below zone names for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Old_Carthage|Old Carthage]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#Prehistoric_Forest|Prehistoric Forest]] || Snowbird/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Stone_Age_II|Stone Age II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Crete|Crete]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Labyrinth_of_Knossos|Labyrinth of Knossos]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Greek_Archipelago|Greek Archipelago]] || Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Trojan_War|Trojan War]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Kolchis_and_The_Amazons|Kolchis and The Amazons]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Realms_of_Thetis|Realms of Thetis]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#West_Mediterranean_Sea|West Mediterranean Sea]] || Molly || 300 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Odyssey|The Odyssey]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_River_Nile|The River Nile]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Egyptian_Desert|The Egyptian Desert]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Temple_of_Hatshepsut|Temple of Hatshepsut]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Lower_Egypt|Lower Egypt]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Valley_of_Kings|The Valley of Kings]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Realms_of_Hades|The Realms of Hades]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Greek_Mainland|The Greek Mainland]] || Molly || 900 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Aegean_Sea|The Aegean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Greek_Cities_I|Greek Cities I]] || Molly ||100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Olympus|Mount Olympus]] || Shartrance	|| (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Mediterranean_Sea|Mediterranean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Carthage_Bay|Carthage Bay]] || Molly || 100 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Aegean_Islands|Aegean Islands]] || Molly || 500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#Ali_Baba's_Cave|Ali Baba's Cave]] || Phantom || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Arabian_Desert|Arabian Desert]] || Echin || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Land_of_Punt|The Land of Punt]] || Mireille || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Upper_Nile|Upper Nile]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Desert_of_Wawat|The Desert of Wawat]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Land_of_Kush|The Land of Kush]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Old Carthage ====&lt;br /&gt;
&lt;br /&gt;
When you take the Time Warp to the Pre Historic Dimension you are going to land at the gate of the archaeological excavation camp of Old Carthage.&lt;br /&gt;
This city, that was once the centre of all known world, is now practically loaded with Time Traps. Almost every excavation trench that you enter might land you in distant places and ancient times.&lt;br /&gt;
And since the harbour of Carthage was the meeting place for ships from all over the antique world, the finding places under water in that harbour are not exactly safe either.&lt;br /&gt;
Already several of the archaeologists have mysteriously disappeared. So don't be surprised if the remaining crew treat you with suspicion and distrust.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Prehistoric Forest ====&lt;br /&gt;
&lt;br /&gt;
The dense, luxuriant jungle is vibrant with life and simmering with moist, steaming heat. Enormous but peaceful Brontosaurs feed from the tops of the trees, and smaller dinosaurs dart in and out between the undergrowth. From the almost impenetrable foliage you hear strange and mysterious sounds, some of them faint - a mere rustle of leaves - but every now and then an ear-shattering roar echoes through the forest, and the earth trembles under the steps of the Tyrannosaurus Rex and the Giganotosaurus. Large flying Pteranodons sail majestically through the air and even the watering hole is teeming with life.&lt;br /&gt;
*** WARNING! ***&lt;br /&gt;
This forest is a VERY dangerous place. If you are not a very powerful traveller who has defeated the toughest of creatures to be found in the 4 Dimensions, fighting the Dinosaurs in this forest is NOT for you... yet.&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the western parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age II ====&lt;br /&gt;
&lt;br /&gt;
In the south European mountains about 9000 years BC two tribes of pre historic men are engaged in a life and death struggle. The Cro Magnon Man, in every way as intelligent and resourceful as modern man, is fighting the older and more primitive race of Neanderthal Man, and step by step the Neanderthal tribe is driven to retreat. In just a few more centuries the Neanderthals will be totally extinct and no more will remain of them than legends of Goblins and Trolls, still lingering until modern time. But the shaman of the Neanderthals has planned a gruesome revenge - and in the very heart of the deep caverns under the Cro Magnon home cave too...&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the eastern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Crete ====&lt;br /&gt;
&lt;br /&gt;
The island of Crete has a dominant position during the antique period. The rulers of Crete also rule the sea, and since the water ways are the main transportation during this era, they rule the earth. All known countries with the exception of Egypt pay tribute to Crete. And since the Cretans are a decadent people with peculiar and cruel tastes, the main part of that tribute consists of slaves - young men and women destined to dance and die before the Cretan bulls on the bloody sand in the arena. But - at long last there is a faint gleam of hope. Theseus has come to Crete, to organize the Bull Dancers in rebellion against the King Minos, and the monster Minotaurus.&lt;br /&gt;
You will find the entrance to this zone in the harbor, situated in the northern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Labyrinth of Knossos ====&lt;br /&gt;
&lt;br /&gt;
Under the Palace of Knossos lies the famous Labyrinth, once created by the celebrated architect Daidalos. It was built by order of King Minos of Crete, to contain and hide the monster Minotauros, the unfortunate offspring of an unnatural intercourse between Queen Pasiphae and a bull. - (Talk about family skeletons!) - Minotauros has the head, neck and shoulders of a bull and the body of a man, he is uncommonly strong and feeds on human flesh. Only the brave and strong should venture into the Labyrinth, since once in there it may not be so easy to find your way out again. There IS a way out though - in fact there are even two...&lt;br /&gt;
How do you enter this Labyrinth? Well, how do you think? From the cellar vaults of the Palace of Knossos of course...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Greek Archipelago ====&lt;br /&gt;
&lt;br /&gt;
The Greek Archipelago consists of:&lt;br /&gt;
&lt;br /&gt;
(10-20) Aegean Sea - 120 rooms (grid)&lt;br /&gt;
&lt;br /&gt;
(10-30) Northwest Cyklades - 100 rooms&lt;br /&gt;
&lt;br /&gt;
(40-50) Southeast Cyklades - 80 rooms&lt;br /&gt;
&lt;br /&gt;
North of the island of Crete lies the Cyclade archipelago, with all the famous classical islands, Thera, Naxos, Paros, Ios, Andros, Mykonos, Delos, where the twins Apollo and Artemis were born, and many many more. On these islands you will meet mythical creatures like titans, fauns, nymphs, centaurs, satyrs, dryads and oreads. The sea too is inhabited by strange beings, like tritons, naiads, sirens and halkyons. Occasionally even some of the Greek Gods descend from heaven, mostly to pursue human youths and maidens - the Greek Gods are infamous for their sexual appetite. Don't anger the Gods though, unless you are prepared to take the consequences - the Greek Gods are infamous for their short temper and long memory too. So worshipping them might be a better choice than attacking them, unless you are very strong and bold. Beware also of the Southeast Cyklades - many perils await the adventurer on those islands - but also rich rewards.&lt;br /&gt;
You will find the entrance to this archipelago in the harbour in the north part of old Carthage; find the wreck of a Greek ship and enter that. You can also get there by sailing east and then north and west from Crete.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Trojan War ====&lt;br /&gt;
&lt;br /&gt;
The siege has lasted for nine years and tension is building up in both sides. Achilleus is sulking in his tenth after a quarrel with the commanding officer, Agamamnon, over a woman captive, Briseis. Without their main warrior, the Greeks aren't doing too good, and there has been some talk among the men about breaking the siege and going home. On the other hand, supplies are getting scarse in the besieged city, and after the long siege many citizens are losing heart. The main thing that is still keeping the defense up is the knowledge of what would happen if the city fell. There would be no end to the looting, killing and raping, since the victors would be merciless, after this long wait. So Troja still stands, but the cunning Odysseus has a plan. Ever heard of the Trojan horse?&lt;br /&gt;
You will find this legendary City east of the Greek Archipelago, on the mainland of Asia Minor. The best way to get there would be to catch one of the ships with reinforcements, that are gathering at the Cape of Aulis. Although the city of Troy is not yet in the game, the Aegean Sea, with all its many islands are.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Kolchis and The Amazons ====&lt;br /&gt;
&lt;br /&gt;
Far east of the Hellespont Strait lies the mythical Kolchis, also called Phrygia, where the Amazons live and where the rivers are said to be filled with gold. This is where Iason went to capture the Golden Fleece. And this is where the chaste Moon Maidens worship the Goddess Artemis, who is known as Bendis in these parts of the world. The Amazons are a folk of women exclusively, they are female warriors that frequently raid the neighbouring countries to get fathers for their children. After performing their task - which they usually do quite willingly - the studs are killed off by the Amazons to keep their race clean.&lt;br /&gt;
According to the myth the Amazons cut off their right breast to be able to draw their bow more easily. Wouldn't you like to know if the myth is true?&lt;br /&gt;
Well - you'll have to wait a bit. This zone is in advanced planning, but not yet in the game.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of Thetis ====&lt;br /&gt;
&lt;br /&gt;
If you succeed in escaping the bulls in the island of Crete, the Mediterranean Sea lies before you, stretching all the way south to the African coast, where countries like Egypt and Arabia are situated, east to the coast of Asia, with countries like Assyria, Babylon, Persia and Palestine and west to the Garden of the Hesperides and the Statues of Heracles (which is now known as the Straits of Gibraltar). And under the surface lies a world of its own, ruled by the mighty Poseidon and his spouse Amphitrite. Rich bounty may await you here, but also sharks an innumerable other dangers. And since the Mediterranean Sea is so vast and perilous, it might be a better idea to head north instead, to the Greek Archipelago, where the dangers of getting lost in a storm or eaten by a shark aren't nearly as great. But then again - the skilled sailor can avoid many of the dangers in his fast ship...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== West Mediterranean Sea ====&lt;br /&gt;
&lt;br /&gt;
When Odysseus was on his way back to his home island, Ithaka, after the Trojan War, he was wind-driven and lost his way. And like Odysseus you will be a play-thing for the capricious winds, if you manage to pass the ten-headed monster Skylla to enter these vast and perilous waters. You cannot map the open sea and the winds will blow you any way they like. It took Odysseus ten years to return to his native home - how long will it take you? There are 11 islands in this zone, each presenting its own challenges and its own rewards.&lt;br /&gt;
How many of them will you be able to find? And will you be able to make your way to the island of Ithaka, which is the only way you can leave this maze? One way to enter this part of the sea would be through the strait of Scylla and Charybdis, which you will find west of the rock of Lorelei on the African coast. And that straight isn't exactly safe...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Odyssey ====&lt;br /&gt;
&lt;br /&gt;
This zone is recreating the wanderings of Odysseus; sailing from island to island, trying to find his way home from the Trojan War. Each island presents a challenge of its own, and on most of them you will find a choice item, making the efforts well worth while. Here is a list of all the islands:&lt;br /&gt;
&lt;br /&gt;
Island of Aeolus, where the Master of all Winds resides.&lt;br /&gt;
&lt;br /&gt;
Island of the Lotophags, where the inhabitants are lost in dizzy drug dreams.&lt;br /&gt;
&lt;br /&gt;
Island Of The Cyclopes, inhabited by titans with a single eye in the forehead.&lt;br /&gt;
&lt;br /&gt;
Island Of The Laistrygons, man-eating giants with a very nasty temper.&lt;br /&gt;
&lt;br /&gt;
The Statues Of Heracles, also the entrance to Oceanus and the Island Erythia.&lt;br /&gt;
&lt;br /&gt;
Island of Aeaea, the home of Circe the sorceress and also the entrance to Hades.&lt;br /&gt;
&lt;br /&gt;
Island Of The Sirens, who trap unlucky seamen with their irresistible song.&lt;br /&gt;
&lt;br /&gt;
Island of Thrinakia, where the fat cattle of the Sun God Helios graze.&lt;br /&gt;
&lt;br /&gt;
Island of Ogygia, where the lovesick nymph Calypso will smother you in love.&lt;br /&gt;
&lt;br /&gt;
Island of Scheria, home of the friendly and hospitable Phaeacians.&lt;br /&gt;
&lt;br /&gt;
Ithaka, Odysseus' home island, where his wife Penelope is besieged by suitors.&lt;br /&gt;
&lt;br /&gt;
How many of these islands in West Mediterranean Sea will you be able to find?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The River Nile ====&lt;br /&gt;
&lt;br /&gt;
Broad and majestic the River Nile floats on its way to the Mediterranean Sea. It is the main artery of life for Egypt, the yearly flooding bringing its gift of nutritious mud to fertilise the fields. But it is also the main transport route, even large ships can sail all the way up to Thebes, where the famous necropolis 'The Valley of Kings' is situated. If you venture up this river you should know that it has its perils of its own - huge and aggressive crocodiles and riverhorses, that can overturn a small boat easily. Which is why using a larger ship for your travel would be a good idea.&lt;br /&gt;
The River Nile is reached from the south-eastern part of the Mediterranean Sea and is the entrance to all Egyptian zones. You can also get here from a Time Trap in Old Carthage. Which one should be pretty obvious.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Egyptian Desert ====&lt;br /&gt;
&lt;br /&gt;
The south part of Egypt, known as Upper Egypt or the Red Land, is a barren land. Apart from a narrow stripe along the Nile it consists mostly of desert. Harsh and forbidding is this desert; very few creatures can survive the heat of the day and the cold of the night, and you might find it a deadly task just to traverse it. Yet it is the only way to get to the famous Temple of Hatshetshup, which is situated beyond the Valley of Kings. On your way there you might be lucky enough to find the small shop in the middle of the desert.&lt;br /&gt;
&lt;br /&gt;
And talking to the people you will meet by the riverside before venturing into the desert might provide you with some valuable information - if you know how to use it.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Temple of Hatshepsut ====&lt;br /&gt;
&lt;br /&gt;
This great female Pharaoh, who was more successful than many of her male counterparts, made Egypt more prosperous than in many centuries. Her ships sailed all the way to the land of Punt, bringing back immense riches; gold, myrrh and rare and valuable kinds of wood, like the black ebony and the red mahogany. To manifest her many deeds Hatshepsut built this great temple in the desert, where it would be hard to find for those that bear ill will. The temple is truly grand, few have seen the likes of this building or of the treasures harboured behind the pillared walls. But bad men and robbers go everywhere, and it is rumoured that some of the most valuable items have been stolen from the temple...&lt;br /&gt;
The entrance to this zone is from the Egyptian Desert. Good luck in finding it... Muhahaha!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Lower Egypt ====&lt;br /&gt;
&lt;br /&gt;
The north part of Egypt, where the soil is dark and fertile, is known as the Black Land or Lower Egypt. It is a land of agriculture, where the people are totally dependent on the river for survival. It is a land of great social contrast, where the rich people are more prosperous than in most other countries, while the fishermen and the farmers are as poor and insignificant as the dirt on the ground. It is a land of religion, where the Priests hold much of the power and wealth and the Temples hold many of the secrets. It is a land of perils, like the great swamps east of the Nile estuary that only few dare to enter. And it is the land of myths, like the story about Isis and Osiris and the evil Seth, a legend that is a personification of the annual flooding of the river Nile. Perhaps you will become a part of this ancient legend during your travels through the land.&lt;br /&gt;
You will find several entrances to this zone along the River Nile.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Valley of Kings ====&lt;br /&gt;
&lt;br /&gt;
The Pharaohs of the Old Kingdom built the vast pyramids to contain their mummies, so that they would live for ever. The Pharaoh was buried deep inside the pyramid, surrounded by all the things he would need for the next life. The pyramids could be seen from great distances and were an easy target for thieves, who could break into them at night. The later Pharaohs wanted their burials to be safer, so they cut their tombs deep into rocks in this remote valley, but even so the grave robbers found ways of breaking into them. The passages were filled with enormous stone blocks, the doors were barred and sealed, dire threats were written on the walls to scare off any intruders, the graves were turned into mazes, full of deathtraps. And still the tombs were robbed...&lt;br /&gt;
The burial place of the Pharaos, known as the Valley of Kings, was once the home of a Bedouin tribe, and the members of that tribe didn't take kindly to being forcibly evicted from their ancestral home. They are set on revenge. The entrance to the Valley of Kings lies in the barren desert west of the River Nile, opposite the city known as Thebes in Old Egypt.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Realms of Hades ====&lt;br /&gt;
&lt;br /&gt;
When the ancient Greeks die, this is where they end up, in the dark Realms, where Hades is King and Persephone Queen. You have to be ferried over the River of Styx to enter this dark land, but if no burial rites have been performed over your corpse, you won't even be allowed in. If you cannot pay the obol that Charon will ask for the passage, you are doomed to wander for ever on the Fields of Shadow, near the groves of Persephone. But once past the Styx, you will reach the Asphodel Fields, the Vales of Mourning and the Plain of Judgement, where the good will be separated from the evil. If you have lead a good life, you will be sent to the Elysean Fields, the land of the happy dead. But the evil souls will be thrown into the pits of Tartaros, where they will be tortured by fire, until they repent and are given a second chance.&lt;br /&gt;
There are several backdoors to the Realms of Hades, but the main entrance is from Circe's island in the West Mediterranean Sea. But you might also end up there if you throw yourself over a precipice somewhere in the Cyclades... or do some other foolish action leading to your untimely death.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Greek Mainland ====&lt;br /&gt;
&lt;br /&gt;
Ancient Greece, the cradle of civilization and of democracy. There is an old saying; 'Even the ancient Greek...' illustrating how Greece has influenced modern man in many different ways. Warriors, demagogues, athletes, scientists, philosophers, poets, playwrights - the ancient Greeks had many strings on their lyre. You have probably read many of the myths; part history, part fiction. Heracles, Bellerophon, Agamemnon and Clytaimnestra in Mycenae, Helen of Troy, Achilleus and Ajax, Iason and Medea, Theseus and the Minotaur, Orfeus and Euridice, Oedipus of Thebes, Socrates and Platon, Archimedes - real or mythical persons, who have in many different ways influenced our litterature and our science. This is where they all lived, loved, fought and died - Ancient Greece.&lt;br /&gt;
This large zone, 800 rooms big, is mostly a grid, a 'travel zone', which can be regarded as a map over Greece. And it holds the entrances to many of the 'real' zones. However, this 'map' is inhabited with Gods and mortals, beasts and mythical creatures, some peaceful, some aggressive. So don't stray too far off the main track or the more densely populated areas in Argolis, Attica and Boetia, if you want to be reasonably safe from robbers and predators.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Aegean Sea ====&lt;br /&gt;
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Many great seafarers have traversed the Aegean Sea. Among the more famous were Jason and the Argonauts, setting out to capture the Golden Fleece; Theseus and Pirithoos, roving adventurers; the Achean fleet, setting out to conquer Troy under the leadership of Agamemnon; home-turning heroes like Odysseus, returning to Ithaka after the siege, and also some of the defeated Trojans like Aneas, who was looking for a new home and found it in Rome. All these famous heroes have sailed in these waters, and also innumerable others, who shall remain nameless. Because during the antique period the sea was the main route of communication, full of perils, but still faster and safer than traveling over land.&lt;br /&gt;
This zone is a travel zone, a 500 room large grid, which will connect you to Crete, the Greek Mainland and the Cyclades Archipelago, Asia Minor with Troy and the land of the Amazons, Macedonia and Thrace in the north, and all the Islands along the coasts. It is not a 'safe' travel zone however, sharks and other large sea creatures may attack and overturn a small boat, so it is best traversed by ship. You will find a small fleet of ships gathered at the cape of Aulis, and the fastest way to get there is by finding the right Time Trap in Old Carthage. Unless of course you want to do it the hard way, and sail there on your own.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Greek Cities I ====&lt;br /&gt;
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Some of the cities of Peleponnesos in antique times come to life in this zone.&lt;br /&gt;
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- Olympia, where the Olympiad was born, and where the Games are held each fourth year. A prospering city, rich from all the visitors for the Games.&lt;br /&gt;
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- Pisa, the small neighbour city, envious of the prosperity of Olympia, but with a great history of its own. Pelops, who gave his name to the entire peninsula, lived, died and was buried in this city.&lt;br /&gt;
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- Argos, ruled by a tyrant, and with a dark past. Its history is a part of the blood feud between Atreus and Thyestes, sons of Pelops.&lt;br /&gt;
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- Tiryns, the city of Heracles, dedicated to the name of the great Hero, and making a hefty profit from exploiting it to Time Tourists.&lt;br /&gt;
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Olympia and Pisa are situated in the west part of Peloponnesos, Argos and Tiryns in the east.&lt;br /&gt;
More Greek cities are in planning: Sparta, Mycenae, Athens, Thebes and Delphi.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Mount Olympus ====&lt;br /&gt;
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The Greek Gods were infamous for their adultery, temper tantrums, jealousy and vindictiveness. In fact, the Greek Mythology is like one endless Soap Opera - or even worse, because the Gods, with their immortal powers had options that few mortals enjoy. One of the most notorious was the King of the Olymp, Zeus himself, who had innumerable affairs with different women. He used to pursue them in different disguises; a bull, a swan, a cloud, a fire flame, a shower of gold... And then his jealous spouse, Hera, in turn used to pursue his mistresses and their offspring relentlessly...&lt;br /&gt;
Mount Olympus is where most of the Gods live in comfort and luxury, dining on Nectar and Ambrosia, plotting and scheming, quarrelling and having love affairs.&lt;br /&gt;
Those of you that know Shartrance also know that she is the right person to do justice to a scenario like this.&lt;br /&gt;
You will find the entrance to Mount Olympus in the Northeastern parts of the Greek Mainland, the region known as Pieria. &lt;br /&gt;
When the zone is completed, that is.&lt;br /&gt;
If you see Shartrance around, remind her of it.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Mediterranean Sea ====&lt;br /&gt;
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All in all the Mediterranean Sea Grid with its groups of islands now contains ca 1300 rooms. Most of the islands can be entered and are smaller or larger zones of their own, an additional 400 rooms.&lt;br /&gt;
The grid may be expanded westwards later, as the known world grows.&lt;br /&gt;
For now the sea Grid consists of the following parts:&lt;br /&gt;
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North Aegean Sea	(North Sporades)	(400 Rooms - level 50-60)&lt;br /&gt;
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Southwest Aegean Sea	(Cyclades)	(120 rooms - level 10-20)&lt;br /&gt;
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Southeast Aegean Sea	(South Sporades)	(105 rooms - level 50-60)&lt;br /&gt;
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Ionian Sea	(Ionian Islands)	(300 rooms - level 40-60)&lt;br /&gt;
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East Central Mediterranean Sea	(Crete)	(185 rooms - level 30-50)&lt;br /&gt;
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East Mediterranean Sea	(Cyprus)	(200 rooms - level 50-60)&lt;br /&gt;
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West Mediterranean Sea	(The Odyssey)	(200 rooms - level 40-60)&lt;br /&gt;
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The entire sea grid is accessible with ships. There are 33 ships available in different locations along the Greek coast, most of them outside Aulis. And an additional 25 are located in harbours around the South Sporades, with Carpathos as the centre point.&lt;br /&gt;
As a general rule the sea is a rather dangerous place, with roaming flocks of sharks, so using a ship when venturing outside the shallow coastal waters is highly recommended.&lt;br /&gt;
Small parts of the sea (the Cyclades and the central sea between Crete and Carthage) are also guarded by the Sacred Shield of Thetis, making these parts reasonably safe from the most aggressives shark flocks.&lt;br /&gt;
If you venture outside the safe parts in a small boat - prepare to die!&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Carthage Bay ====&lt;br /&gt;
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Situated in the northeast part of the Archeological Excavation Camp of Old Carthage is Carthage Bay, a large bay sheltered by a coral reef - and a fence. The archeologists of Old Carthage have decided that they need some help from the visitors in their work, since the native workers have started to desert the Camp in superstitious fear of the Timetraps. So, Time Tourists are allowed to search for artifacts in the Bay. And if you find all the parts of an old item and turn them in to the right expert, you will be well rewarded.&lt;br /&gt;
And if you succeed in assembling them yourself, you'll be even better rewarded. Carthage Bay probably has the best fishing waters in the Realms, with plenty of easy and non-aggressive fish and other sea creatures to hunt. And since the bay is secured from large and aggressive sharks by a fence, many Time Tourists go there just for the safe and abundant fishing.&lt;br /&gt;
For the Questor, this is a very good place to get adjusted to the way questing usually works in 4D. The zone has all the tricks and treats of the high level zones, but without the dangers.&lt;br /&gt;
And it has these features to a much higher degree. While in a hard Quest zone you might have to search around 50 rooms before you find anything interesting, in Carthage Bay there is something hidden in almost every room. But HIDDEN is of course the key word, don't expect the pieces to lie out in the open.&lt;br /&gt;
You'll find the entrance to Carthage Bay if you go all north and then follow the fence east in Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Aegean Islands ====&lt;br /&gt;
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There are 4 Main Island Groups in the Aegean Sea:&lt;br /&gt;
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- The Cyclades (which form zone 6P called Greek Archipelago).&lt;br /&gt;
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- The North Sporades, with the islands Euboea, Sciathus, Parapethus and Scyros.&lt;br /&gt;
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- The Thracian Archipelago, with the islands Thasos, Imbros, Lemnos, Tenedos, the somewhat isolated island Lesbos and the peninsula Athos.&lt;br /&gt;
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- The South Sporades or Dodecanese, with the islands Chios, Samos, Icaria, Calydnos, Calymne, Lebinthos, Astypalea, Cos, Anaphe, Nisyrus, Syme, Carpathos and Rhodes.&lt;br /&gt;
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- And far to the east in the Mediterranean Sea lies the isolated island Cyprus.&lt;br /&gt;
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Trading is abundant in all the Greek islands, and almost every island has some valuable asset that can be traded somewhere else. It is possible to travel among the islands in a small boat, but if you leave the coastal waters or the archipelagos a ship is recommended, due to the flocks of sharks. Apart from the perils of the sea, most of the islands are comparatively safe, as long as you don't break the peace yourself. The exceptions from this rule are Tenedos, where a guerilla war is raging, and Icaria, which is possessed by pirates.&lt;br /&gt;
The enterprising Trader would be advised to start out on Carpathos, northeast of Crete, where you can get access to Sea Charts and Trading Charts.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Ali Baba's Cave ====&lt;br /&gt;
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You have probably heard about Ali Baba and the 40 thieves, and the hidden cave with all the legendary treasures they collected on their raids to the Sultan's palace. Now is your chance to find out if these legends are true.&lt;br /&gt;
Of course, you need to get through the desert to find the cave first...&lt;br /&gt;
And then figure out how to get into the cave...&lt;br /&gt;
But that shouldn't be too hard for a smart guy like you.&lt;br /&gt;
This zone is mainly for those who just left the Newbie zones, and are looking for something a bit more challenging, but still not too hard. It was created by one of the Helpers, so it has some easy quests, designed to teach you some of the things that are special for this Mud. Things like listening, smelling, looking behind and under things and so on...&lt;br /&gt;
You will find the zone just east of the Gate that leads to the Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Arabian Desert ====&lt;br /&gt;
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This is the link between Europe, Africa and the Orient. Situated east of Egypt, this vast and arid desert is a dangerous place, and most people crossing it prefer to travel in groups or caravans. The heat alone could kill you, but there are also raiders, poisonous snakes, locust and other plagues. And yet people manage to live in this desert, nomad tribes, living in tents made of Oryx hide. There are a few oasises, where you can find shadow and water. And also there are some tales of a mysterious forest in the heart of the desert.&lt;br /&gt;
Is it just a mirage? Is it the confused ramblings of exhausted travelers on the verge of heat stroke? What is the truth about the mysterious forest?&lt;br /&gt;
You can enter this desert from the southeast corner of the Mediterranean Sea.&lt;br /&gt;
Or from the time trap in the northernmost excavation trench on West Path in Old Carthage.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Land of Punt ====&lt;br /&gt;
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The legendary Land of Punt... This is the place where Queen Hatshepsut sent her famous expedition that brought exotic and rare treasures back to Egypt.&lt;br /&gt;
Since then others have followed in her footsteps, but few have returned. The way to Punt is long and full of perils, and once there you might find that the land itself is equally perilous. Even though the natives are mostly friendly, you'll have to deal with the large animals of the jungle and the savannah - lions, leopards, elephants, giraffes, not to mention several breeds of poisonous snakes... And if you think that the jungle is perilous, this is nothing compared to the limestone caves that you will find in another part of Punt. There are also mythical creatures, of which even the natives speak with fear and awe, like the Dzunkwa, who is said to feed on small children.&lt;br /&gt;
And still many people find it worth while braving the hardships and perils, just for the exotic treasures and the trading opportunities. To find the Land of Punt, you need to travel up the Nile, past the Land of Kush and the swamp where the pygmies live. But if you expect to have any success in trading with the natives, you'd better learn the language or find some kind of translating device that works.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Upper Nile ====&lt;br /&gt;
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While the Lower Nile flows broad and lazy through a fertile cultivated valley, the Upper Nile has a different character. The current is swifter, the river is much narrower, and the surrounding landscape, with the exception of a narrow green basin along the river shores, is much harsher. Through a long part of its course, the Upper Nile flows through the vast and inhospitable Sahara desert, where not many life forms can survive. But along the river basin civilization has developed, and the cities, temples and graveyards of Kush are just as amazing as those of Egypt.&lt;br /&gt;
Situated along the upper Nile are also the famous temples of Philae and Abu Simbel, which were erected by the Egyptians.&lt;br /&gt;
There are six cataracts between Aswan and Khartoum, and these make sailing more difficult, since you have to drag the ships past the rapids. At Khartoum the Nile splits in two arms, one emanating from the Abyssinian highlands, the other from the steaming jungles and swamps of Central Africa. And somewhere along its course you'll find the legendary Land of Punt.&lt;br /&gt;
The Upper Nile is mainly a Travel zone, which connects Egypt with the Land of Kush, and beyond that the legendary Land of Punt, but it also has its own challenges and quests. Above all it is a Trading zone, and you'll find Trading Markets in several places along its course. And if you are headed for Punt, it might be a good idea to keep your eyes and ears open along the way, because both the Egyptians and the Kushites seem fascinated by that country. To get to the Upper Nile zone you need to travel upstream from the estuary, through the lower Nile and past Aswan.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Desert of Wawat ====&lt;br /&gt;
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The northern parts of the vast Sahara desert is known as Wawat, or Lower Kush. It is an arid, desolate country, where only a few nomad tribes can survive with their herds. No wonder that the Egyptians mostly refer to Kush as 'The wretched Lands'. But Wawat also has a very strategic location, and several goldmines.&lt;br /&gt;
The Egyptians and the Kushites constantly fight for power over the territory, although the two countries officially are at peace and have close and frequent trading contacts.&lt;br /&gt;
Wawat is also a place that attracts archaeologists, because of the many nomad graves, and because of the treasures lost by caravans and other travellers that have perished in the sand and the heat.&lt;br /&gt;
This 200 room grid zone should be a good levelling place for reasonably strong players, because it has the unique feature of loading mobs that are adapted to your level and tier when you enter 6 special rooms.&lt;br /&gt;
It also has several quests, some pretty easy, some very hard. Helping the nomad people of Wawat could be one vocation, but you might instead prefer to assist the Egyptian garrisons in the forts along the Nile.&lt;br /&gt;
The Desert of Wawat is situated at the northern part of the Upper Nile, between Aswan and Kerma.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Land of Kush ====&lt;br /&gt;
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Few people know about it today, but the civilization in Kush, which is also known as Nubia, is the oldest one in Africa, and just as advanced as that of ancient Egypt. There are in fact more pyramids in the Land of Kush than you can find in all Egypt. Names like Kerma, Napata, Meroe and Khartoum are well known to both travellers and historians.&lt;br /&gt;
Religion and the belief in a Life after Death was as important to the Kushites as to the Egyptians, and they shared many of the deities. The Kushites were known for their exquisite handicraft, in particular pottery, patterned cloth and bronze weapons. But most of the artwork was created as grave goods, and was buried in the tombs to make life on the other side easier for the dead.&lt;br /&gt;
The main city, Kerma, is actually two cities, where The City of the Dead is a mirror of The City of the Living. At Napata, where the Kings of Kerma are crowned and buried, you'll find not only the large burial ground of Nuri, but also the famous mountain Gebel Barkal, with its row of temples hewn into the rock proper.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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=== The Medieval Dimension ===&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Olde_Yorke_City|Olde Yorke]] || Molly || 250 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Tournament_Place|Tournament Place]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Robber_Baron_Castle|Robber Baron Castle II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Sherwood_Forest_and_Nottingham_City|Sherwood Forest]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Viking_Ship_and_Green_Fen_Village|Viking Ship]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Pirate_Galley|Pirate Galley]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Convent_and_Nunnery|Convent and Nunnery]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Camelot_and_Durmandle|Camelot]] || Molly || 190 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Castle_of_Mirkheim|Castle of Mirkheim]] || Lanseril || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Elven_Forest|Elven Forest]] || Malfeasor/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-45) || [[#Metropolis_of_the_Elves|Metropolis of the Elves]] || Fallacy/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Sanctuary_Haze|Sanctuary Haze]] || Kelixa/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_High_Mountains_and_the_Tower_of_Rapunzel|Tower of Rapunzel]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Troll_Forest|Troll Forest]] || Zsijn || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Osten_Ard|Osten Ard]] || Moonstar/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Ice_Castle|Ice Palace]] || Niketh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Winter|Mount Winter]] || Kristen/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Temple_of_the_Damned|The Temple of the Damned]] || Nicoli/Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dun-Shivaar|Dun-Shivaar]] || Remington || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Serf_Village|The Serf Village]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Township_of_Odessin|The Township of Odessin]] || Crystal || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-60) || [[#The_Lostlands|The Lostlands]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Fenezia|Fenezia]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#A_Rip_in_Time|A Rip in Time]] || Crystal || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mother_Goose|Mother Goose]] || Shartrance || 180 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Midlands|The Midlands]] || Soulstar || 150 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dragon_Island|Dragon Island]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Enchanted_Lands|Enchanted Lands]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#City_of_the_Tulipek|City of the Tulipek]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(45-50) || [[#Mount_Kuromeru|Mount Kuromeru]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Citadel_of_Thandar|The Citadel of Thandar]] || Durgan || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Town_of_Ta-Beneth|The Town of Ta-Beneth]] || Durgan || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Dragon_Caves|The Dragon Caves]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Royal_Forest|The Royal Forest]] || Alabastor || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-40) || [[#The_NightDragon_Realms|The NightDragon Realms]] || Kvetch || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Land_of_Avalon|The Land of Avalon]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-150) || [[#The_Mountain_Village_of_Gelindril|The Village of Gelindril]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Flying_Fortress|The Flying Fortress]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dragon_Forest|The Dragon Forest]] || Angel/Kvetch || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==== Olde Yorke City ====&lt;br /&gt;
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This large town with narrow and winding streets is the first that meets you when you take the Time Warp to the Medieval Dimension. Surrounded by its broad moat and protecting town wall, guarded by archers from the ten defence towers, the City of Olde Yorke is the natural centre of the blooming eastern parts of medieval England. Here you will find shops, banks, Inns and Pubs, to fulfil all your needs, here also the Administration and Law of the Eastern Realms is situated in the impressive Town Hall. And the Cathedral is said to be the largest and most beautiful in all England. You will be quite safe in this city as long as you don't break the peace. But if you do - beware of the Cityguards...&lt;br /&gt;
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==== The Tournament Place ====&lt;br /&gt;
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Situated just east of Olde Yorke, the Tournament Arena offers the most popular form of divertissement during Medieval time. Almost every day the gallant knights of the country encounter each other in mortal combat or playful joust in this Arena, while the nobles of the country watch the games from the gallery, and the peasants and sundry mill and throng outside the fence to catch a glimpse of their favourite knight. The first Sunday of every month the famous &amp;quot;Knight of the Month&amp;quot; Tournament is held, to decide who is the most powerful knight of the Realms. If you want to measure your strength against other players without registering as PKiller, you can go one step down from the center of this arena, to the Gladiator Pit, where you can fight without risking to lose your corpse or get a KILLER Flag. You could also go to the &amp;quot;Arena&amp;quot; of 4 Dimensions, another place where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;Pkiller&amp;quot; or not. You need an imm to start the Arena, whereas the much smaller Gladiator Pit is accessable at all time.&lt;br /&gt;
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==== The Robber Baron Castle ====&lt;br /&gt;
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The Robber Barons are the disgrace of feudal England. Oppressing and abusing their unfortunate tenants, ambushing innocent travellers, taking hostages and claiming enormous ransoms from their poor relatives, they gather their illegitimate riches, always expanding their powers to add more land and properties to their already enormous domains. The walls of their castles are thick and impenetrable, the dungeons deep and dark - he who dares enter this castle does so at his own peril. You will find the Robber Baron's castle in the eastern Realms, just east of the Tournament Place.&lt;br /&gt;
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==== Sherwood Forest and Nottingham City ====&lt;br /&gt;
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The Road to Nottingham passes through the infamous Sherwood Forest, where Robin Hood and his merry men defy the Law of feudal England. As soon as you leave the comparatively safe road and venture into the woods, a green-coated archer may lurch behind every tree. You may risk your purse, if not your life, when you enter this forest, and it isn't necessarily the green-coats that present the greatest peril. The Sheriff's men have been known to attack innocent travellers too. But if you make it safely to the small town of Nottingham, some of the best shops in the territory await you there. Sherwood Forest is situated in the eastern Realms, east of the Tournament Place and the Robber Baron's castle. Just follow Tournament Road, Dirt Road and Nottingham Road, and you will soon be there.&lt;br /&gt;
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==== The Viking Ship and Green Fen Village ====&lt;br /&gt;
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The rough and uncouth warriors from the distant Northern countries regard the eastern coast of England as their own private playground. Every year a Viking Ship hits the lush and marshy coast near the small village Green Fen. But while the farmers of the coastal area complain bitterly about the ravaging Vikings, the resourceful villagers have adjusted to the situation.&lt;br /&gt;
Green Fen has developed from a poor fisherman's village, to a prospering Tourist Centre, offering the visiting Vikings all sorts of accommodation and services - mostly in the form of licensed houses (the Vikings like to hit the booze between battles). To find Green Fen, just follow the road leading eastwards from Olde Yorke until you reach the east coast.&lt;br /&gt;
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==== Pirate Galley ====&lt;br /&gt;
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If The Vikings are a pain in the butt to the coastal inhabitants, the Pirates from the Mediterranean sea are an even worse plague. In a small, natural harbour on the east coast a Pirate Galley Ship is hiding, while the crew raids the neighbourhood. Having gathered priceless treasures in several countries before arriving at this remote coast, the Galley Ship presents a rich prize for an enterprising adventurer, who has the timing of hitting it while the main part of the crew is ashore looting the countryside.&lt;br /&gt;
The easiest way to find the Pirate galley might be to follow the river Tain north- and eastwards from the bridge of Nottingham, and then go north at the estuary.&lt;br /&gt;
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==== The Convent and Nunnery ====&lt;br /&gt;
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Surrounded by impenetrable high walls, the adjacent Monastery and Nunnery present a sanctuary as well as a challenge. Somewhere inside those walls a very powerful item has been hidden - hidden so well that so far nobody has succeeded in finding it. The two convent orders share the same church - and as the attentive explorer will discover, they also have a lot of other things in common. In fact there are more secret passages between those two convents than you would ever dream of. Oh well, even monks and nuns are entitled to some fun, aren't they? The twin Convents are situated just northeast of the Tournament Place in the Eastern Realms.&lt;br /&gt;
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==== Camelot and Durmandle ====&lt;br /&gt;
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The West Trade Road that leads from Olde Yorke To Camelot is long and full of perils. But once you get your first glimpse of that golden citadel from the rolling hills east of Durmandle, you realise that the road is well worth travelling. Don't forget to actually LOOK at the castle, to behold its true grandeur. The gallant knights of King Arthur's Round Table await you there. And further west, past the Crystal Mountains and the elven forests maybe a ship will be waiting one day at Land's End, to take you to new and unexplored continents...&lt;br /&gt;
You will find Camelot far off in the Western realms,but beware! - Only the truly good are allowed to enter Camelot Castle.&lt;br /&gt;
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==== Castle of Mirkheim ====&lt;br /&gt;
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West of Olde Yorke loom the Svalich woods, dark and dangerous. And hidden in these dark woods sits the even darker castle of Mirkheim. The rumour has it, that the inhabitants of that castle are all vampires. And very few of those that dared enter this castle of death ever came out alive again. But those that did, tell about a rich loot, that made up for the perils and horrors of this infamous castle. If you are strong enough and brave enough to defy the dangers, maybe you'll even encounter and defeat the dreaded Lord Mirkheim himself.&lt;br /&gt;
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==== The Elven Forest ====&lt;br /&gt;
&lt;br /&gt;
Even though most of the elves have left England by now, there still are some elven strongholds far off in the western parts of the country. This majestic Beech forest may look like an ordinary wood to those that are not attentive of their surroundings. But high over the ground, in the dense and mysterious crowns of the trees, there is a secret world of its own, where the elves lead their lives hidden from all human eyes. To get to the elven countries, just follow West Trade Road past Durmandle. But if you dare enter it - beware! The elves object to intrusion and they are aggressive and formidable warriors when riled. And finding the key to their Realms might not be so easy...&lt;br /&gt;
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==== Metropolis of the Elves ====&lt;br /&gt;
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In the northern parts of the Elven Forests, the lucky wanderer may find the secret portal, which will take him to the hidden and almost forgotten Metropolis of the Elves. The very few that have found the way to this grand city speak with awe of the many mysterious and powerful items you can find in the shops of this magnificent metropolis. Here also the great elven Poet Taliesin resides, a man known and respected by bards all over the country for his sonnets. You might want to join in the yearly Poet Contest, where Bards from every part of the land congregate to test their skills with the feather pen against each other.&lt;br /&gt;
But once again - take care... The elves are not particularly fond of visitors of foreign races, and natural enemies like Dwarves and Drows they may attack on sight.&lt;br /&gt;
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==== Sanctuary Haze ====&lt;br /&gt;
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Under the floor of the magnificent Yorke Cathedral lies a secret world of its own. Dark and mysterious crypts await you, an eerie and dark graveyard, haunted by the ghosts of long time gone inhabitants of a once grand and luxurious manor. In this world of darkness all your worst nightmares may spring into reality and the fiends and imaginations of some sick and feverish mind spring to life to plague and torture your body and soul. Enter this dark world, and you may loose your own mind...&lt;br /&gt;
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==== The High Mountains and the Tower of Rapunzel ====&lt;br /&gt;
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North of Olde Yorke some high and perilous mountains tower over the plains. The north Trade Road passes through those mountains, but the merchants using it tend to stick together in large caravans, and make the passage as quickly as possible, for fear of the wolves and highway robbers that infest those desolate places. So even if many of the travellers wonder about the high, lonely tower, that you can discern from the distance, not many have dared to explore it. And very few of those that did have lived to tell the story. For there IS a story about that old tower - and a secret. And there are treasures beyond your imagination to win for anybody who succeeds to solve the mystery of the Tower of Rapunzel...&lt;br /&gt;
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==== Troll Forest ====&lt;br /&gt;
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This is a pretty nasty zone, designed by one of our strongest and most evil players to be a challenge to all the best characters in the game. You should not even THINK of going there if you are below level 50. And even at that level, trying to mess with the one called Jaih would probably give you nothing but grief. And if you think Jaih is a tough cookie - try the Dreadlord...&lt;br /&gt;
Perhaps you think the equipment is worth all the effort and dangers? Well, in the Troll Forest you might very likely ending up LOSING all your equipment, instead of gaining it. And the perils in Dunshade Manors ar no less.&lt;br /&gt;
You will find the entrance to this zone somewhere along the West Trade Road, near the Halfway House. But be warned: This is not a zone for the weak or craven or feeble-minded.&lt;br /&gt;
Watch out for Jaih - and the deathtraps...&lt;br /&gt;
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==== Osten Ard ====&lt;br /&gt;
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The realms of Osten Ard are large, and many adventures await a visitor to this distant part of Old England. In the city of Hayholt a struggle between good and evil goes on, after the good King John died. On the surface all may seem calm and peaceful, but in the deep and dark dungeons and mines underneath the castle dark forces rule. West of the little city of Hayholt lies the Aldehorte Forest, where the proud and beautiful Sithi people reside, and if you choose to travel eastwards you will pass a small Troll Village, the Keep of Naglimund and eventually reach the cold and desolate country around the StormSpike, where the evil Norns reside.&lt;br /&gt;
The legends say that a Stranger will save the City of Hayholt in its greatest hour of need. Perhaps you are that stranger?&lt;br /&gt;
To get to Osten Ard you must travel northwards from Olde Yorke, past the High Mountains and the Gypsy Camp.&lt;br /&gt;
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==== The Ice Castle ====&lt;br /&gt;
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Way up north in the Northern realms, where the snow never melts, you will find this magnificent castle, built entirely of snow and ice. Here reside King Lachdanan and Queen Adia, guarded by Snowman Guards and ruling a land of eternal winter. Their hearts are as cold and cruel as ice too, and they show little mercy to any travellers that break the peace in their ice cold domains. But still warm love and hot feelings exist in this land of eternal cold and snow, an unexpected romance between a poor and humble poet and the richest and most powerful woman in the Realms.&lt;br /&gt;
You will find the road leading north to this castle in the eastern part of Osten Ard past the City of Hayholt and the Keep of Naglimund, so even getting here will take some effort.&lt;br /&gt;
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==== Mount Winter ====&lt;br /&gt;
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A gigantic mountain, covered with eternal snow, towers ominously over the town of Winterville. In spite of the always present threat of avalanches, the citicens of this small town spend their lives quite happily, skating on the icerink and making a good profit from selling supplies to those that come here with the sole purpose of climbing that high mountain. Maybe you are one of those brave mountaineers too? If so, beware, the paths leading up the mountain are icy and treacherous - one false step and you are a gonner...&lt;br /&gt;
And what if you meet Big Foot up there?&lt;br /&gt;
You will find this mountain in the Northern realms, east and north of Osten Ard, and north of the large forest where the Ice Castle is situated.&lt;br /&gt;
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==== Temple of the Damned ====&lt;br /&gt;
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Buried deep in unfamiliar woods lies an unknown entrance to a long-forgotten temple of a legendary cult, once known for its vile and horrific human sacrifices. Ancient tomes that have long ago fallen to dust, once spoke about an evilness that lives - nay thrives - upon the evil of all creatures.&lt;br /&gt;
Innumerable adventurers have lost their souls trying in vain to rid the realm of this evil presence. Ever-growing, ever-feeding upon evil deeds and thoughts, this temple will continue spreading its influence till all creatures submit... or die. Be forewarned: None who have entered has ever returned from where upon they left. You will find the entrance to this temple in the dark and dangerous Svalich Woods.&lt;br /&gt;
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==== Dun-Shivaar ====&lt;br /&gt;
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Once this was a great and prosperous merchant city, famous for its Elf &amp;quot;Academet&amp;quot; and its grand Park of the Golden Bunny. But lately some dark and mysterious curse seems to have crept in on the city, draining the life and willpower from its citizens, spreading like the black plague in wider and wider circles. Already travellers are avoiding the city, giving it a wide berth rather than entering the tall gates. Already rumours and strange tales are being spread in taverns and inns all over the Eastern Realms. Few people dare visit Dun-Shivaar today - even fewer return from the visit to tell their story. The city is still there, at the end of the trail leading south through Sherwood Forest. But only the strongest and bravest - or the most foolhardy? - travel there now, in search of the vast treasures that also are said to be found there. And since few ever return, maybe the time soon will come, when Dun-Shivaar sinks into total oblivion?&lt;br /&gt;
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==== The Serf Village ====&lt;br /&gt;
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In a small miserable village the serfs lead their miserable lives, crammed into small ramshackle huts, working 18 hours a day to keep starvation from the door. The serf village is situated south of the Tournament Place, among small and meagre fields, yielding sparse crops of barley, oats and potatoes. A curious detail that a visitor can observe is, that almost all the serf children show an amazing likeness to the Robber Baron Rudolf von Dummkopf, who resides in the large castle nearby. This is due to a medieval custom called 'Droit de Seigneur', which means that the feudal lord has the right to the first night with any young woman among his tenants. In fact the Baron is the father of every single child in that village - except one. And as for that child, there is a secret about his heritage, a scandal that might rock the walls of another great castle once it gets known...&lt;br /&gt;
To get to the Serf village follow River Walk west of the Tournament Place southwards. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== The Township of Odessin ====&lt;br /&gt;
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The zone contains not only the Town of Odessin with its famous shops, but the surrounding countryside as well, with large forests and trackless swamps, haunted by trolls and dark fiends. There is a built-in quest, where you can earn tokens. There is some rather special equip, and no less than four artifacts - if only you can find them. To get to this zone, just follow the Southern Trade Route, from the south gates of Olde Yorke. Some dangers may await you along that road, but they are nothing compared to the perils that you will encounter in the Realms of Odessin - where the name of Alacaurde, the Evil incarnated, is still vividly alive, although he himself is dead...&lt;br /&gt;
Or is he really...? And, if you get to the Keep of Odessin, watch out for Mistress Lydia, the Demoniac. Rumour has it that her tastes are twisted and peculiar, and you might end up as the latest victim of her pleasure...&lt;br /&gt;
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==== The Lostlands ====&lt;br /&gt;
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South of the little fishing village Green Fen on the east coast of old England lies the vast and trackless swamp, locally known as the Lostlands. The name has two meanings. The villagers believe that the souls of sailors perished at sea have drifted in with the wind and are now lost for ever in the dense mists that perpetually cover the swamp. Some people even believe that the mists are FORMED by all those unhappy souls, trapped for ever by a strong spell that prevents them from crossing the river Main to the north. But there is another and more sinister meaning of the name too. Very few people who enter that swamp are ever heard of again. Stories are told about the monstrous swamp goblins and trolls that roam the area, and of their lust for human blood. Stories are told about the ghosts, who also yearn to suck the blood of the living in an attempt to acquire some of that warmth and life for themselves. And often during still nights bloodcurdling screams can be heard from inside the dense mists...&lt;br /&gt;
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==== Fenizia ====&lt;br /&gt;
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The legendary Fenizia, the City of Light and Darkness, is also known as the city of the Poison and the Dagger. It is ruled by six families of nobles, each of them at each other's throat. Superficially it is a city of beauty, with stately palaces lining picturesque canals. But if you are able to penetrate below the bland tourist surface, you will find many a dark secret. Most people visit Fenizia just to view the sights and to acquire the poisons and antidotes available there. But Fenizia is so much more. It's a city full of plots and revenge and murder and hired assassins.&lt;br /&gt;
It is a place where you could just as easily lose your life as your purse.&lt;br /&gt;
So if you really want to know Fenizia, you must dig a lot deeper. You must listen at doors and look under beds and behind paintings, in the search for secret passages and hidden caches. You must use all five senses, and maybe a sixth sense would not be out of place, if you want to unravel all the mysteries of this grand City.&lt;br /&gt;
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==== A Rip In Time ====&lt;br /&gt;
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This area has the feeling of Scotland in the ancient times, but there is also a mystery edge to it. No less than seven castles awaits you to be explored in the vast and perilous Highlands, each with its own mysteries and challenges. Travel the Sea of Illusions and fight against mythical sea monsters - maybe even the legendary Loch Ness monster might find its way here through secret, underground rivers. Take a ferry ride to the mainland and wander the highlands, battling the aggressive creatures that inhabit them. Seek out the castle of riddles and try to solve the puzzles there.&lt;br /&gt;
Or you can soar among the clouds with the creatures of the air and go shopping in a small town located in the sky. You will of course need wings to go there, but those will be provided, if you keep your eyes open.&lt;br /&gt;
Witchcraft rules in the Highlands, but the witches are not all evil, some of them you might find rather helpful - or at least the potions they brew will be.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mother Goose ====&lt;br /&gt;
&lt;br /&gt;
This is the story of Snow White and the Seven Dwarves, but told like you have never heard that story being told before. Actually the zone contains 7 stories, one for each of the dwarves. In this zone you will learn some new things about Little Red Riding Hood and the Big Bad Wolf, about the Beauty and the Beast, Cinderella and Prince Charming, and some other well known story book characters. But don't expect these tales to be anywhere near those that your mother used to tell you. This version of the good old Mother Goose Bedtime Stories is definitely not for children. You will get lost in dungeons and forests, learn why Happy is so uncommonly happy, find out if Bashful is really as shy as he looks, and hopefully help a few separated couples to get back together - that is IF you are able to solve the pretty nasty problems that Shartrance put in the way of True Love. You will find the entrance to this zone in the Library of Olde Yorke. (The Adult Department). And remember that you have to be above 18 to enter that Department. This story is definitely not for kids!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Midlands ====&lt;br /&gt;
&lt;br /&gt;
There is a dark threat looming over the Realms. Some evil force is sucking all the magic out of the World into the Underworld. The people in Midlands are worried - even the first Wizard is at a loss about what to do. Maybe you could help? While traveling over the Midlands you'll meet many perils, but also ordinary, friendly people in need of help. The main Quest of this zone is of course to save the World! But you may find that this won't be an easy task. Not much is what it seems to be in this zone. There are many wicked secrets and surprises, so you'll have to watch your step. This is not the place for the weak - or the slow-witted. The rewards may also be great... But remember - illusions can be deadly!&lt;br /&gt;
You will find the entrance to the Midlands somewhere near the Halfway House on West Trade Road - at least that is what the rumour says...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dragon Island ====&lt;br /&gt;
&lt;br /&gt;
On the eastern coast of old England lies this small island, where the Dragons still rule. In fact the Mayor and the citizens of the small city known as Grumville are really worried that one day the dragons will invade the city and kill all the inhabitants. The city is strongly fortified, but will that really help against flying dragons? The Mayor might ask you for help to defend the city, by finding an object of protection that was lost long ago. But to find this object you must pass the Unforgiving Forest, and venture into the Realms controlled by the dragons. Maybe even enter the dreaded Dragon Tower. Of course - as everybody knows, dragons like to collect treasures of gold and jewels, so it might well be worth your time.&lt;br /&gt;
You will find the Dragon Island near the village Green Fen, outside the estuary of the River Tain, on the east coast.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Enchanted Lands ====&lt;br /&gt;
&lt;br /&gt;
More than five centuries ago the Lands of Shetreleigh were sealed off, after a great and evil peril had been warded off. Now these once grand lands lie almost deserted, although the observant adventurer might discover traces of civilizations long lost, and battles once fought. But there is still hope.&lt;br /&gt;
Though the defenders all perished - well at least ALMOST all - a small group of their descendants has lately returned, mainly to find out what happened to their ancestors, and how the even greater threat still lurking might be averted. The final battle has yet to come. Perhaps with your help the good forces might finally triumph over the evil that lurks beyound Mount Kuromeru.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== City of the Tulipek ====&lt;br /&gt;
&lt;br /&gt;
Hidden high and deep in the trees of the Mystical Rainforest lies a village of free, powerful fairy people called the Tulipek. Turned tiny, you fly through the village harmoniously in the trees. Shops and homes lie both inside and on platforms built around the gigantic rainforest trees. Fairies of all colors whisk about you, leaving trails of musty light. Meet Sentries, the rainbow family, and the wise ancient elders of Floreidellis.&lt;br /&gt;
It is peaceful and enchanted, but a sickly tree infested with mysterious rainforest insects threatens the village. What is causing this sudden menace?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mount Kuromeru ====&lt;br /&gt;
&lt;br /&gt;
Dare you enter the rift that stands between you and the barrier before the sinister Black Mountain? Indescribable fiendish creatures prepare for battle against all that exists in this world. The threat of Shetreleigh attempts to be unleashed again, waiting for the entire shield to drop.&lt;br /&gt;
Atop the mountain of pure shadow stands a tall black tower - The Tower of Abyss, named for the bottomless Abyss that surrounds it, a pit of eternal anguish. The tower reaches high into the red storm clouds, many floors of trick and temptation. Do not be too anxious to enter, a safer road must be available. Find the secret of the shield, the cause of the rift within it, and perhaps you could be the destined mortal to at last avenge the scourge of the Enchanted Lands.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Citadel of Thandar ====&lt;br /&gt;
&lt;br /&gt;
South of Yorke, somewhere in the Dwarven Mountains, lies one of the doorways into the deep Dwarven mines and the shining citadel known as Thandar. The dwarves welcome the other races with open arms, except for those cursed dark elves, whose city is even further underground. Many of the citizens of Thandar need a little help with some problems and you might get the chance to try your hand at some underground mushroom farming - that is, if the Cook doesn't discover your trespassing and throws you out.&lt;br /&gt;
And it's the King's birthday too, so make sure and get him something he'll like. Oh, and watch out for that dragon, he's a might bit upset right now...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Town of Ta-Beneth ====&lt;br /&gt;
&lt;br /&gt;
The Town of Ta-Beneth is the home of evil folk known as dark elves. They glory in their vile ways and serve a lich queen who worships a dark Goddess. The town is at war with the Citadel of Thandar, whose goody-goody ways run counter to everything the dark elves believe in.&lt;br /&gt;
But someone has stole the deck of Tarot cards, a very magical source of power, from the Seer of Ta-Beneth. The vile thieves have seperated the deck and hidden each card in a secret place. Finding the cards is only half the battle, for not even the Seer herself can put them back into a whole deck.&lt;br /&gt;
To get to the new zone you need to find the hidden entrance, somewhere in the dwarven tunnels. If you have trouble in finding it, a visit to the girl who runs the New Age Shop in Pleasure Planet might be of assistance. Just don't ask me how. These seers and witches have their own mysterious ways...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Dragon Caves ====&lt;br /&gt;
&lt;br /&gt;
Somewhere far out in the Sea of Illusions that flows through the Rip in Time is an island where dragons go to rest. There is a warren of tunnels and caves that riddle the ground under the mountain that covers the entire island. Dragon guardians, an elite group of highly skilled warriors, patrol the caves and watch over the dragons while they sleep. The dragons come in many colors, but only one size, HUGE, each with its own set of unique magic or skills. There are rumors that the scales of some of the dragons can be used to enhance mortal items... but rumor is all it is, since so few who go into the caves ever come back out.&lt;br /&gt;
This area is only meant for the strongest of Time Travellers that have defeated the toughest of creatures found throughout the 4 Dimensions.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Royal Forest ====&lt;br /&gt;
&lt;br /&gt;
The Royal Forest, situated northeast of Olde Yorke, is surrounded by a high wall, to keep the King's deer and sheep that graze there in, and predators and trespassers out. Unfortunately some vermin have been able to slip in anyhow, through cracks in the walls, and there even are rumours about a band of robbers using the forest as a base. The King graciously allows the citizens of Olde Yorke to enter the forest and even forage for berries and nuts, as long as they leave the deer alone and donate to the upkeep of the forest.&lt;br /&gt;
This is a nice hunting ground for new players, who can also help the Game Warden by killing some pests. There's also a mystery about a missing Warden that you might be able to solve, to great advantage for yourself.&lt;br /&gt;
You will find the entrance to this forest at the intersection of North and East Wall Road, just outside the walls of Olde Yorke. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== NightDragon Realms ====&lt;br /&gt;
&lt;br /&gt;
For centuries the Kobolds and Goblins of the NightDragon realms have been at war. Their blood-soaked battlefield can't take any more. Traverse in the caves of the kobold, or check out the village of the goblins, either way you'll have to go through centuries of war on the battlefield. To get to the NightDragon Realms, head south on South Trade road just past the Dwarven mountains by Golden Bridge Inn.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Land of Avalon ====&lt;br /&gt;
&lt;br /&gt;
Avalon is the mysterious land where King Arthur's sword Excalibur was forged.&lt;br /&gt;
For many years the path there has been lost to mankind. The Fairies and Pixies that inhabit the land, have concealed the entrance in swirling mists.&lt;br /&gt;
By now most people have forgotten that the Land of Avalon even existed.&lt;br /&gt;
Only the Druids remember, since Avalon is their home Land.&lt;br /&gt;
Maybe this is just as well. Because although Fairies and Pixies can be very entertaining, they also can be extremely annoying. Sometimes their main purpose in life seems to be to annoy humans.&lt;br /&gt;
But this cannot be all there is to it. In fact, when someone makes a lot of precautions to hide something, it usually means that they have something valuable to hide.&lt;br /&gt;
If you really want to seek out the Land of Avalon, you should perhaps start at the old Cairn, southeast of Durmandle. Some of the locals claim that this is the entrance to Avalon.&lt;br /&gt;
Of course most of the locals also claim that the cairn is haunted and avoid it like the plague. Especially at midnight, and when the moon is full...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Mountain Village of Gelindril ====&lt;br /&gt;
&lt;br /&gt;
A secluded mountain village, where the old Dane blood still runs cold and fierce. A place for hunters and loggers to call home, and a place for the hearty adventurer to test their limits.&lt;br /&gt;
A great evil has befallen the proud people of Gelindril, to a degree so great that it has almost brought them to their knees. And now they need a hero to their rescue more than ever before.&lt;br /&gt;
You will find the entrance to this village somewhere on the West Trade Road, near the Halfway House. It may be a bit hard to locate, so you might have to search a bit for it. Just as well. This is not a zone for the young or weak.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Flying Fortress ====&lt;br /&gt;
&lt;br /&gt;
This is a place where great darkness and horror take place to a truly frightening degree. Long damp corridors, teaming with palatable evil, prove to be a true test to any brave soul that might test their fate, and seek out the source of all things unholy there, so that the head of the snake might be severed... For good.&lt;br /&gt;
The Flying Fortress is said to have been sighted somewhere west of Olde Yorke, and is advancing slowly, while threatening all life in its way.&lt;br /&gt;
At present the village of Gellindril is under attack, and you need to help the villagers and gain their trust, if you want a way to enter the Flying Fortress and join the battle between Good and Evil.&lt;br /&gt;
But don't expect that battle to be won easily. Better bring some of your strongest friends...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Dragon Forest ====&lt;br /&gt;
&lt;br /&gt;
The Dragon Forest is a beautiful and peaceful place, where the majestic dragons have found a safe haven to raise their young and hide from the rest of the world. But all of that peace came at a price, a price that was paid many years ago in the battle that became known as the Dragon Wars. It was a time when Dragons and Dragon Slayers fought for their lives on an immense Battle Field.&lt;br /&gt;
There is a way to get back to those times and perhaps this time you can help in the Dragon's fight for survival and become part of their lore. Or perhaps you would like to change the history and fight with the Slayers to remove the Dragons from the realms.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Old West Dimension ===&lt;br /&gt;
&lt;br /&gt;
In 2014 Molly did a major update of the Old West Dimension. Introducing Tradepoints, more quests and three new zones.&lt;br /&gt;
&lt;br /&gt;
But also three new features:&lt;br /&gt;
- Ranching (Raise, drive and sell your own herd of animals on the Cattle Market)&lt;br /&gt;
&lt;br /&gt;
- Trapping (Trap and skin animals, trade skins in the Hudson's Bay Trading Posts)&lt;br /&gt;
&lt;br /&gt;
- Goldpanning and Prospecting (can now be done in many places all over the west)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Dodge_City|Dodge City]] || Ladyhawk/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Range|The Range]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Legend|Legend]] || Kalliste and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Gold_Mine|The Gold Mine]] || Persuter || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#Pueblo|Pueblo]] || Liathia || (not finished)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Hole_In_The_Wall|Hole In The Wall]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Prairie|The Prairie]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Tombstone|Tombstone]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dirt_Farm|The Dirt Farm]] || Hugh/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Westward_HO!|Westward Ho!]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Llano_Estacado|Llano Estacado]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Dry_Gulch_II|Dry Gulch II]] || Nave/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Buffalo_Bill's_Great_Circus|Buffalo Bill's Circus]] || Gilgamesh || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Racecourse|The Racecourse]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_mine|The mine]] || Molly &amp;amp; Mordecai || 1000 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Ranch|The 4D Ranch]] || Molly &amp;amp; Rynald || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Fort_Sutter_and_Sutter's_Mill|Fort Sutter and Mills]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Sutter's_Mine,_Coloma_River_Valley,_California|Sutter's Mines]] || Solana || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_California_and_Sacramento_Trails|The California Trails]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#San_Francisco_Harbour|San Francisco Harbour]] || Solana || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Victorian_England|Victorian England]] || Amber || 230 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#In_The_Wild|In The Wild]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Railway|The Railroad]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dodge City ====&lt;br /&gt;
&lt;br /&gt;
This is the centre town of the Old West Dimension. In this typical western cattle town you will find the usual population of cowboys, cattle barons, shopkeepers, saloon girls, rustlers and drunkards. You will also find the usual supply of shops, saloons and other accommodations. The Sheriff in town, the legendary Matt Dillon, has a hard time keeping pace with the outlaw gangs, that seem to regard the local Bank as their private enterprise. From Dodge City a railway will take you to most of the western areas and towns.&lt;br /&gt;
To get to Dodge City, just go to the Time Guardian and say &amp;quot;Old West&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Range ====&lt;br /&gt;
&lt;br /&gt;
In this rich grazing land there is a range war going on. Two large cattle barons, Mr. Greenhorne and Mr. Tinhorne, fight not only each other, but the small homesteaders and farmers in the neighbourhood as well. Much blood has been spilled already, homes have been burnt and gunmen from large parts of the West flock to the Powder River County to earn a fast buck on their gun. But the teenaged offspring of the rivalling ranchers have their own tastes and preferances. Young Love doesn't heed parentage or blood feuds, so there are several &amp;quot;Romeo and Juliet&amp;quot; affairs complicating life for the older generation. If you wish to join in the gunfights you can get there by going west from Dodge City - or, if you are lazy, just take the train and get off at the first watering place.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Legend ====&lt;br /&gt;
&lt;br /&gt;
This small mining town owes its existence not only to the railway but to the silver mines that were discovered north of the once very insignificant settlement. Now it has grown to a flourishing mining town and the owner of the silver mines has earned a small fortune and lives in luxury in a large and vulgar mansion, built from imported Italian Carrara marble. Needless to say the miners, who risk their health and lives extracting the ore from the mines, lead a life in poverty and squalor. Legend is the first real station on the railway between Dodge City and Tombstone.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Gold Mine ====&lt;br /&gt;
&lt;br /&gt;
The gold rush of 1849 was followed by many others, in different places and at different times, but all fueled by poor laborers who saw a chance to get rich.&lt;br /&gt;
Most of these gold rushes occurred in the West, whether in California or Alaska, and mostly around the foothills of mountains. This mine is a typical successful gold mine, with about twenty to thirty miners, a cook, a foreman, a few dogs, and a lot of gold. It is deep in the outback, and these men are survivalists, who will do anything to protect their gold from thieves, even killing them... ESPECIALLY killing them... To get to this mine either follow the trail westwards from Dodge City, or if you want to do it the easy way; take the train in Dodge and get off it at the watering place in the hills (this will be the next stop after Legend).&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Pueblo ====&lt;br /&gt;
&lt;br /&gt;
This mountain town is not yet finished.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Hole In The Wall ====&lt;br /&gt;
&lt;br /&gt;
In the wild and distant mountains west of Powder River County lies the famous stronghold of the outlaws, the Hole in the Wall. This remote valley can only be entered by a narrow and well guarded ravine, and men of the Law rarely venture in this direction. If you get off the railroad at the deserted watering place in these mountains, you do so at your own peril.&lt;br /&gt;
Butch Cassidy and the Sundance Kid and other members of the Wild Bunch are not men to be trifled with, and even though the pretty Etta Place and Laura Bullion might welcome some company in the lonely huts, they too know how to handle a gun.&lt;br /&gt;
If you REALLY wish to visit these outlaws, get off the train when it stops to fill water after Pueblo.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Prairie ====&lt;br /&gt;
&lt;br /&gt;
In this remote and wild part of the country, which is traversed by the Dodge City - Tombstone railway, two rivalling Indian tribes live their parallel lives, hunting buffalo and deer and fighting each other. The Apaches and the Comanches are both equestrian folks, superb riders and daring and skilled fighters on horseback. The tribes are natural enemies, and an Apache can rarely encounter a Comanche on the prairie without a fight breaking loose.&lt;br /&gt;
However, they have a common and much more dangerous enemy - the White Man...&lt;br /&gt;
So if you chose to get off the train where it stops to fill water on the prairie, be prepared for some fighting.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Tombstone ====&lt;br /&gt;
&lt;br /&gt;
Situated at the far south-east end of the railway, this Arizona outback town is the last frontier of civilisation. The veneer of civilisation is very thin however, the main part of the population consisting of outlaws, prospectors and rustlers. The Citizen's Committee have engaged the famous Wyatt Earp to clean up in town, and the Official Marshal, John Behan, who generally sides with the local Mafia, the Clanton Gang, isn't too happy about this situation. Nor are the Clantons - the Gunfight at O. K. Corral isn't far away. And with crack shots like the Earp brothers and Doc Holiday on one side of that fight, the local cemetery Boot Hill is likely to get some more inhabitants.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Dirt Farm ====&lt;br /&gt;
&lt;br /&gt;
Directly east of Dodge City lies this small dirt farm. The road leading to it is not without its perils. And some might think that a small dirt farm isn't really worth the visit, only those who think so will be mistaken.&lt;br /&gt;
This is not one of those ordinary dirt farms. Somehere inside it a rift in the Time Warp will throw you from the nineteenth century right into the twentieth. The farm may still look very much the same - the pigs wallowing in the mud are just as dirty. But somehow there is a difference all the same. And it's not just the television set in the living room. Maybe this is also why some of the stuff you'll find in this farm is better than you'd have expected from the humble surroundings?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Westward HO! ====&lt;br /&gt;
&lt;br /&gt;
Westward ho! is the call of the Wagon Master, as the covered wagons set out on their long journey to the Promised Land. And westwards is where this trail is going to take you, along with all the other hopeful adventurers.&lt;br /&gt;
The trail, known as the Peacemaker Trail, is leading from Dodge City in the east to Tombstone in the west, connecting all the Western zones along the route. It will be a rough and dangerous journey, the dangers increasing as you get further west - and further away from civilization. You are going to encounter wild animals, outlaws and savage Indians, gamblers, cowpunchers, gold-diggers and gunslingers, but also honest and hardworking farmers, trappers and prospectors. At times you may think that you lost the trail, in the wilderness, but there will always be a way to pick it up again. The journey will be a lot safer if you join a wagon train and go in one of the covered wagons called prairie ship. The safest way of all would of course be to go by train - but wouldn't it be a pity to miss all the adventures?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Llano Estacado ====&lt;br /&gt;
&lt;br /&gt;
This desert is not for the weak or the craven. The sun alone can kill you if you move along during daytime. And even if many desert animals are small, an astonishing amount are poisonous too. Then of course there are the Indians, fierce warriors, who guard the Holy Land of their ancestors.&lt;br /&gt;
And last but not least you'll have to deal with the bands of outlaws that pester this desert on the border between Mexico and Arizona. Many have ventured into Llano Estacado only to find their grave out there. They say there are treasures to be found in the burning sand, perhaps treasures buried by dying men. But to find those treasures you first need to find your way through the desert. And that may not ne so easy, since the stakes that gave the desert its name perpetually get moved by robber bands or indians, to lead the travelers astray. Beware! Once you enter the desert it may be hard to get out, so bring plenty of water and food along. They say that Llano Estacado separates the boys from the men...&lt;br /&gt;
You will find the entrance to this desert in the Badlands east of Tombstone.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch II ====&lt;br /&gt;
&lt;br /&gt;
Situated off the beaten track in the northern parts of Powder Valley, there is little distinguishing Dry Gulch from dozens of other cattle towns strewn all over the grazing lands. It has the usual population of thirsty cowboys and ranch-owners, saloon girls, gamblers and badmen. It hasn't got a railroad station, so the cattle have to be driven from here to the track, far off to the south. But the grazing is good here, and some gold has been found in the nearby hills to the southwest. There is a new Gold-miners' Office opened in town. It even has a small newspaper of its own. The town is prospering in spite of the drought. It has been months since it last rained in Dry Gulch...&lt;br /&gt;
To get to this outback town, follow the dirt road from Dodge City until you pass the BAR-X Ranch to the north. Just after the ranch turn north at the road crossing, and you will be there in a few hundred miles.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Buffalo Bill's Great Circus ====&lt;br /&gt;
&lt;br /&gt;
Don't you love the Circus too? The sawdust, the acrobats, the animals - and the clowns...&lt;br /&gt;
So join the crowd at the ticket lines, buy some goodies before the show starts, find your seat in the great circus tent. The band strikes up and there they all are. The Fat Lady, the Strongest Man on Earth, the elephants, the horses, the monkeys - and the clowns...&lt;br /&gt;
This zone was built by a Jester so you can expect some jokes and surprises.&lt;br /&gt;
The circus is touring about a bit, so it might be in any of the bigger cities of the Old West. But its main home base is Dodge City, where it can be found at the south end of Main Street.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Racecourse ====&lt;br /&gt;
&lt;br /&gt;
This is not a common hack'n'slash area, where you hunt and kill mobs.&lt;br /&gt;
Like the Arena it's a zone for personal contests, to test your skills against other players. But what you test in the Race Course is not your skill as a fighter, but as a rider.&lt;br /&gt;
3-10 players can take part in each race. It is a cross country track, 9300 meters long, and with 12 hurdles that you have to jump.&lt;br /&gt;
Easy, you think? Perhaps not quite as easy as it might seem. Quite a few have ended up flying over the neck of a refusing horse, or jumping the fence by mistake, to end up in the inner field.&lt;br /&gt;
And there are stories going around the Realms about the Ghost at the 11th Hurdle, a horse that once got killed there...&lt;br /&gt;
You need an imm and a minimum of three contestants to start a race, but you can always ride around the race to train by yourself.&lt;br /&gt;
The races will be held regularly and there will be a Challenge Cup in the Hall of Fame, where the winners of each Racing season will have their names engraved.&lt;br /&gt;
You'll find the Racecourse north of where the Timewarp lands you in Dodge.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Mine ====&lt;br /&gt;
&lt;br /&gt;
This is the zone that becomes exactly what you yourself make it to be.&lt;br /&gt;
The tunnels are all there already, but they get connected by the players tunneling. You can mine for gold or metal ore, search for jewel deposits in the wall and maybe, if you are lucky, you will one day find the Dwarven Treasury, or mine right into the caves of Moria, where the legendary sword Orcrist can be found - the sword that develops...&lt;br /&gt;
To start a Mine you need to find a room with any of the following words in the Room Name: rock, sand, earth, stone, mine, soft, hard, cave.&lt;br /&gt;
You also need a Mining TOOL; a shovel or a pickaxe - or both.&lt;br /&gt;
You can buy basic mining equipment in the Mining Shop at the already existing Gold Mine in Old West Dimension. Later you'll find several sub-terranean shops in the Mine itself. Type help mine_index for a list of all Mine helpfiles.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Ranch ====&lt;br /&gt;
&lt;br /&gt;
Did you ever want to be a cowboy? Guard the herds on the range in the moonshine, round up the steers and mustangs and drive them to the cattle market, where beef and hide fetches a good price... Thanks to our humping cows, this can now be a profitable pastime. We've opened a zone south of Dodge City, where prospective homesteaders can set up their own ranch. There are some predators roaming the range, so to get a good result you should fence your area in, and clear it from vermin. Then you can just let nature take its course. The animals will breed freely, and your herds will grow from day to day. You can sell them in Tombstone where the price is good, or slaughter them yourself for the meat and the raw materials you use for different handicraft skills. Hides, fleece and wool can be worked into clothes and armor. The cows also yield milk, which you'll be needing for some of the cooking recipes.&lt;br /&gt;
You can find info about ranching and herding the animals in The Rancher's Manual, sold by the Trading Posts, and also from posters on the north and east fence.&lt;br /&gt;
More info about all this is in the Trader's Office near Recall.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fort Sutter and Sutter's Mill ====&lt;br /&gt;
&lt;br /&gt;
GOLD DISCOVERED IN CALIFORNIA!&lt;br /&gt;
Go West Young Man! Go West... and keep on going till you hit the Coloma River Valley (otherwise known as Sacramento today) in California. They say you can literally pick the gold up off the streets there, and plentiful to be had in any riverbed, stream and hill!&lt;br /&gt;
Situated off the old California and Sacramento Trails, the Fort is Sutter's pride, a hub of bustling activity. Up north off the rivers in the mountains, he operates a functioning lumber mill and grist mill at the mining town of Coloma. Maybe if you ask right, someone might even teach you to pan for gold!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Sutter's Mine, Coloma River Valley, California ====&lt;br /&gt;
&lt;br /&gt;
For the determined moneygrubber -cough- more entrepreneurial spirit, I hear that Sutter set him up some mines up further in the mountains above the Coloma mining town! But beware... while the mines can be extremely lucrative and rewarding, they are chock full of danger... Mining hazards are not uncommon, among them gas pockets, collapses, claim jumpers and explosions... you will most likely find them there! But if you persevere, the reward you can reap will be more than worth the thrill and danger within!&lt;br /&gt;
So whatcha waitin' fer? Get off your tookus, get yer gear together and get ya a horse and head on out!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The California and Sacramento Trails ====&lt;br /&gt;
&lt;br /&gt;
Long and arduous is the overland track to California. Travelers have their choice of routes. They can either traverse the Sacramento Trail on foot or via stage from Tombstone, which passes through the hot Sonora Desert and Death Valley. Alternatively, they can take the northern route on the California Trail from Pueblo, which passes by Salt Lake City and cuts through the high, cold Sierra Nevada Mountains and onto the famed Donner's Pass.&lt;br /&gt;
Either way, the trip is long and tiring and is best to stock up on supplies and lots of water... you're not likely to find much along the way - at least none that would be safe to drink!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== San Francisco Harbour ====&lt;br /&gt;
&lt;br /&gt;
Since gold was discovered in California the entire world seems to be traveling there. Not only the hopeful golddiggers, but also all the enterprising people who plan to relieve them of some of their gold. More people actually get rich on selling supplies and tools to the golddiggers than the average golddiggers do themselves.&lt;br /&gt;
Shiploads of supplies arrive every day, and by now the San Francisco harbour has developed into a real hub for seafarers, and is bustling with life.&lt;br /&gt;
Unfortunately many of the ships never reach their intended destination. Storms, currents and the dreaded Bermuda Triangle take their toll. Some think that the Bermuda Triangle is another of these parts of the world that is positively riddled with Timetraps. But to the seasoned Time traveler, this is no big deal.&lt;br /&gt;
As long as you arrive SOMEWHERE, who cares if you suddenly find yourself in Medieval England or ancient Greece instead of the 19th century harbour you set out for?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Victorian England ====&lt;br /&gt;
&lt;br /&gt;
Step back in time to Victorian England, a city living in the shadow of a killer.&lt;br /&gt;
It's London 1888 and a monster known only as the Ripper is on the loose. Women are being slaughtered by this cold blooded killer and the citizens are depending on the famous detective Sherlock Holmes to bring him to justice. Along with Sherlock, meet other famous (or infamous) Victorian characters, Sweeney Todd, Mary Shelley, Dr Jekyll and Mr Hyde amongst them.&lt;br /&gt;
Visit the horrors of a Victorian mental asylum, encounter the problems of being female in a society where women are treated as inferior to men, or stroll on down to Hyde Park and just chill out with your sweetheart on a rug beneath a tree. To enter this zone you can take a steamship from the Harbour of San Francisco. Or you might prefer a shortcut through the hologram version of Madame Tussaud's Wax Cabinet in the FutureMall, where you might be able to find a Timetrap in some of the Tableaux. So.... grab your nanny goat, put on your titfer and use some spit and polish on those yabba-dabba-doo's. Get your khyber pass on over to London and become part of the greatest mystery never to be solved!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== In The Wild ====&lt;br /&gt;
&lt;br /&gt;
East of the Range and south of Legend city lies a relatively untouched wilderness. The east part consists of an open hilly landscape, while the west part is covered by a dense forest. The animal life is rich and varied, and both hunters and trappers frequent this area in their search for game. But this wilderness is not completely untouched. The railway between Dodge City and Tombstone cuts through it like an open wound. And since gold has recently been discovered in the little creek that winds its way through the forest, it has been invaded by golddiggers, who have set up camp beside the creek.&lt;br /&gt;
There is another camp in the forest too, inhabited by a group of Chinese, who former worked as navvies on the railroad and in the Legend Mines.&lt;br /&gt;
But mostly this 400 room zone is populated by animals of all kinds. For those that like collecting tokens and tradepoints, it offers many new possibilities, with the new features; trapping, skinning, goldpanning and prospecting.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Railway ====&lt;br /&gt;
&lt;br /&gt;
It has taken many years to complete the railway between Dodge City and Tombstone, and many lives have been spilled during the hard and risky contruction work in trackless wilderness.&lt;br /&gt;
Many of the navvies were imported from China, as cheap labour, and after the project was finished, they found themselves stranded in a foreign land, where they had no rights and few friends. But the Chinese are an industrious people, and even though they are not allowed to own land, they have spread all over the west, always finding a way, not just to survive, but to prosper.&lt;br /&gt;
From the flat, grassy cattle land around Dodge, through the vast forests, over the great mountain range, and down into the wide prairie and badlands around Tombstone, runs the seemingly endless steal track. And with the railway came an equally endless stream of adventurers, fortune hunters, riff raff and scum, taking advantage of the new easy transportation from east to west.&lt;br /&gt;
Others prefer to walk the stretch, finding the railway track a safer and simpler path to follow, than venturing through the wilderness without visible directions. But beware! Even though the railway may seem safe, since it is avoided by most animals, you always run the risk of being run over by a train.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions ===&lt;br /&gt;
&lt;br /&gt;
The Future Dimension is based on a large space grid, about 25000 rooms. In some places the grid is 3-dimensional. From this main grid you reach the different planets and spaceships, which are the actual zones.&lt;br /&gt;
You cannot enter Outer Space without a spacesuit, because the lack of air will kill you in a few seconds. To move about in this vast universe, you also need either a spacebike or a spaceship. And even within a spaceship, it's better to keep the spacesuit on, in case the ship is damaged by a meteorite.&lt;br /&gt;
There are several sectors or planet systems, smaller grids that you reach by going down or up from the main grid, in total 800 more grid rooms. Also there are some space stations and spaceships in orbit, or drifting, abandoned.&lt;br /&gt;
Most of the areas in the Future Dimension can be reached by public Space Shuttles or Transporter from the Main Space Port. Here you can also usually buy a spacebike or 'borrow' a spaceship, if you want to explore Outer Space on your own. The best ships can be found on other planets however.&lt;br /&gt;
The Orientation Room, east of where you enter the Main Spaceport, will teach you all that you need about using the spaceships and navigating in open space. It is recommended that you check out the computer in that room, before venturing into space on your own, because there are numerous risks out there. (The main ones being the Suns, which will burn you to a crisp, if you fly your ship into one).&lt;br /&gt;
Some locations, like the Alpha Centauri Planets and the Intergalactic Trading Centers can only be reached using an individual spaceship or a spacebike. Some of the bigger Planets, like Pleasure Planet and Poon, also consist of several zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Utopia|Utopia]] || Snowbird and Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Future_Golf_Course|Future Golf Course]] || Kenneth/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(35-50) || [[#Android_Punk_Concert|Android Punk Concert]] || Kalsan/Sonya || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Star Wars]] || Palpatine/Sonya || 210 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-10) || [[#Star_Wars|Planet Endor]] || Palpatine/Sonya ||30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(12-50) || [[#Star_Wars|Planet Dagobah]] || Palpatine/Sonya || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-50) || [[#Star_Wars|Planet Tattoine]] || Palpatine/Sonya || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Star_Wars|Planet Hoth]] || Palpatine/Sonya || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Death Star]] || Palpatine/Sonya || 140 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Necromunda|Necromunda II]] || Slaanesh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Spaceship_Titanic|Spaceship Titanic]] || Persuter || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Little_Italy|Little Italy]] || Darkwolf and Annie || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Queltorian_Sector_(former_known_as_Outer_Space)|Queltorian Sector]] || Darkwolf || 130 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Space_Harbour|The Space Harbour]] || Palpatine || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Park|Jurassic Park]] || Drake || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Pleasure_Planet|Pleasure Planet]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#New_Goznemia|New Goznemia]] || MaccabiTa || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Down_Under|Down Under]] || Cali || 220 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Terramort|Terramort]] || Martin || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Outback|The Outback]] || Cali || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Outer_Space_Grid|Outer Space Grid]] || Kalten || 2500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Corellian_Sector_Grid|Corellian Sector Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Earth_Atmosphere_Grid|Earth Atmosphere Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Alpha_Centauri_Grid|Alpha Centauri Grid]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Alpha Centauri Planets]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Planet Lovenbroy]] || Molly || 35 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Slunch]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Yalc]] || Molly || 40 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Alpha_Centauri_Planets|Planet Yudore]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Asteroid 95739-A]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Alpha_Centauri_Planets|Space Utilities]] || Molly || 45 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Planet_Poon|Planet Poon]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Planet_Poon|Poon Towers]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#Planet_Poon|Poon Ocean]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Planet_Poon|Poon Underwater]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Quixotica|Quixotica]] || Sonya || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Cosmo_Canyon|Cosmo Canyon]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Game_Grid|The Game Grid]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Ocean|Jurassic Ocean]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Planet_Reptilia|Planet Reptilia]] || Gilthoniel || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Orbiter|The Orbiter]] || Durgan || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-70) || [[#The_Dark_Planet|The Dark Planet]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Planet_Whotvar|The Planet Whotvar]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Whotvar_II|Whotvar II]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Spaceport_Mall|The Spaceport Mall]] || Sonya and Katriel || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Quix_II|Quix II]] || Sonya and Kita || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Fun_Fair|The Fun Fair]] || Gilgamesh, Molly and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Killer_Klowns|Killer Klowns]] || Alabastor, Diandra and Jaros || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Utopia ====&lt;br /&gt;
&lt;br /&gt;
This large and very wonderful city is the centre of New Earth in the year of 3050. It is a vast and fantastic city, where you can have almost all your wishes fulfilled. Under the firm and enlightened rule of the beloved Leader, Big Brother, Utopia prospers and expands. The shops are well stocked, the hotels and restaurants are the best in known Universe. The streets and parks are clean and safe and everybody is happy as hell - or...? There seems to be a discord here somewhere. Maybe it is the bureaucracy, that seems to have grown out of hand? Maybe it's the taxes, that really ARE a bit high?&lt;br /&gt;
Or maybe it is something else... some deeper and more sinister rot...?&lt;br /&gt;
&lt;br /&gt;
The Spaceship &amp;quot;UTOPIA'S PERFECTION&amp;quot; in Bay 1 on level 1 in the Space Harbour will take you to this magnificent and wondrous city.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Future Golf Course ====&lt;br /&gt;
&lt;br /&gt;
Isn't it fantastic how some things persist? The game of golf is said to have been invented by a bored Neanderthal man, who started hitting a round stone with a stick. And here you are, in the year of 3012, and there STILL is a golf course around! Of course all the caddies - and even some of the players - are androids from the Android Factory. And of course Man, who is always resourceful and inventive, has created a few ingenious means of assistance.&lt;br /&gt;
But basically the game is the same, only so much better. Didn't you always want a built-in corrector for your unfortunate hook? Well, here you can buy some useful things at the pro shop...&lt;br /&gt;
The space shuttle &amp;quot;Nine Iron&amp;quot; in Bay 2 on level 1 in the Space Harbour will take you to the part of the &amp;quot;Pleasure Planet&amp;quot; where you can get yourself a good old-fashioned game of golf.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Android Punk Concert ====&lt;br /&gt;
&lt;br /&gt;
They say androids are almost in every way impossible to separate from humans. They look, talk and act like humans. They even have the same interests in games, music and other pastimes. Of course, the android music taste tends to be a bit nostalgic, going back to the late nineties, when the first androids were created at the newly started Android Factory. So here the NOFX Punk Band of 1998 has been recreated in the year of 3012. The members of the band are all androids and so is most of the audience. Regretful to say, the android teenagers are not a bit better than some human adolescents. They act in a really immature way, shooting drugs, picking fights and generally being a nuisance. So this concert could be a deadly experience...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the &amp;quot;Pleasure Planet&amp;quot; and the Android Punk Concert.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Star Wars ====&lt;br /&gt;
&lt;br /&gt;
Join the Star Wars between the Empire and the Rebels! Search for the wise Master Yoda on the swamp planet Dagobah, to get the knowledge of how to become a Jedi Knight. Visit the cute Ewoks on the planet of Endor, or travel to the desert planet Tatooine, where Boba Fett awaits you, trapped in the cave guarded by the monstrous tentacles of sarlacc. Or try to rescue Princess Leia from her cruel fate, imprisoned by the monstrous Jabba the Hutt, who forces her to dance before him with the other unfortunate slaves.&lt;br /&gt;
And - if you are strong enough and dedicated enough - you may venture to the Death Star, where Darth Vader, the leader of the evil Jedi Knights, awaits you and young Luke Skywalker, who is the leader of the bright forces in this future World. And May the Force be with you! - You are going to need it!&lt;br /&gt;
Your journey starts at Bay 4 on level 2 in the Space Harbour, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Necromunda ====&lt;br /&gt;
&lt;br /&gt;
After the apocalypse in 2509 Arconia was inhabitable for many years. The only way to survive was in hermetically closed cities under glass domes, where the atmosphere could be cleansed from radioactive particles and poisonous gas in special filters. Necromunda is one of those artificial towns, on the verge of extinction. It's a closed and confined world, and a hard and merciless world too, where the struggle for survival is what fills most of the time for its inhabitants. Still - there are some compensations. The shops of Necromunda have some of the best weapons in Universe, and there is also the universal famous Library of Necromunda. In it you can find books that give the background to Necromunda's foundation, and the dark threat that is still hanging over it - the Demonic Hordes, the Chaos Lords...&lt;br /&gt;
The space-shuttle &amp;quot;Chaos Lords&amp;quot; in Bay 5 on level 2 of the Space Port will take you to this domed - and doomed - city.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Spaceship Titanic ====&lt;br /&gt;
&lt;br /&gt;
Drifting helplessly in outer space is this giant wreck of a spaceship, once the pride of the Cartesian space fleet, offering immense luxury to its passengers, now just a dead shell. Most of the levels are decompressed, and almost all life is extinct, except for the giant rats and other mutant creatures, that now present a threat to unsuspecting visitors. Some of the maintenance robots and androids are still working though - so watch out if you enter the Command Central. And some of the robots may be malfunctioning too - after all, what can you expect from a mere machine, after centuries and centuries without any care and maintenance?&lt;br /&gt;
The Space shuttle Explorer in Bay 7 on level 2 of the Space Port might take you to this ship, that is if you pay the captain enough for his trouble.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Little Italy ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Pleasure Planet&amp;quot; is a small asteroid covered with a transparent dome to maintain a breathable atmosphere. This is the place where all space crews go to seek recreation and entertainment between the space voyages.&lt;br /&gt;
And since most spacemen for some reason like to wallow in Nostalgia, large areas of this asteroid have been recreated to resemble Old Earth in time periods long gone. So if you enter the Video Game Arcade on Nostalgia Street, you can indulge in a game that will send you back to the Mafia period of the 1930s, when the Mob were ruling the city and there was a speakeasy in almost every corner. USA during the Prohibition was a place of crime abundant, so expect to find some major trouble here. This is also the home territory of the Sicilian Clan, who tend to regard this city as their private territory. Only lately some competition has arrived - Don Meatballa, a rivalling Mafia Don with ambitions. All is set for a small Gangster war, in best Mafia traditions.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the Pleasure Planet and Little Italy.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Queltorian Sector (former known as Outer Space) ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have spacesuit, will travel&amp;quot;... This is the zone for all of you who think that regular space voyages are for sissies. This is the REAL thing, the endless Outer Space, with all its grandeur, majesty, perils and adventure. Of course you may have to steal a spacesuit in the Service Bay of the Space Port to get there, but since when did little details like that stop any resourceful adventurer? And once out there - the possibilities are almost endless. And so are the dangers. If you manage to stay clear of the dreaded BLACK HOLES there are several planets and asteroids waiting to be explored. And even if the spaceship that's drifting deserted in outer space seems quite a bit damaged, the driving devices are still intact and so is the central computer...&lt;br /&gt;
The ROGER YOUNG TRANSPORT 23 will take you there from the Central Space Harbor, for a modest fee.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Space Harbour ====&lt;br /&gt;
&lt;br /&gt;
This is where you start your journey into Outer Space. The Centerpoint Space Harbour on Old Earth has public space shuttles to most of the planet systems, except for the most remote parts of the Galaxy. It also has a small port for private space traffic, with a hangar, a maintenance room for spacecraft and above all a Briefing Room, where you can get all necessary information for trying your luck as your own space pilot. It also holds facilities such as the Esper Guild, the Space Bank and Palpatine's Bar. And the Wide Blue Yonder Bar, reserved for Roleplayers, is the main hangout for the infamous gossip journalist, known to the world only as Tabloid.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Jurassic Park ====&lt;br /&gt;
&lt;br /&gt;
You have no doubt heard about Jurassic Park, that grand and exciting experiment in gene manipulation, which presented the Star attraction on the Pleasure Planet; a large and exciting Dinosaur Park open to visitors and one of the most popular Holiday destinations. Protected by super-reinforced steel cars the visitors could travel safely through the park, regarding the majestic Brontosaurus bathing in the sea, or the frightening Tyrannosaurus Rex on its hunt for prey. It was a thrilling experience, although totally without danger for the visitors, due to the extensive safety precautions.&lt;br /&gt;
And yet something went wrong. You have no doubt heard all about that too, since the media were filled with it for weeks after the disaster. Jurassic Park is still there. The Dinosaurs are still there. But no visitors go there any more, unless they are very foolish - or foolhardy...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Pleasure Planet ====&lt;br /&gt;
&lt;br /&gt;
This small world, built on an asteroid without any natural atmosphere, has been created for two reasons only. The official reason is to offer all visitors and tourists a really good time, regardless of their tastes and preferences. The Pleasure Planet has something for everybody. But the more important - and secret - reason is for the owners to make as big a profit as possible. So everything on the Pleasure Planet is appallingly expensive. The Authorities claim that this is necessary, due to the high price of transporting supplies with hyperdrive spaceships, and the high maintenance cost of the airtight domes that are necessary to keep a breathable atmosphere. They may have a point there, but nevertheless they still make a good buck for themselves. The tourists all seem pretty much happy however. Only... Lately there has been some rumors. There is... something ... in the sewers of the asteroid, something that shouldn't really be there. Some mutant perhaps. Anyway, if you go there, better stay out of the sewers and stick to the Pleasure Quarters. Come to think about it, maybe better stay out of the east parts of Pleasure City too...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to this Asteroid. Have a fun time!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== New Goznemia ====&lt;br /&gt;
&lt;br /&gt;
The City of Gold and Lead should be perfect for players between level 30 and 40 and can probably be played from level 20 up, if you have decent equipment. It has a great storyline, and I am sure you'll all want to help those unfortunate young humans held enslaved by an alien and cruel race. Especially since these aliens really look repulsive - three eyes, three legs and three tentacles. YUK!&lt;br /&gt;
As you probably already figured out, it is a Future zone, and you will find the space shuttle taking you to it in Docking Bay 8, fourth level of The Space Harbour. Oh - and by the way, maybe it would be a good idea to be a bit careful about watching TV so much in the future, eh? Considering this was the way those Aliens enslaved the human youths of that city in the first place...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Down Under ====&lt;br /&gt;
&lt;br /&gt;
Ever been to Australia? This zone will take you there - not to present day Australia, but to what it may look like in a not-so-far future...&lt;br /&gt;
This is the funniest zone I have seen for a long time, and the Builder, Cali, won the Builder of the Month award for it.&lt;br /&gt;
But I have to warn you, this is a hard one. And I don't mean hard just in the sense of tough mobs, it's tricky too. You won't be able to get through this zone by brawn alone, you've got to - *gasp* - use your brain too!&lt;br /&gt;
Sure you can have some fun, kill a few tourists and punks, maybe even fall into the odd DT, but to get to the REAL cool, kinky stuff that I know y'all yearn for, you will have to solve quite a few puzzles.&lt;br /&gt;
Yeah, it sucks doesn't it? And I guess you all know just how devious and evil Cali can be...&lt;br /&gt;
So take the jet from level 4 in the Spaceport, have fun and be sure not to miss the Mardi Grass Parade... *snicker*&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Terramort ====&lt;br /&gt;
&lt;br /&gt;
After the third apocalypse the planet lies barren and almost deserted. The human race that once ruled the Earth is extinct, and only a few hardy animal species have survived. Some of them are good and helpful, and have built a safe refuge in the Redwall Abbey in the middle of the large Mossflower Wood. But their sanctuary is threatened by the Vermin, evil and vicious animals - wolves, weasels, ferrets, and rats - who take a pleasure in killing the good and innocent. Which side will you take in this struggle?&lt;br /&gt;
The reward you can get may be dependant on your choice.&lt;br /&gt;
You can reach this world if you take the space shuttle from level 4 in the Space Port - but expect something bad to happen on the way...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Outback ====&lt;br /&gt;
&lt;br /&gt;
Australia is not just large cities, like Sydney and Melbourne. It's also the Outback, the home of the Aborigines, the trackless wilderness, where you can travel for days without encountering more than a few Kangaroos. It's a land of contrasts, vast eucalyptus forests, rocky mountains, seemingly endless swamps, but also grassland where sheep and cattle graze.&lt;br /&gt;
It's a land of perils, with several kinds of poisonous snakes, aggressive crocodiles - and even the cute Koalas are not as innocent as they look.&lt;br /&gt;
It's a land of legends, mostly unchanged since the Stone Age, legends like the one about the Rainbow Snake, carried from generation to generation by the aborigines and the paintings in caves and on perpendicular cliff faces. It's a land for tough and hardened men, like Crocodile Dundee.&lt;br /&gt;
Are you tough enough to venture out there? The only way to reach it is over Downunder, and you need to find the entrance yourself.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Outer Space Grid ====&lt;br /&gt;
&lt;br /&gt;
This grid is enormous. Like Space itself it has no end. You must travel for years and years in your spaceship to reach the far out Galaxies where riches and adventures await you. Virgin planets and asteroids, ripe to explore and exploit. Galactic Trading Centers, where you can trade your goods. Black holes, blazing Suns, comets, meteors and meteorites are some of the hazards on the galactic odyssey. Fly your own spaceship, engage in fights with other pilots. Maybe you can blast their ship out of existence with your missile launchers and steal their cargo! Maybe the same thing will happen to you. So what? That's life in Outer Space.&lt;br /&gt;
This grid is the entrance to every planet in the future Dimension.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Corellian Sector Grid ====&lt;br /&gt;
&lt;br /&gt;
This part of Outer Space holds the planets Endor, Dagobah, Tattooine and Hoth, known to space travel since ages. Around it the Death Star patrols, always on the lookout for the Rebel scum. Now this sector of Space can not only be reach by public transport. You can go their in your own spaceship, engage in real space fights.&lt;br /&gt;
Or a shuttle in Bay 4 on level 2 in the Space Harbour, will take you to the Corellian Centerpoint, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Earth Atmosphere Grid ====&lt;br /&gt;
&lt;br /&gt;
Wrapped around the planet Earth, its atmosphere provides access to five space harbours and is fully accessible for spaceships of all kinds. We Terrans tend to regard us as the center of the Universe - how presumptuous we are! But in this case there is some truth to the belief. Old Earth is really as close to the center of the Space Grid that you can get and from there all the space jorneys start.&lt;br /&gt;
Currently there are 3 landing points on Earth, apart from the Centerpoint Space Harbour: Downunder, Terramort and Goznemia.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Alpha Centauri Sector Grid ====&lt;br /&gt;
&lt;br /&gt;
Five planets and an Asteroid circle the Alpha Centauri Star. The planets all have different nature and different perils. But they also have their own natural assets, that can be exploited and sold at the Intergalacic Trading Centers.&lt;br /&gt;
The Alpha Centauri Planets are: Poon, Lovenbroy, Slunch, Yalc, Yudore and Asteroid 95739-A.&lt;br /&gt;
Currently there is no public space shuttle to this part of the galaxy. You will have to go by your own spaceship.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Alpha Centauri Planets ====&lt;br /&gt;
&lt;br /&gt;
The planets in the Alpha Centauri system have very different conditions.&lt;br /&gt;
LOVENBROY is a bucolic planet, mostly known for the famous Bacchus Wine. They say that anyone who ever tasted it, never drinks anything else. The planet has some mineral deposits, but the stubborn natives refuse to exploit them, preferring agriculture to mining. As a consequence Lovenbroy is a most attractive planet, with clean air and happy people.&lt;br /&gt;
SLUNCH is about the most dismal place you could imagine, The cinder storms, the daily mud eruptions, the mudcrabs that eat almost anything solid - the entire planet is grime, mud and slush. It has only one natural asset, the berp-nuts, but the natives are too lazy to grow them in any amounts.&lt;br /&gt;
YALC is known for two things, the Voom Festival and the fantastic glassware produced there. Since the planet's deposits of the silicon sand needed for the production are long since extinct, very small amounts of this glass is exported. All broken glass is recycled or used as decoration on the Temples.&lt;br /&gt;
YUDORE is a forest covered planet, not yet explored, and very little is known about its nature or whether there are any intelligent life forms. In spite of this, two different planets have claimed possession of the planet and an armed conflict is brewing.&lt;br /&gt;
ASTEROID 95739-A is almost completely covered in a deposit of the very valuable material known as collapsed crystal. But don't get your hopes up too high about exploiting it. Two different firms have already staked their claim and a litigation suit is in process.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Planet Poon ====&lt;br /&gt;
&lt;br /&gt;
The Planet Poon is the center of the Alpha Centauri Sector, and by far the largest of the planets. 90 percent of the surface is covered with ocean, and the planet can best be described as underdeveloped. Still it is the centerpoint of the sector and the main focus of interest for all other planets in that part of the Galaxy. It is also the center of cosmic diplomacy and machiavellian intrigue. Why? The explanation is easy: GOLD!&lt;br /&gt;
There is only one snag; the stubborn locals refuse to exploit it, or to allow foreign interests to do so. They prefer fishing and weaving baskets!&lt;br /&gt;
Can you believe it?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Quixotica ====&lt;br /&gt;
&lt;br /&gt;
Mass killings. Destruction. Anarchy. If that's your idea of fun, you'll have to go somewhere else, cause you wont find it here. What you will find among the trees and plants in this beautiful dome are showcases for things of a different nature from across the known, and some questionable, Dimensions. There are shops filled with fabulous finds, restaurants and bars stocked with tempting treats. There is gambling galore, a Lightcycle Racing Grid, you can even take a shot at the Intergalactic Heavyweight Champion, Jaal'ker. If you can't see or do it all in one day, stay overnight at the Shangri-La Hotel where you are sure to find our exclusive holosuites to your liking.&lt;br /&gt;
Not as accessible, but throughout the park, you may find portals to other worlds. Some of these are dangerous, others just strange. To make exploring these worlds and the main dome a bit easier, the management at Quixotica Inc. has made every effort to remove all Death Traps from the areas, so in that respect you may explore safely.&lt;br /&gt;
Quixotica, a place for the bizarre and unusual, can be found on Pleasure Planet, the entrance is from Fat Walk, in the west part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmo Canyon ====&lt;br /&gt;
&lt;br /&gt;
On a slowly dying planet, many journey to Cosmo Canyon to seek refuge and gain knowledge of Planet Life. Through ravines of red and gold dry earth many come by vehicle, airship or chocobo to seek the wisdom of the Elders or just be in a relaxing atmosphere. The people of Cosmo Canyon know the importance of Lifestream, the blood of the planet that feeds all living things and are starting to feel a weight of hopelessness as it diminishes.&lt;br /&gt;
On the canyon cliffs homes and buildings are built, and at the highest summit of the canyon is the Bugen Research Center - famous for its earth studying equipment and observatories.&lt;br /&gt;
You can reach Cosmo Canyon in the Sirius system (x;22, y;02), or catch a ride with Cid at the Future Space Harbor, (Docking Bay 12, level 0).&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Game Grid ====&lt;br /&gt;
&lt;br /&gt;
Get pulled into a computer world where binary rules. Make your way through this game grid to eventually reach the MCP who has been taking programs captive as part of his actuarial program. There are a few users on the grid trying to get to him too. Maybe you can beat them there, or even kill them so the MCP can continue to take over the computer world. This low level zone is purely hack n' slash. You can get there by going to the Experience Room, 1 south of the entrance to the Future Spaceport and and entering the laser laboratory to the east there. Or use the shortcut in the east end of Venture Way.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Jurassic Ocean ====&lt;br /&gt;
&lt;br /&gt;
The Jurassic Ocean is in the same dome as Jurassic Park of course. The same geneticists who created the land animals thought it would be interesting to create water animals too. What they were thinking, nobody will ever know since they were the first to die when the dinosaurs took over. The ocean is a dangerous place. So if you are foolish enough to go there, the Ambassador of Pleasure Planet has declared they are not responsible for anything that may happen to you.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those foolhardy people... You'll find the entrance to Jurassic Park from Fun Walk in the southwest part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Planet Reptila ====&lt;br /&gt;
&lt;br /&gt;
Imagine a planet inhabited solely by reptiles. Slithery, cold, slimy, scaly or warty creatures like snakes, lizards, salamanders, crocodiles, Dragnars, toads and frogs. Well... on second thought there are some other creatures on the planet too, but the reptiles are the dominating species. The rest of the fauna is more or less reptile food. Of course even among the reptiles there are struggles for power too. The amphibians have been driven deep down into the depth of the mountains, where they plot their return and their revenge on the mysterious Reptile King, who few seem to have encountered. Does he even exist?&lt;br /&gt;
The enterprising Traveller could make a few bucks collecting reptile skins and trading them in the shady character Eatzabug's shop.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Orbiter ====&lt;br /&gt;
&lt;br /&gt;
The Orbiter has a crew of Scientists, from several different planet systems. Since their goal is to study, not to conquer, this ship is a friendly place, which welcomes all visitors, even the most inexperienced ones.&lt;br /&gt;
Due to the vastly different nature and life conditions of its multiplanetary crew, the different decks of the Orbiter offer interesting sites for the visitors.&lt;br /&gt;
The crew will also try to entertain the guests in various ways, since that gives them an extra chance to study their reactions.&lt;br /&gt;
The Orbiter, that circles Planet Earth, can be accessed directly from the Future Space Port, through the Transporter Room, directly south of the Entrance room to the Port.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Dark Planet ====&lt;br /&gt;
&lt;br /&gt;
This planet, situated in the twisted part of space known as the Queltorian Sector, is an extremely dangerous place. The dying sun hardly provides any light or warmth, and yet some extremely hardy species have adapted to the extreme conditions. Always forced to fight for their existence in the toughest of environments, only the toughest of these monsters have managed to survive, and they are DEADLY. This planet can not be recommended for ordinary Time Tourists. Don't go there unless you are very strong and not afraid to die. The 4D Travel Agency will take absolutely responsibility if you disobey this warning.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Planet Whotvar ====&lt;br /&gt;
&lt;br /&gt;
Long ago, a rich civilization inhabited the planet Whotvar, but Mother Nature and a certain demon unfortunately had other plans. Now, all that is left are a few natives and some relics of the distant past. Danger, and perhaps rewards, awaits those strong enough to adventure on this lost world.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Whotvar II ====&lt;br /&gt;
&lt;br /&gt;
Getting away with it all... err.. Getting away FROM it all should be the name given to the two planet/asteroids that circle the same star as Whotvar. A soap opera plot as complex as most seen on 4D TV, with everyone trying to find something to make their dreams come true. Can even a head shrinker help the people who live there? Who knows? But most certainly some brave adventurer can help them find the things that they are looking for.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Spaceport Mall ====&lt;br /&gt;
&lt;br /&gt;
This large Shopping Mall, situated on the level 0 of the Main Spaceport on Planet Earth, has almost anything that a Roleplayer could wish for. Here you'll not only find a Baby Center, complete with Childrens' Doctor, Baby Shop, and a top security Daycare, but also a Wedding Shop and a Luxury Hotel for the Honeymoon. Naturally you'll find lots of other shopping options too. Or you can visit the beauty Salon to get coloured streaks in your hair, have a manicure and painted nails, or maybe a piercing or a tattoo. This is really a Shopper's Paradise.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Quix II ====&lt;br /&gt;
&lt;br /&gt;
Somewhere in Quixotica, in a field of grass, is a ring of mushrooms. Entering it will throw you into a Time and Matter Trap, which doesn't work like the ordinary TimeTraps. It won't transfer you in time or place, but it will shrink you to the size of a mouse, giving a totally different perspective on the world.&lt;br /&gt;
Naturally entering it will need some courage, since at that size you will be just a morsel for creatures that normally would be nothing but small prey to you. This is not a zone for low levels, and some of the Quests in it are not easy to find. But for those who like to get a feeling of what it might be like to be Alice in Wonderland or a pixie or maybe a bug, it will provide some new aspects of life at the grass roots.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fun Fair ====&lt;br /&gt;
&lt;br /&gt;
Some things never change. Even when placed in the Futuristic setting of the Pleasure Planet, this Fun Fair has the retro feeling of the nineteensixties. It has the usual attractions, like a Giant Ferris Wheel, a Roller Coaster, a Bouncing Castle and a Mirror Maze, and also various games, both skill and luck based. The main attraction is a Haunted House, set up like a giant Snakes and Ladder game.&lt;br /&gt;
In most of the games you can win Coupons, and if you collect enough of those, you can win some very cool prizes. The quickest way to collect the coupons is in the Haunted House, provided you are strong enough to defeat the undead monsters inside. But you can also win coupons in all the games, and if you are lucky, you might find some in the rides as well.&lt;br /&gt;
Even though the owners seem to have gone missing, the Fun Fair is a place where all players can have some fun, regardless of level and strength. So come and join the fun, but don't forget to bring your sunglasses. The zone was built by a bunch of Jesters, so it is colourful - to say the least.&lt;br /&gt;
To get to the Fun Fair, take the shuttle to Pleasure Planet, and go to the airlock to the Rigel Dome, in the north part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Killer Klowns ====&lt;br /&gt;
&lt;br /&gt;
Douglas and Gwendolyn Crockerbone scraped and saved their whole life, until finally they had enough to buy their own Fun Fair. And now they have set up business in the former Rigel Dome on Pleasure Planet.&lt;br /&gt;
Unfortunately the Fun Fair has been invaded by a bunch of Space Klowns, and they have more or less taken over the place. People have started to complain about their pranks, even the Mayor is concerned and the owner... Well, he seems to have disappeared completely...&lt;br /&gt;
The Klowns, generally known as Killer Klowns, have a weird sense of humour, so be prepared for practical jokes and some nasty surprises. Still, in spite of their name, the Killer Klowns are more irritating than aggressive. So the Fun Fair should be pretty safe to visit, as long as you stay out of the Haunted House and the Dark Forest, if you are low level with few remorts.&lt;br /&gt;
You will find the Killer Klowns on Pleasure Planet, located in the former Rigel Dome, in the northern part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=126</id>
		<title>Zones</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=126"/>
				<updated>2015-11-09T06:47:32Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: navigation improvements (links to each zone desc)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''UNDER CONSTRUCTION'''&lt;br /&gt;
&lt;br /&gt;
== The Different Dimensions ==&lt;br /&gt;
&lt;br /&gt;
4D exist out of 4 Dimensions. Each Dimension consists out of different zones, which its own quests, adventures and secrets. To have a closer look at the different zones, just click on the dimension you're interested in, and you'll get a more detailed look of how the dimension is setup. Next to those 4 Dimension there's also a Central part, where people can gather, and talk about things, or find information concerning other areas in the game.&lt;br /&gt;
&lt;br /&gt;
=== The Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central zones are not connected to any Dimension. They consist of Recall and Travel Agency, Mud School, the 4 Newbie zones and the Newbie arena and 'special' PK zones that need imm help to access, like the Battlefield and the Gladiator Arena.&lt;br /&gt;
&lt;br /&gt;
Recall is the place where people hangout when they're not exploring one of our 4 Dimensions. The area is not really part of any of the other Dimension. Recall provides lots of information about features that can be found or done throughout the game.&lt;br /&gt;
&lt;br /&gt;
Recently there's also been made a new expansion to the Recall Area, namely the Gladiator Arena. The Arena itself is only accessible by a certain type of players, namely the Gladiators. Though there's a public Gallery for everyone else where you can support for your favorite Gladiator or maybe throw some rotten tomatoes towards them.&lt;br /&gt;
&lt;br /&gt;
THE 4D CENTER AREA This realm, which is rather small, contains the Healer, the main Donation Pit, Mud School, the Time Warp, from which all the 4 Dimensions can be reached, and the 4D Travel Agency, where you can learn a bit about the special options presented in our unique Mud.&lt;br /&gt;
&lt;br /&gt;
Last but not least the Center Area contains 4 Newbie zones for the levels 1-10 - (one for each Dimension) - plus the Newbie Arena and some shortcuts to some more easy zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#Recall_and_4D_Travel_Agency|Recall and 4D Travel Agency]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-5) || [[#Mud_school_and_Quest_Academy|Mud school and Quest Academy]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Stone_Age_I|Stone Age I]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Robber_Baron_Castle_I|Robber Baron Castle I]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Dry_Gulch|Dry Gulch]] || Nave || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Android_Factory|Android Factory]] || Flyte || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(51-56) || [[#God_Rooms|God Rooms]] || Immortals || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Battlefield|Battlefield]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Chicken_Casino|The Chicken Casino]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-15) || [[#The_Newbie_Arena|The Newbie Arena]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-50) || [[#Realms_of_the_Traders|Realms of the Traders]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Colosseum|The Colosseum]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==== Recall and 4D Travel Agency ====&lt;br /&gt;
&lt;br /&gt;
This Realm is the starting point of your character's life. This is where you enter the game as a newbie, and where all the necessary things for the starting mudder are gathered along Adventure Avenue and venture Way. Here you find Recall Point with the Healer, the Guildmaster, the Donation Pit, a small Bar where you can buy a few necessities, the mortal Post Office, the entrance to 4D Mud School, the 4 Newbie zones, the Newbie Training Arena and last but not least the 4D Travel Agency. The Travel Agency is the place to get information about the special features of this mud. Want to buy yourself a crash-proof private player house? Want a personalized weapon or piece of armour? Want to buy a personal pet or mount or spaceship or Recall item? The Travel Agency is where you find out the price and conditions for all those extra features.&lt;br /&gt;
This is also where you can find the 4D Map room, with descriptions of all the zones in the 4 Realms, the Building Department, with lists of all Builders in 4D and the conditions to become one yourself, the Crypt for the Craven, where you can retrieve your corpse for gold, if you were killed in a distant or dangerous place, the Clan Office with information about the Clans in 4D and the 4D Hall of Fame, where remarkable players in 4D acquire everlasting fame. Maybe one day you will get your own statue in this Hall...&lt;br /&gt;
And one step up from Recall is the Time Guardian, who on request will take you to the Main Game Realm, for players from level 10 upwards.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mud school and Quest Academy ====&lt;br /&gt;
&lt;br /&gt;
The Mud school of 4D is not the usual Mud School with chained mobs in cages that you meet in most muds. This School is totally customized to 4D, and it is also a playable area, full of mobs of a suitable strength for your level and some decent equipment that you can't get anywhere else. It has 4 Classes or Grades - one for each Dimension - and you can drop out of School or skip a class at your own will. The 1st grade teaches the basics about moving about, surviving and killing, the 2nd is devoted to communication and the use of magic, the 3rd teaches you how to use firearms, mounts and vehicles and how to form groups, and the 4th gives you some &amp;quot;special&amp;quot; tips about the secrets of the game. And at the top of the fourth grade is the unique Questor's Academy, where you can learn some of the tricks that usually only very seasoned players know about. Mud School is restricted to the levels 1-5, and it is highly recommended for new players to go through it, before venturing into the world of 4 Dimensions.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age I ====&lt;br /&gt;
&lt;br /&gt;
This is the first of the four Newbie zones for level 1-10, set in Stone Age, where the Neanderthal and the Cro Magnon tribes fight each other, while at the same time fighting Nature for survival. Apart from the Stone Age people, you'll meet mammoths, sabre-toothed tigers and a lot of less dangerous animals that inhabit the forests and steppe at about 9000 years BC. You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Robber Baron Castle I ====&lt;br /&gt;
&lt;br /&gt;
This castle may be rather small, and the robber Baron may not be the most powerful man in the Realms, but he is a pretty nasty customer nonetheless. And so are his ill-bred offspring and his snotty wife, so nobody would object if you raided this castle to rid him of some of his excessive goods and gold. He does have a dungeon though, and if you get thrown into that, it might not be very easy to get out again...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch ====&lt;br /&gt;
&lt;br /&gt;
It's just a small outback town, but it does have some shops and of course a saloon, where you can get yourself a drink. I'm told even the great Shorty himself still buys his shots in this saloon. Apart from that there is not much of interest in this small outback town, just the usual towns people, mongrel dogs, Indians, tumbleweeds and dust, dust, dust...&lt;br /&gt;
It has been months since it last rained in Dry Gulch.&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Android Factory ====&lt;br /&gt;
&lt;br /&gt;
This is where all the androids that overrun the planets in the Future Dimension are manufactured. The androids are of course supposed to help Mankind, in doing many of the menial tasks that Man thinks below himself. Only lately it seems that they don't quite get the message. In fact lately they seem to have grown uppity, lazy, defiant - even hostile at times. Maybe something went wrong at the conveyor belts? Or maybe it's a bug in the programming itself...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== God Rooms ====&lt;br /&gt;
&lt;br /&gt;
These are for the Immortals exclusively, you're only chance to get there would be by &amp;quot;special invitation&amp;quot; - or if you get yourself in major trouble, which would be a wise choice to avoid...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Battlefield ====&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;Battlefield&amp;quot; or Arena of 4 Dimensions, where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;pkiller&amp;quot; or not. When you die in the Battlefield, you do not lose exp or equipment like you risk to do in the normal game. All you lose is your pride, since this is the place to determine who is the best pkiller in the mud. Only one player can win, but all levels can participate, and you can place bets on the Winner. The way to do this is to type 'PLACE Playername'. You need an imm to start up the Battlefield however. Type ARENA to listen to the special Battlefield channel, and HELP ARENA to see the rules for the tournaments.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Chicken Casino ====&lt;br /&gt;
&lt;br /&gt;
Like a game of old fashioned Poker? Well, you can get that here too, although it is a wee bit different from the usual. We don't have a dealer here, instead all the players are let into a large chicken pen, full of chicken and hens.&lt;br /&gt;
Each of these fowl have a card, so you kill as many as you can and collect the cards. Then you put together the best poker hand you can from what you have got, junk the rest of the cards and return to the Casino, where each in turn gives his hand to the Poker Master, who looks at them and decides who the winner is. The Poker rules are the same as always, and there is a list of winning hands posted in the room in case you forgot the rules.&lt;br /&gt;
You will need an imm/hero/helper to open the door to the chicken pen and supervise the game, and it won't be started up unless there are at least 3 players.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Newbie Arena ====&lt;br /&gt;
&lt;br /&gt;
Like most things in 4D, the Newbie Training Arena has four parts, one for each Dimension. You can start in any of them, but the easiest is Pre Historic, and then they gradually get harder. Built by Lonewolf, one of the most experienced players of 4D, this zone not only provides good hunting grounds for low levels, but also a good introduction to the special culture of 4D, with several easy Quests where you can train your brain for larger challenges to come. Also this zone holds some special equipment for Newbies, with rather good stats. If you start your career in 4D with the Quest Academy and this zone, you stand a better chance than most Newbies of mastering the Game.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of the Traders ====&lt;br /&gt;
&lt;br /&gt;
Tired of hack and slash? Want to do something more creative with your spare time? Learn a useful trade, perhaps? The Realms of the Traders will provide you with these options. They are spread over the 4 Dimensions, but with the main centerpoint in the Medieval Dimension.&lt;br /&gt;
The Trader's Office in the 4D Traveling Agency will provide more information.&lt;br /&gt;
&lt;br /&gt;
Around Old Yorke, you'll find:&lt;br /&gt;
&lt;br /&gt;
8 fields for Farming&lt;br /&gt;
&lt;br /&gt;
8 plots for Gardening	West Trade Road&lt;br /&gt;
&lt;br /&gt;
Crafter's Alley	Northeast of Old Yorke&lt;br /&gt;
&lt;br /&gt;
The Chicken Farm	North Wall Road&lt;br /&gt;
&lt;br /&gt;
The Orchard and the Dairy	South Wall Road&lt;br /&gt;
&lt;br /&gt;
Several sub-contractors	To help develop the products.&lt;br /&gt;
&lt;br /&gt;
In Old West, you'll find:&lt;br /&gt;
&lt;br /&gt;
The Ranch - raise your own herd!	South of The Range, west of Dodge City&lt;br /&gt;
&lt;br /&gt;
The Old Gold Mine	West of the Range&lt;br /&gt;
&lt;br /&gt;
Main entrance to the big Mine	Type 'help Mine' to get directions&lt;br /&gt;
&lt;br /&gt;
Prospecting and gold panning	Stake your own claim!&lt;br /&gt;
&lt;br /&gt;
The GoldMiners Office	Dry Gulch&lt;br /&gt;
3 Trading Posts and 3 Cattle Pens	Main trail between Dodge and Tombstone&lt;br /&gt;
&lt;br /&gt;
Goldmining and Farming	Fort Sutter, in California&lt;br /&gt;
&lt;br /&gt;
Goldpanning and Prospecting	Creeks and rocky terrain everywhere&lt;br /&gt;
&lt;br /&gt;
Trapping and skinning	In The Wild, south and east of Legend&lt;br /&gt;
&lt;br /&gt;
In Future, you'll find:&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
An Alchemy feature	Whotvar System&lt;br /&gt;
&lt;br /&gt;
A Mine for alien Minerals	Whotvar System&lt;br /&gt;
&lt;br /&gt;
Different natural assets	Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
2 IGTC's to trade the assets	Outer Space Grid&lt;br /&gt;
&lt;br /&gt;
Reptile skins to trade	Planet Reptilia&lt;br /&gt;
&lt;br /&gt;
In Prehistoric, you'll find:&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	Greek Islands, Mainland, Egypt, Kush&lt;br /&gt;
&lt;br /&gt;
Exotic fruits, herbs and spices	Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Silk cocoons	Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Animal skins, ivory, rhino horns	Greek Mainland, Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Large forests, exotic logs	Greek Mainland, some Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Natural assets and local products	Greek Mainland and all Islands&lt;br /&gt;
&lt;br /&gt;
Gold-carrying streams	Find out where yourself!&lt;br /&gt;
&lt;br /&gt;
2 Greek Trading Centres	The islands Carpathos and Cyprus&lt;br /&gt;
&lt;br /&gt;
5 African Trading Markets	Aswan, Kerma, Napata, Meroe, Khartoum&lt;br /&gt;
&lt;br /&gt;
African trading opportunities	Egypt, Kush and Punt&lt;br /&gt;
&lt;br /&gt;
Exotic native treasures	Land of Punt&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Colosseum ====&lt;br /&gt;
&lt;br /&gt;
This is the zone that was made for the PK feature The Gladiator Arena. The Colosseum Arena has two parts. The upper, outdoors part is a plain 7x5 grid. Under this arena is a cellar, accessed by two stairs. The cellar is a bit like a maze, with winding, narrow corridors, animal cages and some maintenance rooms. This part is good for ambush, and it also has some extra features and twists. There is a Gladiator School, which works a bit like a Clan hall, and has some supply shops. There is a Healer in one of the Cellar Rooms and another one in Gladiator School. And finally there is a public Area for spectators to view the fights and get some info about the Gladiator Games. You will find the Public part of this zone west of the Map room, all south from Recall. The Arena itself is only accessible with assistance of an imm. For more info check out the link The Gladiator Arena.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Prehistoric Dimension ===&lt;br /&gt;
&lt;br /&gt;
This dimension is mostly centred around the Mediterranean sea basin, at approximately 1500 BC, and featuring countries like ancient Greece, Egypt, Kush and Punt. The Pre Historic areas can all be reached from the Old Carthage Archaeological Excavation Camp, which is extremely loaded with TimeTraps.&lt;br /&gt;
&lt;br /&gt;
As you enter the different excavation trenches, you will be transported to different places within a wide rage of time. You can also access the Mediterranean Sea directly from the harbour of Old Carthage or Carthage Bay.&lt;br /&gt;
&lt;br /&gt;
The best way to travel in the PreHistoric World is by ship. You'll find large concentrations of ships near Cape Aulis and at the island Carpathos in the Aegean Sea.&lt;br /&gt;
&lt;br /&gt;
Click any of the below zone names for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Old_Carthage|Old Carthage]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#Prehistoric_Forest|Prehistoric Forest]] || Snowbird/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Stone_Age_II|Stone Age II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Crete|Crete]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Labyrinth_of_Knossos|Labyrinth of Knossos]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Greek_Archipelago|Greek Archipelago]] || Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Trojan_War|Trojan War]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Kolchis_and_The_Amazons|Kolchis and The Amazons]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Realms_of_Thetis|Realms of Thetis]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#West_Mediterranean_Sea|West Mediterranean Sea]] || Molly || 300 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Odyssey|The Odyssey]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_River_Nile|The River Nile]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Egyptian_Desert|The Egyptian Desert]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Temple_of_Hatshepsut|Temple of Hatshepsut]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Lower_Egypt|Lower Egypt]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Valley_of_Kings|The Valley of Kings]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Realms_of_Hades|The Realms of Hades]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Greek_Mainland|The Greek Mainland]] || Molly || 900 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Aegean_Sea|The Aegean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Greek_Cities_I|Greek Cities I]] || Molly ||100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Olympus|Mount Olympus]] || Shartrance	|| (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Mediterranean_Sea|Mediterranean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Carthage_Bay|Carthage Bay]] || Molly || 100 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Aegean_Islands|Aegean Islands]] || Molly || 500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#Ali_Baba's_Cave|Ali Baba's Cave]] || Phantom || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Arabian_Desert|Arabian Desert]] || Echin || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Land_of_Punt|The Land of Punt]] || Mireille || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Upper_Nile|Upper Nile]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Desert_of_Wawat|The Desert of Wawat]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Land_of_Kush|The Land of Kush]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Old Carthage ====&lt;br /&gt;
&lt;br /&gt;
When you take the Time Warp to the Pre Historic Dimension you are going to land at the gate of the archaeological excavation camp of Old Carthage.&lt;br /&gt;
This city, that was once the centre of all known world, is now practically loaded with Time Traps. Almost every excavation trench that you enter might land you in distant places and ancient times.&lt;br /&gt;
And since the harbour of Carthage was the meeting place for ships from all over the antique world, the finding places under water in that harbour are not exactly safe either.&lt;br /&gt;
Already several of the archaeologists have mysteriously disappeared. So don't be surprised if the remaining crew treat you with suspicion and distrust.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Prehistoric Forest ====&lt;br /&gt;
&lt;br /&gt;
The dense, luxuriant jungle is vibrant with life and simmering with moist, steaming heat. Enormous but peaceful Brontosaurs feed from the tops of the trees, and smaller dinosaurs dart in and out between the undergrowth. From the almost impenetrable foliage you hear strange and mysterious sounds, some of them faint - a mere rustle of leaves - but every now and then an ear-shattering roar echoes through the forest, and the earth trembles under the steps of the Tyrannosaurus Rex and the Giganotosaurus. Large flying Pteranodons sail majestically through the air and even the watering hole is teeming with life.&lt;br /&gt;
*** WARNING! ***&lt;br /&gt;
This forest is a VERY dangerous place. If you are not a very powerful traveller who has defeated the toughest of creatures to be found in the 4 Dimensions, fighting the Dinosaurs in this forest is NOT for you... yet.&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the western parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age II ====&lt;br /&gt;
&lt;br /&gt;
In the south European mountains about 9000 years BC two tribes of pre historic men are engaged in a life and death struggle. The Cro Magnon Man, in every way as intelligent and resourceful as modern man, is fighting the older and more primitive race of Neanderthal Man, and step by step the Neanderthal tribe is driven to retreat. In just a few more centuries the Neanderthals will be totally extinct and no more will remain of them than legends of Goblins and Trolls, still lingering until modern time. But the shaman of the Neanderthals has planned a gruesome revenge - and in the very heart of the deep caverns under the Cro Magnon home cave too...&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the eastern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Crete ====&lt;br /&gt;
&lt;br /&gt;
The island of Crete has a dominant position during the antique period. The rulers of Crete also rule the sea, and since the water ways are the main transportation during this era, they rule the earth. All known countries with the exception of Egypt pay tribute to Crete. And since the Cretans are a decadent people with peculiar and cruel tastes, the main part of that tribute consists of slaves - young men and women destined to dance and die before the Cretan bulls on the bloody sand in the arena. But - at long last there is a faint gleam of hope. Theseus has come to Crete, to organize the Bull Dancers in rebellion against the King Minos, and the monster Minotaurus.&lt;br /&gt;
You will find the entrance to this zone in the harbor, situated in the northern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Labyrinth of Knossos ====&lt;br /&gt;
&lt;br /&gt;
Under the Palace of Knossos lies the famous Labyrinth, once created by the celebrated architect Daidalos. It was built by order of King Minos of Crete, to contain and hide the monster Minotauros, the unfortunate offspring of an unnatural intercourse between Queen Pasiphae and a bull. - (Talk about family skeletons!) - Minotauros has the head, neck and shoulders of a bull and the body of a man, he is uncommonly strong and feeds on human flesh. Only the brave and strong should venture into the Labyrinth, since once in there it may not be so easy to find your way out again. There IS a way out though - in fact there are even two...&lt;br /&gt;
How do you enter this Labyrinth? Well, how do you think? From the cellar vaults of the Palace of Knossos of course...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Greek Archipelago ====&lt;br /&gt;
&lt;br /&gt;
The Greek Archipelago consists of:&lt;br /&gt;
&lt;br /&gt;
(10-20) Aegean Sea - 120 rooms (grid)&lt;br /&gt;
&lt;br /&gt;
(10-30) Northwest Cyklades - 100 rooms&lt;br /&gt;
&lt;br /&gt;
(40-50) Southeast Cyklades - 80 rooms&lt;br /&gt;
&lt;br /&gt;
North of the island of Crete lies the Cyclade archipelago, with all the famous classical islands, Thera, Naxos, Paros, Ios, Andros, Mykonos, Delos, where the twins Apollo and Artemis were born, and many many more. On these islands you will meet mythical creatures like titans, fauns, nymphs, centaurs, satyrs, dryads and oreads. The sea too is inhabited by strange beings, like tritons, naiads, sirens and halkyons. Occasionally even some of the Greek Gods descend from heaven, mostly to pursue human youths and maidens - the Greek Gods are infamous for their sexual appetite. Don't anger the Gods though, unless you are prepared to take the consequences - the Greek Gods are infamous for their short temper and long memory too. So worshipping them might be a better choice than attacking them, unless you are very strong and bold. Beware also of the Southeast Cyklades - many perils await the adventurer on those islands - but also rich rewards.&lt;br /&gt;
You will find the entrance to this archipelago in the harbour in the north part of old Carthage; find the wreck of a Greek ship and enter that. You can also get there by sailing east and then north and west from Crete.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Trojan War ====&lt;br /&gt;
&lt;br /&gt;
The siege has lasted for nine years and tension is building up in both sides. Achilleus is sulking in his tenth after a quarrel with the commanding officer, Agamamnon, over a woman captive, Briseis. Without their main warrior, the Greeks aren't doing too good, and there has been some talk among the men about breaking the siege and going home. On the other hand, supplies are getting scarse in the besieged city, and after the long siege many citizens are losing heart. The main thing that is still keeping the defense up is the knowledge of what would happen if the city fell. There would be no end to the looting, killing and raping, since the victors would be merciless, after this long wait. So Troja still stands, but the cunning Odysseus has a plan. Ever heard of the Trojan horse?&lt;br /&gt;
You will find this legendary City east of the Greek Archipelago, on the mainland of Asia Minor. The best way to get there would be to catch one of the ships with reinforcements, that are gathering at the Cape of Aulis. Although the city of Troy is not yet in the game, the Aegean Sea, with all its many islands are.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Kolchis and The Amazons ====&lt;br /&gt;
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Far east of the Hellespont Strait lies the mythical Kolchis, also called Phrygia, where the Amazons live and where the rivers are said to be filled with gold. This is where Iason went to capture the Golden Fleece. And this is where the chaste Moon Maidens worship the Goddess Artemis, who is known as Bendis in these parts of the world. The Amazons are a folk of women exclusively, they are female warriors that frequently raid the neighbouring countries to get fathers for their children. After performing their task - which they usually do quite willingly - the studs are killed off by the Amazons to keep their race clean.&lt;br /&gt;
According to the myth the Amazons cut off their right breast to be able to draw their bow more easily. Wouldn't you like to know if the myth is true?&lt;br /&gt;
Well - you'll have to wait a bit. This zone is in advanced planning, but not yet in the game.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Realms of Thetis ====&lt;br /&gt;
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If you succeed in escaping the bulls in the island of Crete, the Mediterranean Sea lies before you, stretching all the way south to the African coast, where countries like Egypt and Arabia are situated, east to the coast of Asia, with countries like Assyria, Babylon, Persia and Palestine and west to the Garden of the Hesperides and the Statues of Heracles (which is now known as the Straits of Gibraltar). And under the surface lies a world of its own, ruled by the mighty Poseidon and his spouse Amphitrite. Rich bounty may await you here, but also sharks an innumerable other dangers. And since the Mediterranean Sea is so vast and perilous, it might be a better idea to head north instead, to the Greek Archipelago, where the dangers of getting lost in a storm or eaten by a shark aren't nearly as great. But then again - the skilled sailor can avoid many of the dangers in his fast ship...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== West Mediterranean Sea ====&lt;br /&gt;
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When Odysseus was on his way back to his home island, Ithaka, after the Trojan War, he was wind-driven and lost his way. And like Odysseus you will be a play-thing for the capricious winds, if you manage to pass the ten-headed monster Skylla to enter these vast and perilous waters. You cannot map the open sea and the winds will blow you any way they like. It took Odysseus ten years to return to his native home - how long will it take you? There are 11 islands in this zone, each presenting its own challenges and its own rewards.&lt;br /&gt;
How many of them will you be able to find? And will you be able to make your way to the island of Ithaka, which is the only way you can leave this maze? One way to enter this part of the sea would be through the strait of Scylla and Charybdis, which you will find west of the rock of Lorelei on the African coast. And that straight isn't exactly safe...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Odyssey ====&lt;br /&gt;
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This zone is recreating the wanderings of Odysseus; sailing from island to island, trying to find his way home from the Trojan War. Each island presents a challenge of its own, and on most of them you will find a choice item, making the efforts well worth while. Here is a list of all the islands:&lt;br /&gt;
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Island of Aeolus, where the Master of all Winds resides.&lt;br /&gt;
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Island of the Lotophags, where the inhabitants are lost in dizzy drug dreams.&lt;br /&gt;
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Island Of The Cyclopes, inhabited by titans with a single eye in the forehead.&lt;br /&gt;
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Island Of The Laistrygons, man-eating giants with a very nasty temper.&lt;br /&gt;
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The Statues Of Heracles, also the entrance to Oceanus and the Island Erythia.&lt;br /&gt;
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Island of Aeaea, the home of Circe the sorceress and also the entrance to Hades.&lt;br /&gt;
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Island Of The Sirens, who trap unlucky seamen with their irresistible song.&lt;br /&gt;
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Island of Thrinakia, where the fat cattle of the Sun God Helios graze.&lt;br /&gt;
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Island of Ogygia, where the lovesick nymph Calypso will smother you in love.&lt;br /&gt;
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Island of Scheria, home of the friendly and hospitable Phaeacians.&lt;br /&gt;
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Ithaka, Odysseus' home island, where his wife Penelope is besieged by suitors.&lt;br /&gt;
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How many of these islands in West Mediterranean Sea will you be able to find?&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The River Nile ====&lt;br /&gt;
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Broad and majestic the River Nile floats on its way to the Mediterranean Sea. It is the main artery of life for Egypt, the yearly flooding bringing its gift of nutritious mud to fertilise the fields. But it is also the main transport route, even large ships can sail all the way up to Thebes, where the famous necropolis 'The Valley of Kings' is situated. If you venture up this river you should know that it has its perils of its own - huge and aggressive crocodiles and riverhorses, that can overturn a small boat easily. Which is why using a larger ship for your travel would be a good idea.&lt;br /&gt;
The River Nile is reached from the south-eastern part of the Mediterranean Sea and is the entrance to all Egyptian zones. You can also get here from a Time Trap in Old Carthage. Which one should be pretty obvious.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Egyptian Desert ====&lt;br /&gt;
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The south part of Egypt, known as Upper Egypt or the Red Land, is a barren land. Apart from a narrow stripe along the Nile it consists mostly of desert. Harsh and forbidding is this desert; very few creatures can survive the heat of the day and the cold of the night, and you might find it a deadly task just to traverse it. Yet it is the only way to get to the famous Temple of Hatshetshup, which is situated beyond the Valley of Kings. On your way there you might be lucky enough to find the small shop in the middle of the desert.&lt;br /&gt;
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And talking to the people you will meet by the riverside before venturing into the desert might provide you with some valuable information - if you know how to use it.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Temple of Hatshepsut ====&lt;br /&gt;
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This great female Pharaoh, who was more successful than many of her male counterparts, made Egypt more prosperous than in many centuries. Her ships sailed all the way to the land of Punt, bringing back immense riches; gold, myrrh and rare and valuable kinds of wood, like the black ebony and the red mahogany. To manifest her many deeds Hatshepsut built this great temple in the desert, where it would be hard to find for those that bear ill will. The temple is truly grand, few have seen the likes of this building or of the treasures harboured behind the pillared walls. But bad men and robbers go everywhere, and it is rumoured that some of the most valuable items have been stolen from the temple...&lt;br /&gt;
The entrance to this zone is from the Egyptian Desert. Good luck in finding it... Muhahaha!&lt;br /&gt;
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==== Lower Egypt ====&lt;br /&gt;
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The north part of Egypt, where the soil is dark and fertile, is known as the Black Land or Lower Egypt. It is a land of agriculture, where the people are totally dependent on the river for survival. It is a land of great social contrast, where the rich people are more prosperous than in most other countries, while the fishermen and the farmers are as poor and insignificant as the dirt on the ground. It is a land of religion, where the Priests hold much of the power and wealth and the Temples hold many of the secrets. It is a land of perils, like the great swamps east of the Nile estuary that only few dare to enter. And it is the land of myths, like the story about Isis and Osiris and the evil Seth, a legend that is a personification of the annual flooding of the river Nile. Perhaps you will become a part of this ancient legend during your travels through the land.&lt;br /&gt;
You will find several entrances to this zone along the River Nile.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Valley of Kings ====&lt;br /&gt;
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The Pharaohs of the Old Kingdom built the vast pyramids to contain their mummies, so that they would live for ever. The Pharaoh was buried deep inside the pyramid, surrounded by all the things he would need for the next life. The pyramids could be seen from great distances and were an easy target for thieves, who could break into them at night. The later Pharaohs wanted their burials to be safer, so they cut their tombs deep into rocks in this remote valley, but even so the grave robbers found ways of breaking into them. The passages were filled with enormous stone blocks, the doors were barred and sealed, dire threats were written on the walls to scare off any intruders, the graves were turned into mazes, full of deathtraps. And still the tombs were robbed...&lt;br /&gt;
The burial place of the Pharaos, known as the Valley of Kings, was once the home of a Bedouin tribe, and the members of that tribe didn't take kindly to being forcibly evicted from their ancestral home. They are set on revenge. The entrance to the Valley of Kings lies in the barren desert west of the River Nile, opposite the city known as Thebes in Old Egypt.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Realms of Hades ====&lt;br /&gt;
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When the ancient Greeks die, this is where they end up, in the dark Realms, where Hades is King and Persephone Queen. You have to be ferried over the River of Styx to enter this dark land, but if no burial rites have been performed over your corpse, you won't even be allowed in. If you cannot pay the obol that Charon will ask for the passage, you are doomed to wander for ever on the Fields of Shadow, near the groves of Persephone. But once past the Styx, you will reach the Asphodel Fields, the Vales of Mourning and the Plain of Judgement, where the good will be separated from the evil. If you have lead a good life, you will be sent to the Elysean Fields, the land of the happy dead. But the evil souls will be thrown into the pits of Tartaros, where they will be tortured by fire, until they repent and are given a second chance.&lt;br /&gt;
There are several backdoors to the Realms of Hades, but the main entrance is from Circe's island in the West Mediterranean Sea. But you might also end up there if you throw yourself over a precipice somewhere in the Cyclades... or do some other foolish action leading to your untimely death.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Greek Mainland ====&lt;br /&gt;
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Ancient Greece, the cradle of civilization and of democracy. There is an old saying; 'Even the ancient Greek...' illustrating how Greece has influenced modern man in many different ways. Warriors, demagogues, athletes, scientists, philosophers, poets, playwrights - the ancient Greeks had many strings on their lyre. You have probably read many of the myths; part history, part fiction. Heracles, Bellerophon, Agamemnon and Clytaimnestra in Mycenae, Helen of Troy, Achilleus and Ajax, Iason and Medea, Theseus and the Minotaur, Orfeus and Euridice, Oedipus of Thebes, Socrates and Platon, Archimedes - real or mythical persons, who have in many different ways influenced our litterature and our science. This is where they all lived, loved, fought and died - Ancient Greece.&lt;br /&gt;
This large zone, 800 rooms big, is mostly a grid, a 'travel zone', which can be regarded as a map over Greece. And it holds the entrances to many of the 'real' zones. However, this 'map' is inhabited with Gods and mortals, beasts and mythical creatures, some peaceful, some aggressive. So don't stray too far off the main track or the more densely populated areas in Argolis, Attica and Boetia, if you want to be reasonably safe from robbers and predators.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Aegean Sea ====&lt;br /&gt;
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Many great seafarers have traversed the Aegean Sea. Among the more famous were Jason and the Argonauts, setting out to capture the Golden Fleece; Theseus and Pirithoos, roving adventurers; the Achean fleet, setting out to conquer Troy under the leadership of Agamemnon; home-turning heroes like Odysseus, returning to Ithaka after the siege, and also some of the defeated Trojans like Aneas, who was looking for a new home and found it in Rome. All these famous heroes have sailed in these waters, and also innumerable others, who shall remain nameless. Because during the antique period the sea was the main route of communication, full of perils, but still faster and safer than traveling over land.&lt;br /&gt;
This zone is a travel zone, a 500 room large grid, which will connect you to Crete, the Greek Mainland and the Cyclades Archipelago, Asia Minor with Troy and the land of the Amazons, Macedonia and Thrace in the north, and all the Islands along the coasts. It is not a 'safe' travel zone however, sharks and other large sea creatures may attack and overturn a small boat, so it is best traversed by ship. You will find a small fleet of ships gathered at the cape of Aulis, and the fastest way to get there is by finding the right Time Trap in Old Carthage. Unless of course you want to do it the hard way, and sail there on your own.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Greek Cities I ====&lt;br /&gt;
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Some of the cities of Peleponnesos in antique times come to life in this zone.&lt;br /&gt;
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- Olympia, where the Olympiad was born, and where the Games are held each fourth year. A prospering city, rich from all the visitors for the Games.&lt;br /&gt;
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- Pisa, the small neighbour city, envious of the prosperity of Olympia, but with a great history of its own. Pelops, who gave his name to the entire peninsula, lived, died and was buried in this city.&lt;br /&gt;
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- Argos, ruled by a tyrant, and with a dark past. Its history is a part of the blood feud between Atreus and Thyestes, sons of Pelops.&lt;br /&gt;
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- Tiryns, the city of Heracles, dedicated to the name of the great Hero, and making a hefty profit from exploiting it to Time Tourists.&lt;br /&gt;
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Olympia and Pisa are situated in the west part of Peloponnesos, Argos and Tiryns in the east.&lt;br /&gt;
More Greek cities are in planning: Sparta, Mycenae, Athens, Thebes and Delphi.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Mount Olympus ====&lt;br /&gt;
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The Greek Gods were infamous for their adultery, temper tantrums, jealousy and vindictiveness. In fact, the Greek Mythology is like one endless Soap Opera - or even worse, because the Gods, with their immortal powers had options that few mortals enjoy. One of the most notorious was the King of the Olymp, Zeus himself, who had innumerable affairs with different women. He used to pursue them in different disguises; a bull, a swan, a cloud, a fire flame, a shower of gold... And then his jealous spouse, Hera, in turn used to pursue his mistresses and their offspring relentlessly...&lt;br /&gt;
Mount Olympus is where most of the Gods live in comfort and luxury, dining on Nectar and Ambrosia, plotting and scheming, quarrelling and having love affairs.&lt;br /&gt;
Those of you that know Shartrance also know that she is the right person to do justice to a scenario like this.&lt;br /&gt;
You will find the entrance to Mount Olympus in the Northeastern parts of the Greek Mainland, the region known as Pieria. &lt;br /&gt;
When the zone is completed, that is.&lt;br /&gt;
If you see Shartrance around, remind her of it.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Mediterranean Sea ====&lt;br /&gt;
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All in all the Mediterranean Sea Grid with its groups of islands now contains ca 1300 rooms. Most of the islands can be entered and are smaller or larger zones of their own, an additional 400 rooms.&lt;br /&gt;
The grid may be expanded westwards later, as the known world grows.&lt;br /&gt;
For now the sea Grid consists of the following parts:&lt;br /&gt;
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North Aegean Sea	(North Sporades)	(400 Rooms - level 50-60)&lt;br /&gt;
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Southwest Aegean Sea	(Cyclades)	(120 rooms - level 10-20)&lt;br /&gt;
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Southeast Aegean Sea	(South Sporades)	(105 rooms - level 50-60)&lt;br /&gt;
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Ionian Sea	(Ionian Islands)	(300 rooms - level 40-60)&lt;br /&gt;
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East Central Mediterranean Sea	(Crete)	(185 rooms - level 30-50)&lt;br /&gt;
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East Mediterranean Sea	(Cyprus)	(200 rooms - level 50-60)&lt;br /&gt;
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West Mediterranean Sea	(The Odyssey)	(200 rooms - level 40-60)&lt;br /&gt;
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The entire sea grid is accessible with ships. There are 33 ships available in different locations along the Greek coast, most of them outside Aulis. And an additional 25 are located in harbours around the South Sporades, with Carpathos as the centre point.&lt;br /&gt;
As a general rule the sea is a rather dangerous place, with roaming flocks of sharks, so using a ship when venturing outside the shallow coastal waters is highly recommended.&lt;br /&gt;
Small parts of the sea (the Cyclades and the central sea between Crete and Carthage) are also guarded by the Sacred Shield of Thetis, making these parts reasonably safe from the most aggressives shark flocks.&lt;br /&gt;
If you venture outside the safe parts in a small boat - prepare to die!&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Carthage Bay ====&lt;br /&gt;
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Situated in the northeast part of the Archeological Excavation Camp of Old Carthage is Carthage Bay, a large bay sheltered by a coral reef - and a fence. The archeologists of Old Carthage have decided that they need some help from the visitors in their work, since the native workers have started to desert the Camp in superstitious fear of the Timetraps. So, Time Tourists are allowed to search for artifacts in the Bay. And if you find all the parts of an old item and turn them in to the right expert, you will be well rewarded.&lt;br /&gt;
And if you succeed in assembling them yourself, you'll be even better rewarded. Carthage Bay probably has the best fishing waters in the Realms, with plenty of easy and non-aggressive fish and other sea creatures to hunt. And since the bay is secured from large and aggressive sharks by a fence, many Time Tourists go there just for the safe and abundant fishing.&lt;br /&gt;
For the Questor, this is a very good place to get adjusted to the way questing usually works in 4D. The zone has all the tricks and treats of the high level zones, but without the dangers.&lt;br /&gt;
And it has these features to a much higher degree. While in a hard Quest zone you might have to search around 50 rooms before you find anything interesting, in Carthage Bay there is something hidden in almost every room. But HIDDEN is of course the key word, don't expect the pieces to lie out in the open.&lt;br /&gt;
You'll find the entrance to Carthage Bay if you go all north and then follow the fence east in Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Aegean Islands ====&lt;br /&gt;
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There are 4 Main Island Groups in the Aegean Sea:&lt;br /&gt;
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- The Cyclades (which form zone 6P called Greek Archipelago).&lt;br /&gt;
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- The North Sporades, with the islands Euboea, Sciathus, Parapethus and Scyros.&lt;br /&gt;
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- The Thracian Archipelago, with the islands Thasos, Imbros, Lemnos, Tenedos, the somewhat isolated island Lesbos and the peninsula Athos.&lt;br /&gt;
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- The South Sporades or Dodecanese, with the islands Chios, Samos, Icaria, Calydnos, Calymne, Lebinthos, Astypalea, Cos, Anaphe, Nisyrus, Syme, Carpathos and Rhodes.&lt;br /&gt;
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- And far to the east in the Mediterranean Sea lies the isolated island Cyprus.&lt;br /&gt;
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Trading is abundant in all the Greek islands, and almost every island has some valuable asset that can be traded somewhere else. It is possible to travel among the islands in a small boat, but if you leave the coastal waters or the archipelagos a ship is recommended, due to the flocks of sharks. Apart from the perils of the sea, most of the islands are comparatively safe, as long as you don't break the peace yourself. The exceptions from this rule are Tenedos, where a guerilla war is raging, and Icaria, which is possessed by pirates.&lt;br /&gt;
The enterprising Trader would be advised to start out on Carpathos, northeast of Crete, where you can get access to Sea Charts and Trading Charts.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Ali Baba's Cave ====&lt;br /&gt;
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You have probably heard about Ali Baba and the 40 thieves, and the hidden cave with all the legendary treasures they collected on their raids to the Sultan's palace. Now is your chance to find out if these legends are true.&lt;br /&gt;
Of course, you need to get through the desert to find the cave first...&lt;br /&gt;
And then figure out how to get into the cave...&lt;br /&gt;
But that shouldn't be too hard for a smart guy like you.&lt;br /&gt;
This zone is mainly for those who just left the Newbie zones, and are looking for something a bit more challenging, but still not too hard. It was created by one of the Helpers, so it has some easy quests, designed to teach you some of the things that are special for this Mud. Things like listening, smelling, looking behind and under things and so on...&lt;br /&gt;
You will find the zone just east of the Gate that leads to the Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Arabian Desert ====&lt;br /&gt;
&lt;br /&gt;
This is the link between Europe, Africa and the Orient. Situated east of Egypt, this vast and arid desert is a dangerous place, and most people crossing it prefer to travel in groups or caravans. The heat alone could kill you, but there are also raiders, poisonous snakes, locust and other plagues. And yet people manage to live in this desert, nomad tribes, living in tents made of Oryx hide. There are a few oasises, where you can find shadow and water. And also there are some tales of a mysterious forest in the heart of the desert.&lt;br /&gt;
Is it just a mirage? Is it the confused ramblings of exhausted travelers on the verge of heat stroke? What is the truth about the mysterious forest?&lt;br /&gt;
You can enter this desert from the southeast corner of the Mediterranean Sea.&lt;br /&gt;
Or from the time trap in the northernmost excavation trench on West Path in Old Carthage.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Land of Punt ====&lt;br /&gt;
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The legendary Land of Punt... This is the place where Queen Hatshepsut sent her famous expedition that brought exotic and rare treasures back to Egypt.&lt;br /&gt;
Since then others have followed in her footsteps, but few have returned. The way to Punt is long and full of perils, and once there you might find that the land itself is equally perilous. Even though the natives are mostly friendly, you'll have to deal with the large animals of the jungle and the savannah - lions, leopards, elephants, giraffes, not to mention several breeds of poisonous snakes... And if you think that the jungle is perilous, this is nothing compared to the limestone caves that you will find in another part of Punt. There are also mythical creatures, of which even the natives speak with fear and awe, like the Dzunkwa, who is said to feed on small children.&lt;br /&gt;
And still many people find it worth while braving the hardships and perils, just for the exotic treasures and the trading opportunities. To find the Land of Punt, you need to travel up the Nile, past the Land of Kush and the swamp where the pygmies live. But if you expect to have any success in trading with the natives, you'd better learn the language or find some kind of translating device that works.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Upper Nile ====&lt;br /&gt;
&lt;br /&gt;
While the Lower Nile flows broad and lazy through a fertile cultivated valley, the Upper Nile has a different character. The current is swifter, the river is much narrower, and the surrounding landscape, with the exception of a narrow green basin along the river shores, is much harsher. Through a long part of its course, the Upper Nile flows through the vast and inhospitable Sahara desert, where not many life forms can survive. But along the river basin civilization has developed, and the cities, temples and graveyards of Kush are just as amazing as those of Egypt.&lt;br /&gt;
Situated along the upper Nile are also the famous temples of Philae and Abu Simbel, which were erected by the Egyptians.&lt;br /&gt;
There are six cataracts between Aswan and Khartoum, and these make sailing more difficult, since you have to drag the ships past the rapids. At Khartoum the Nile splits in two arms, one emanating from the Abyssinian highlands, the other from the steaming jungles and swamps of Central Africa. And somewhere along its course you'll find the legendary Land of Punt.&lt;br /&gt;
The Upper Nile is mainly a Travel zone, which connects Egypt with the Land of Kush, and beyond that the legendary Land of Punt, but it also has its own challenges and quests. Above all it is a Trading zone, and you'll find Trading Markets in several places along its course. And if you are headed for Punt, it might be a good idea to keep your eyes and ears open along the way, because both the Egyptians and the Kushites seem fascinated by that country. To get to the Upper Nile zone you need to travel upstream from the estuary, through the lower Nile and past Aswan.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Desert of Wawat ====&lt;br /&gt;
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The northern parts of the vast Sahara desert is known as Wawat, or Lower Kush. It is an arid, desolate country, where only a few nomad tribes can survive with their herds. No wonder that the Egyptians mostly refer to Kush as 'The wretched Lands'. But Wawat also has a very strategic location, and several goldmines.&lt;br /&gt;
The Egyptians and the Kushites constantly fight for power over the territory, although the two countries officially are at peace and have close and frequent trading contacts.&lt;br /&gt;
Wawat is also a place that attracts archaeologists, because of the many nomad graves, and because of the treasures lost by caravans and other travellers that have perished in the sand and the heat.&lt;br /&gt;
This 200 room grid zone should be a good levelling place for reasonably strong players, because it has the unique feature of loading mobs that are adapted to your level and tier when you enter 6 special rooms.&lt;br /&gt;
It also has several quests, some pretty easy, some very hard. Helping the nomad people of Wawat could be one vocation, but you might instead prefer to assist the Egyptian garrisons in the forts along the Nile.&lt;br /&gt;
The Desert of Wawat is situated at the northern part of the Upper Nile, between Aswan and Kerma.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Land of Kush ====&lt;br /&gt;
&lt;br /&gt;
Few people know about it today, but the civilization in Kush, which is also known as Nubia, is the oldest one in Africa, and just as advanced as that of ancient Egypt. There are in fact more pyramids in the Land of Kush than you can find in all Egypt. Names like Kerma, Napata, Meroe and Khartoum are well known to both travellers and historians.&lt;br /&gt;
Religion and the belief in a Life after Death was as important to the Kushites as to the Egyptians, and they shared many of the deities. The Kushites were known for their exquisite handicraft, in particular pottery, patterned cloth and bronze weapons. But most of the artwork was created as grave goods, and was buried in the tombs to make life on the other side easier for the dead.&lt;br /&gt;
The main city, Kerma, is actually two cities, where The City of the Dead is a mirror of The City of the Living. At Napata, where the Kings of Kerma are crowned and buried, you'll find not only the large burial ground of Nuri, but also the famous mountain Gebel Barkal, with its row of temples hewn into the rock proper.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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=== The Medieval Dimension ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Olde_Yorke_City|Olde Yorke]] || Molly || 250 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Tournament_Place|Tournament Place]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Robber_Baron_Castle|Robber Baron Castle II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Sherwood_Forest_and_Nottingham_City|Sherwood Forest]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Viking_Ship_and_Green_Fen_Village|Viking Ship]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Pirate_Galley|Pirate Galley]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Convent_and_Nunnery|Convent and Nunnery]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Camelot_and_Durmandle|Camelot]] || Molly || 190 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Castle_of_Mirkheim|Castle of Mirkheim]] || Lanseril || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Elven_Forest|Elven Forest]] || Malfeasor/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-45) || [[#Metropolis_of_the_Elves|Metropolis of the Elves]] || Fallacy/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Sanctuary_Haze|Sanctuary Haze]] || Kelixa/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_High_Mountains_and_the_Tower_of_Rapunzel|Tower of Rapunzel]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Troll_Forest|Troll Forest]] || Zsijn || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Osten_Ard|Osten Ard]] || Moonstar/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Ice_Castle|Ice Palace]] || Niketh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Winter|Mount Winter]] || Kristen/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Temple_of_the_Damned|The Temple of the Damned]] || Nicoli/Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dun-Shivaar|Dun-Shivaar]] || Remington || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Serf_Village|The Serf Village]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Township_of_Odessin|The Township of Odessin]] || Crystal || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-60) || [[#The_Lostlands|The Lostlands]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Fenezia|Fenezia]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#A_Rip_in_Time|A Rip in Time]] || Crystal || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mother_Goose|Mother Goose]] || Shartrance || 180 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Midlands|The Midlands]] || Soulstar || 150 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dragon_Island|Dragon Island]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Enchanted_Lands|Enchanted Lands]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#City_of_the_Tulipek|City of the Tulipek]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(45-50) || [[#Mount_Kuromeru|Mount Kuromeru]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Citadel_of_Thandar|The Citadel of Thandar]] || Durgan || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Town_of_Ta-Beneth|The Town of Ta-Beneth]] || Durgan || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Dragon_Caves|The Dragon Caves]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Royal_Forest|The Royal Forest]] || Alabastor || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-40) || [[#The_NightDragon_Realms|The NightDragon Realms]] || Kvetch || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Land_of_Avalon|The Land of Avalon]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-150) || [[#The_Mountain_Village_of_Gelindril|The Village of Gelindril]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Flying_Fortress|The Flying Fortress]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dragon_Forest|The Dragon Forest]] || Angel/Kvetch || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Olde Yorke City ====&lt;br /&gt;
&lt;br /&gt;
This large town with narrow and winding streets is the first that meets you when you take the Time Warp to the Medieval Dimension. Surrounded by its broad moat and protecting town wall, guarded by archers from the ten defence towers, the City of Olde Yorke is the natural centre of the blooming eastern parts of medieval England. Here you will find shops, banks, Inns and Pubs, to fulfil all your needs, here also the Administration and Law of the Eastern Realms is situated in the impressive Town Hall. And the Cathedral is said to be the largest and most beautiful in all England. You will be quite safe in this city as long as you don't break the peace. But if you do - beware of the Cityguards...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Tournament Place ====&lt;br /&gt;
&lt;br /&gt;
Situated just east of Olde Yorke, the Tournament Arena offers the most popular form of divertissement during Medieval time. Almost every day the gallant knights of the country encounter each other in mortal combat or playful joust in this Arena, while the nobles of the country watch the games from the gallery, and the peasants and sundry mill and throng outside the fence to catch a glimpse of their favourite knight. The first Sunday of every month the famous &amp;quot;Knight of the Month&amp;quot; Tournament is held, to decide who is the most powerful knight of the Realms. If you want to measure your strength against other players without registering as PKiller, you can go one step down from the center of this arena, to the Gladiator Pit, where you can fight without risking to lose your corpse or get a KILLER Flag. You could also go to the &amp;quot;Arena&amp;quot; of 4 Dimensions, another place where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;Pkiller&amp;quot; or not. You need an imm to start the Arena, whereas the much smaller Gladiator Pit is accessable at all time.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Robber Baron Castle ====&lt;br /&gt;
&lt;br /&gt;
The Robber Barons are the disgrace of feudal England. Oppressing and abusing their unfortunate tenants, ambushing innocent travellers, taking hostages and claiming enormous ransoms from their poor relatives, they gather their illegitimate riches, always expanding their powers to add more land and properties to their already enormous domains. The walls of their castles are thick and impenetrable, the dungeons deep and dark - he who dares enter this castle does so at his own peril. You will find the Robber Baron's castle in the eastern Realms, just east of the Tournament Place.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Sherwood Forest and Nottingham City ====&lt;br /&gt;
&lt;br /&gt;
The Road to Nottingham passes through the infamous Sherwood Forest, where Robin Hood and his merry men defy the Law of feudal England. As soon as you leave the comparatively safe road and venture into the woods, a green-coated archer may lurch behind every tree. You may risk your purse, if not your life, when you enter this forest, and it isn't necessarily the green-coats that present the greatest peril. The Sheriff's men have been known to attack innocent travellers too. But if you make it safely to the small town of Nottingham, some of the best shops in the territory await you there. Sherwood Forest is situated in the eastern Realms, east of the Tournament Place and the Robber Baron's castle. Just follow Tournament Road, Dirt Road and Nottingham Road, and you will soon be there.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Viking Ship and Green Fen Village ====&lt;br /&gt;
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The rough and uncouth warriors from the distant Northern countries regard the eastern coast of England as their own private playground. Every year a Viking Ship hits the lush and marshy coast near the small village Green Fen. But while the farmers of the coastal area complain bitterly about the ravaging Vikings, the resourceful villagers have adjusted to the situation.&lt;br /&gt;
Green Fen has developed from a poor fisherman's village, to a prospering Tourist Centre, offering the visiting Vikings all sorts of accommodation and services - mostly in the form of licensed houses (the Vikings like to hit the booze between battles). To find Green Fen, just follow the road leading eastwards from Olde Yorke until you reach the east coast.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Pirate Galley ====&lt;br /&gt;
&lt;br /&gt;
If The Vikings are a pain in the butt to the coastal inhabitants, the Pirates from the Mediterranean sea are an even worse plague. In a small, natural harbour on the east coast a Pirate Galley Ship is hiding, while the crew raids the neighbourhood. Having gathered priceless treasures in several countries before arriving at this remote coast, the Galley Ship presents a rich prize for an enterprising adventurer, who has the timing of hitting it while the main part of the crew is ashore looting the countryside.&lt;br /&gt;
The easiest way to find the Pirate galley might be to follow the river Tain north- and eastwards from the bridge of Nottingham, and then go north at the estuary.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Convent and Nunnery ====&lt;br /&gt;
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Surrounded by impenetrable high walls, the adjacent Monastery and Nunnery present a sanctuary as well as a challenge. Somewhere inside those walls a very powerful item has been hidden - hidden so well that so far nobody has succeeded in finding it. The two convent orders share the same church - and as the attentive explorer will discover, they also have a lot of other things in common. In fact there are more secret passages between those two convents than you would ever dream of. Oh well, even monks and nuns are entitled to some fun, aren't they? The twin Convents are situated just northeast of the Tournament Place in the Eastern Realms.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Camelot and Durmandle ====&lt;br /&gt;
&lt;br /&gt;
The West Trade Road that leads from Olde Yorke To Camelot is long and full of perils. But once you get your first glimpse of that golden citadel from the rolling hills east of Durmandle, you realise that the road is well worth travelling. Don't forget to actually LOOK at the castle, to behold its true grandeur. The gallant knights of King Arthur's Round Table await you there. And further west, past the Crystal Mountains and the elven forests maybe a ship will be waiting one day at Land's End, to take you to new and unexplored continents...&lt;br /&gt;
You will find Camelot far off in the Western realms,but beware! - Only the truly good are allowed to enter Camelot Castle.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Castle of Mirkheim ====&lt;br /&gt;
&lt;br /&gt;
West of Olde Yorke loom the Svalich woods, dark and dangerous. And hidden in these dark woods sits the even darker castle of Mirkheim. The rumour has it, that the inhabitants of that castle are all vampires. And very few of those that dared enter this castle of death ever came out alive again. But those that did, tell about a rich loot, that made up for the perils and horrors of this infamous castle. If you are strong enough and brave enough to defy the dangers, maybe you'll even encounter and defeat the dreaded Lord Mirkheim himself.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Elven Forest ====&lt;br /&gt;
&lt;br /&gt;
Even though most of the elves have left England by now, there still are some elven strongholds far off in the western parts of the country. This majestic Beech forest may look like an ordinary wood to those that are not attentive of their surroundings. But high over the ground, in the dense and mysterious crowns of the trees, there is a secret world of its own, where the elves lead their lives hidden from all human eyes. To get to the elven countries, just follow West Trade Road past Durmandle. But if you dare enter it - beware! The elves object to intrusion and they are aggressive and formidable warriors when riled. And finding the key to their Realms might not be so easy...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Metropolis of the Elves ====&lt;br /&gt;
&lt;br /&gt;
In the northern parts of the Elven Forests, the lucky wanderer may find the secret portal, which will take him to the hidden and almost forgotten Metropolis of the Elves. The very few that have found the way to this grand city speak with awe of the many mysterious and powerful items you can find in the shops of this magnificent metropolis. Here also the great elven Poet Taliesin resides, a man known and respected by bards all over the country for his sonnets. You might want to join in the yearly Poet Contest, where Bards from every part of the land congregate to test their skills with the feather pen against each other.&lt;br /&gt;
But once again - take care... The elves are not particularly fond of visitors of foreign races, and natural enemies like Dwarves and Drows they may attack on sight.&lt;br /&gt;
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==== Sanctuary Haze ====&lt;br /&gt;
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Under the floor of the magnificent Yorke Cathedral lies a secret world of its own. Dark and mysterious crypts await you, an eerie and dark graveyard, haunted by the ghosts of long time gone inhabitants of a once grand and luxurious manor. In this world of darkness all your worst nightmares may spring into reality and the fiends and imaginations of some sick and feverish mind spring to life to plague and torture your body and soul. Enter this dark world, and you may loose your own mind...&lt;br /&gt;
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==== The High Mountains and the Tower of Rapunzel ====&lt;br /&gt;
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North of Olde Yorke some high and perilous mountains tower over the plains. The north Trade Road passes through those mountains, but the merchants using it tend to stick together in large caravans, and make the passage as quickly as possible, for fear of the wolves and highway robbers that infest those desolate places. So even if many of the travellers wonder about the high, lonely tower, that you can discern from the distance, not many have dared to explore it. And very few of those that did have lived to tell the story. For there IS a story about that old tower - and a secret. And there are treasures beyond your imagination to win for anybody who succeeds to solve the mystery of the Tower of Rapunzel...&lt;br /&gt;
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==== Troll Forest ====&lt;br /&gt;
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This is a pretty nasty zone, designed by one of our strongest and most evil players to be a challenge to all the best characters in the game. You should not even THINK of going there if you are below level 50. And even at that level, trying to mess with the one called Jaih would probably give you nothing but grief. And if you think Jaih is a tough cookie - try the Dreadlord...&lt;br /&gt;
Perhaps you think the equipment is worth all the effort and dangers? Well, in the Troll Forest you might very likely ending up LOSING all your equipment, instead of gaining it. And the perils in Dunshade Manors ar no less.&lt;br /&gt;
You will find the entrance to this zone somewhere along the West Trade Road, near the Halfway House. But be warned: This is not a zone for the weak or craven or feeble-minded.&lt;br /&gt;
Watch out for Jaih - and the deathtraps...&lt;br /&gt;
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==== Osten Ard ====&lt;br /&gt;
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The realms of Osten Ard are large, and many adventures await a visitor to this distant part of Old England. In the city of Hayholt a struggle between good and evil goes on, after the good King John died. On the surface all may seem calm and peaceful, but in the deep and dark dungeons and mines underneath the castle dark forces rule. West of the little city of Hayholt lies the Aldehorte Forest, where the proud and beautiful Sithi people reside, and if you choose to travel eastwards you will pass a small Troll Village, the Keep of Naglimund and eventually reach the cold and desolate country around the StormSpike, where the evil Norns reside.&lt;br /&gt;
The legends say that a Stranger will save the City of Hayholt in its greatest hour of need. Perhaps you are that stranger?&lt;br /&gt;
To get to Osten Ard you must travel northwards from Olde Yorke, past the High Mountains and the Gypsy Camp.&lt;br /&gt;
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==== The Ice Castle ====&lt;br /&gt;
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Way up north in the Northern realms, where the snow never melts, you will find this magnificent castle, built entirely of snow and ice. Here reside King Lachdanan and Queen Adia, guarded by Snowman Guards and ruling a land of eternal winter. Their hearts are as cold and cruel as ice too, and they show little mercy to any travellers that break the peace in their ice cold domains. But still warm love and hot feelings exist in this land of eternal cold and snow, an unexpected romance between a poor and humble poet and the richest and most powerful woman in the Realms.&lt;br /&gt;
You will find the road leading north to this castle in the eastern part of Osten Ard past the City of Hayholt and the Keep of Naglimund, so even getting here will take some effort.&lt;br /&gt;
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==== Mount Winter ====&lt;br /&gt;
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A gigantic mountain, covered with eternal snow, towers ominously over the town of Winterville. In spite of the always present threat of avalanches, the citicens of this small town spend their lives quite happily, skating on the icerink and making a good profit from selling supplies to those that come here with the sole purpose of climbing that high mountain. Maybe you are one of those brave mountaineers too? If so, beware, the paths leading up the mountain are icy and treacherous - one false step and you are a gonner...&lt;br /&gt;
And what if you meet Big Foot up there?&lt;br /&gt;
You will find this mountain in the Northern realms, east and north of Osten Ard, and north of the large forest where the Ice Castle is situated.&lt;br /&gt;
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==== Temple of the Damned ====&lt;br /&gt;
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Buried deep in unfamiliar woods lies an unknown entrance to a long-forgotten temple of a legendary cult, once known for its vile and horrific human sacrifices. Ancient tomes that have long ago fallen to dust, once spoke about an evilness that lives - nay thrives - upon the evil of all creatures.&lt;br /&gt;
Innumerable adventurers have lost their souls trying in vain to rid the realm of this evil presence. Ever-growing, ever-feeding upon evil deeds and thoughts, this temple will continue spreading its influence till all creatures submit... or die. Be forewarned: None who have entered has ever returned from where upon they left. You will find the entrance to this temple in the dark and dangerous Svalich Woods.&lt;br /&gt;
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==== Dun-Shivaar ====&lt;br /&gt;
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Once this was a great and prosperous merchant city, famous for its Elf &amp;quot;Academet&amp;quot; and its grand Park of the Golden Bunny. But lately some dark and mysterious curse seems to have crept in on the city, draining the life and willpower from its citizens, spreading like the black plague in wider and wider circles. Already travellers are avoiding the city, giving it a wide berth rather than entering the tall gates. Already rumours and strange tales are being spread in taverns and inns all over the Eastern Realms. Few people dare visit Dun-Shivaar today - even fewer return from the visit to tell their story. The city is still there, at the end of the trail leading south through Sherwood Forest. But only the strongest and bravest - or the most foolhardy? - travel there now, in search of the vast treasures that also are said to be found there. And since few ever return, maybe the time soon will come, when Dun-Shivaar sinks into total oblivion?&lt;br /&gt;
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==== The Serf Village ====&lt;br /&gt;
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In a small miserable village the serfs lead their miserable lives, crammed into small ramshackle huts, working 18 hours a day to keep starvation from the door. The serf village is situated south of the Tournament Place, among small and meagre fields, yielding sparse crops of barley, oats and potatoes. A curious detail that a visitor can observe is, that almost all the serf children show an amazing likeness to the Robber Baron Rudolf von Dummkopf, who resides in the large castle nearby. This is due to a medieval custom called 'Droit de Seigneur', which means that the feudal lord has the right to the first night with any young woman among his tenants. In fact the Baron is the father of every single child in that village - except one. And as for that child, there is a secret about his heritage, a scandal that might rock the walls of another great castle once it gets known...&lt;br /&gt;
To get to the Serf village follow River Walk west of the Tournament Place southwards. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== The Township of Odessin ====&lt;br /&gt;
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The zone contains not only the Town of Odessin with its famous shops, but the surrounding countryside as well, with large forests and trackless swamps, haunted by trolls and dark fiends. There is a built-in quest, where you can earn tokens. There is some rather special equip, and no less than four artifacts - if only you can find them. To get to this zone, just follow the Southern Trade Route, from the south gates of Olde Yorke. Some dangers may await you along that road, but they are nothing compared to the perils that you will encounter in the Realms of Odessin - where the name of Alacaurde, the Evil incarnated, is still vividly alive, although he himself is dead...&lt;br /&gt;
Or is he really...? And, if you get to the Keep of Odessin, watch out for Mistress Lydia, the Demoniac. Rumour has it that her tastes are twisted and peculiar, and you might end up as the latest victim of her pleasure...&lt;br /&gt;
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==== The Lostlands ====&lt;br /&gt;
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South of the little fishing village Green Fen on the east coast of old England lies the vast and trackless swamp, locally known as the Lostlands. The name has two meanings. The villagers believe that the souls of sailors perished at sea have drifted in with the wind and are now lost for ever in the dense mists that perpetually cover the swamp. Some people even believe that the mists are FORMED by all those unhappy souls, trapped for ever by a strong spell that prevents them from crossing the river Main to the north. But there is another and more sinister meaning of the name too. Very few people who enter that swamp are ever heard of again. Stories are told about the monstrous swamp goblins and trolls that roam the area, and of their lust for human blood. Stories are told about the ghosts, who also yearn to suck the blood of the living in an attempt to acquire some of that warmth and life for themselves. And often during still nights bloodcurdling screams can be heard from inside the dense mists...&lt;br /&gt;
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==== Fenizia ====&lt;br /&gt;
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The legendary Fenizia, the City of Light and Darkness, is also known as the city of the Poison and the Dagger. It is ruled by six families of nobles, each of them at each other's throat. Superficially it is a city of beauty, with stately palaces lining picturesque canals. But if you are able to penetrate below the bland tourist surface, you will find many a dark secret. Most people visit Fenizia just to view the sights and to acquire the poisons and antidotes available there. But Fenizia is so much more. It's a city full of plots and revenge and murder and hired assassins.&lt;br /&gt;
It is a place where you could just as easily lose your life as your purse.&lt;br /&gt;
So if you really want to know Fenizia, you must dig a lot deeper. You must listen at doors and look under beds and behind paintings, in the search for secret passages and hidden caches. You must use all five senses, and maybe a sixth sense would not be out of place, if you want to unravel all the mysteries of this grand City.&lt;br /&gt;
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==== A Rip In Time ====&lt;br /&gt;
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This area has the feeling of Scotland in the ancient times, but there is also a mystery edge to it. No less than seven castles awaits you to be explored in the vast and perilous Highlands, each with its own mysteries and challenges. Travel the Sea of Illusions and fight against mythical sea monsters - maybe even the legendary Loch Ness monster might find its way here through secret, underground rivers. Take a ferry ride to the mainland and wander the highlands, battling the aggressive creatures that inhabit them. Seek out the castle of riddles and try to solve the puzzles there.&lt;br /&gt;
Or you can soar among the clouds with the creatures of the air and go shopping in a small town located in the sky. You will of course need wings to go there, but those will be provided, if you keep your eyes open.&lt;br /&gt;
Witchcraft rules in the Highlands, but the witches are not all evil, some of them you might find rather helpful - or at least the potions they brew will be.&lt;br /&gt;
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==== Mother Goose ====&lt;br /&gt;
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This is the story of Snow White and the Seven Dwarves, but told like you have never heard that story being told before. Actually the zone contains 7 stories, one for each of the dwarves. In this zone you will learn some new things about Little Red Riding Hood and the Big Bad Wolf, about the Beauty and the Beast, Cinderella and Prince Charming, and some other well known story book characters. But don't expect these tales to be anywhere near those that your mother used to tell you. This version of the good old Mother Goose Bedtime Stories is definitely not for children. You will get lost in dungeons and forests, learn why Happy is so uncommonly happy, find out if Bashful is really as shy as he looks, and hopefully help a few separated couples to get back together - that is IF you are able to solve the pretty nasty problems that Shartrance put in the way of True Love. You will find the entrance to this zone in the Library of Olde Yorke. (The Adult Department). And remember that you have to be above 18 to enter that Department. This story is definitely not for kids!&lt;br /&gt;
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==== The Midlands ====&lt;br /&gt;
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There is a dark threat looming over the Realms. Some evil force is sucking all the magic out of the World into the Underworld. The people in Midlands are worried - even the first Wizard is at a loss about what to do. Maybe you could help? While traveling over the Midlands you'll meet many perils, but also ordinary, friendly people in need of help. The main Quest of this zone is of course to save the World! But you may find that this won't be an easy task. Not much is what it seems to be in this zone. There are many wicked secrets and surprises, so you'll have to watch your step. This is not the place for the weak - or the slow-witted. The rewards may also be great... But remember - illusions can be deadly!&lt;br /&gt;
You will find the entrance to the Midlands somewhere near the Halfway House on West Trade Road - at least that is what the rumour says...&lt;br /&gt;
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==== Dragon Island ====&lt;br /&gt;
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On the eastern coast of old England lies this small island, where the Dragons still rule. In fact the Mayor and the citizens of the small city known as Grumville are really worried that one day the dragons will invade the city and kill all the inhabitants. The city is strongly fortified, but will that really help against flying dragons? The Mayor might ask you for help to defend the city, by finding an object of protection that was lost long ago. But to find this object you must pass the Unforgiving Forest, and venture into the Realms controlled by the dragons. Maybe even enter the dreaded Dragon Tower. Of course - as everybody knows, dragons like to collect treasures of gold and jewels, so it might well be worth your time.&lt;br /&gt;
You will find the Dragon Island near the village Green Fen, outside the estuary of the River Tain, on the east coast.&lt;br /&gt;
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==== Enchanted Lands ====&lt;br /&gt;
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More than five centuries ago the Lands of Shetreleigh were sealed off, after a great and evil peril had been warded off. Now these once grand lands lie almost deserted, although the observant adventurer might discover traces of civilizations long lost, and battles once fought. But there is still hope.&lt;br /&gt;
Though the defenders all perished - well at least ALMOST all - a small group of their descendants has lately returned, mainly to find out what happened to their ancestors, and how the even greater threat still lurking might be averted. The final battle has yet to come. Perhaps with your help the good forces might finally triumph over the evil that lurks beyound Mount Kuromeru.&lt;br /&gt;
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==== City of the Tulipek ====&lt;br /&gt;
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Hidden high and deep in the trees of the Mystical Rainforest lies a village of free, powerful fairy people called the Tulipek. Turned tiny, you fly through the village harmoniously in the trees. Shops and homes lie both inside and on platforms built around the gigantic rainforest trees. Fairies of all colors whisk about you, leaving trails of musty light. Meet Sentries, the rainbow family, and the wise ancient elders of Floreidellis.&lt;br /&gt;
It is peaceful and enchanted, but a sickly tree infested with mysterious rainforest insects threatens the village. What is causing this sudden menace?&lt;br /&gt;
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==== Mount Kuromeru ====&lt;br /&gt;
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Dare you enter the rift that stands between you and the barrier before the sinister Black Mountain? Indescribable fiendish creatures prepare for battle against all that exists in this world. The threat of Shetreleigh attempts to be unleashed again, waiting for the entire shield to drop.&lt;br /&gt;
Atop the mountain of pure shadow stands a tall black tower - The Tower of Abyss, named for the bottomless Abyss that surrounds it, a pit of eternal anguish. The tower reaches high into the red storm clouds, many floors of trick and temptation. Do not be too anxious to enter, a safer road must be available. Find the secret of the shield, the cause of the rift within it, and perhaps you could be the destined mortal to at last avenge the scourge of the Enchanted Lands.&lt;br /&gt;
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==== The Citadel of Thandar ====&lt;br /&gt;
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South of Yorke, somewhere in the Dwarven Mountains, lies one of the doorways into the deep Dwarven mines and the shining citadel known as Thandar. The dwarves welcome the other races with open arms, except for those cursed dark elves, whose city is even further underground. Many of the citizens of Thandar need a little help with some problems and you might get the chance to try your hand at some underground mushroom farming - that is, if the Cook doesn't discover your trespassing and throws you out.&lt;br /&gt;
And it's the King's birthday too, so make sure and get him something he'll like. Oh, and watch out for that dragon, he's a might bit upset right now...&lt;br /&gt;
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==== The Town of Ta-Beneth ====&lt;br /&gt;
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The Town of Ta-Beneth is the home of evil folk known as dark elves. They glory in their vile ways and serve a lich queen who worships a dark Goddess. The town is at war with the Citadel of Thandar, whose goody-goody ways run counter to everything the dark elves believe in.&lt;br /&gt;
But someone has stole the deck of Tarot cards, a very magical source of power, from the Seer of Ta-Beneth. The vile thieves have seperated the deck and hidden each card in a secret place. Finding the cards is only half the battle, for not even the Seer herself can put them back into a whole deck.&lt;br /&gt;
To get to the new zone you need to find the hidden entrance, somewhere in the dwarven tunnels. If you have trouble in finding it, a visit to the girl who runs the New Age Shop in Pleasure Planet might be of assistance. Just don't ask me how. These seers and witches have their own mysterious ways...&lt;br /&gt;
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==== The Dragon Caves ====&lt;br /&gt;
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Somewhere far out in the Sea of Illusions that flows through the Rip in Time is an island where dragons go to rest. There is a warren of tunnels and caves that riddle the ground under the mountain that covers the entire island. Dragon guardians, an elite group of highly skilled warriors, patrol the caves and watch over the dragons while they sleep. The dragons come in many colors, but only one size, HUGE, each with its own set of unique magic or skills. There are rumors that the scales of some of the dragons can be used to enhance mortal items... but rumor is all it is, since so few who go into the caves ever come back out.&lt;br /&gt;
This area is only meant for the strongest of Time Travellers that have defeated the toughest of creatures found throughout the 4 Dimensions.&lt;br /&gt;
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==== The Royal Forest ====&lt;br /&gt;
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The Royal Forest, situated northeast of Olde Yorke, is surrounded by a high wall, to keep the King's deer and sheep that graze there in, and predators and trespassers out. Unfortunately some vermin have been able to slip in anyhow, through cracks in the walls, and there even are rumours about a band of robbers using the forest as a base. The King graciously allows the citizens of Olde Yorke to enter the forest and even forage for berries and nuts, as long as they leave the deer alone and donate to the upkeep of the forest.&lt;br /&gt;
This is a nice hunting ground for new players, who can also help the Game Warden by killing some pests. There's also a mystery about a missing Warden that you might be able to solve, to great advantage for yourself.&lt;br /&gt;
You will find the entrance to this forest at the intersection of North and East Wall Road, just outside the walls of Olde Yorke. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== NightDragon Realms ====&lt;br /&gt;
&lt;br /&gt;
For centuries the Kobolds and Goblins of the NightDragon realms have been at war. Their blood-soaked battlefield can't take any more. Traverse in the caves of the kobold, or check out the village of the goblins, either way you'll have to go through centuries of war on the battlefield. To get to the NightDragon Realms, head south on South Trade road just past the Dwarven mountains by Golden Bridge Inn.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Land of Avalon ====&lt;br /&gt;
&lt;br /&gt;
Avalon is the mysterious land where King Arthur's sword Excalibur was forged.&lt;br /&gt;
For many years the path there has been lost to mankind. The Fairies and Pixies that inhabit the land, have concealed the entrance in swirling mists.&lt;br /&gt;
By now most people have forgotten that the Land of Avalon even existed.&lt;br /&gt;
Only the Druids remember, since Avalon is their home Land.&lt;br /&gt;
Maybe this is just as well. Because although Fairies and Pixies can be very entertaining, they also can be extremely annoying. Sometimes their main purpose in life seems to be to annoy humans.&lt;br /&gt;
But this cannot be all there is to it. In fact, when someone makes a lot of precautions to hide something, it usually means that they have something valuable to hide.&lt;br /&gt;
If you really want to seek out the Land of Avalon, you should perhaps start at the old Cairn, southeast of Durmandle. Some of the locals claim that this is the entrance to Avalon.&lt;br /&gt;
Of course most of the locals also claim that the cairn is haunted and avoid it like the plague. Especially at midnight, and when the moon is full...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Mountain Village of Gelindril ====&lt;br /&gt;
&lt;br /&gt;
A secluded mountain village, where the old Dane blood still runs cold and fierce. A place for hunters and loggers to call home, and a place for the hearty adventurer to test their limits.&lt;br /&gt;
A great evil has befallen the proud people of Gelindril, to a degree so great that it has almost brought them to their knees. And now they need a hero to their rescue more than ever before.&lt;br /&gt;
You will find the entrance to this village somewhere on the West Trade Road, near the Halfway House. It may be a bit hard to locate, so you might have to search a bit for it. Just as well. This is not a zone for the young or weak.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Flying Fortress ====&lt;br /&gt;
&lt;br /&gt;
This is a place where great darkness and horror take place to a truly frightening degree. Long damp corridors, teaming with palatable evil, prove to be a true test to any brave soul that might test their fate, and seek out the source of all things unholy there, so that the head of the snake might be severed... For good.&lt;br /&gt;
The Flying Fortress is said to have been sighted somewhere west of Olde Yorke, and is advancing slowly, while threatening all life in its way.&lt;br /&gt;
At present the village of Gellindril is under attack, and you need to help the villagers and gain their trust, if you want a way to enter the Flying Fortress and join the battle between Good and Evil.&lt;br /&gt;
But don't expect that battle to be won easily. Better bring some of your strongest friends...&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Dragon Forest ====&lt;br /&gt;
&lt;br /&gt;
The Dragon Forest is a beautiful and peaceful place, where the majestic dragons have found a safe haven to raise their young and hide from the rest of the world. But all of that peace came at a price, a price that was paid many years ago in the battle that became known as the Dragon Wars. It was a time when Dragons and Dragon Slayers fought for their lives on an immense Battle Field.&lt;br /&gt;
There is a way to get back to those times and perhaps this time you can help in the Dragon's fight for survival and become part of their lore. Or perhaps you would like to change the history and fight with the Slayers to remove the Dragons from the realms.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Old West Dimension ===&lt;br /&gt;
&lt;br /&gt;
In 2014 Molly did a major update of the Old West Dimension. Introducing Tradepoints, more quests and three new zones.&lt;br /&gt;
&lt;br /&gt;
But also three new features:&lt;br /&gt;
- Ranching (Raise, drive and sell your own herd of animals on the Cattle Market)&lt;br /&gt;
&lt;br /&gt;
- Trapping (Trap and skin animals, trade skins in the Hudson's Bay Trading Posts)&lt;br /&gt;
&lt;br /&gt;
- Goldpanning and Prospecting (can now be done in many places all over the west)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Dodge_City|Dodge City]] || Ladyhawk/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Range|The Range]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Legend|Legend]] || Kalliste and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Gold_Mine|The Gold Mine]] || Persuter || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#Pueblo|Pueblo]] || Liathia || (not finished)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Hole_In_The_Wall|Hole In The Wall]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Prairie|The Prairie]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Tombstone|Tombstone]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dirt_Farm|The Dirt Farm]] || Hugh/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Westward_HO!|Westward Ho!]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Llano_Estacado|Llano Estacado]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Dry_Gulch_II|Dry Gulch II]] || Nave/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Buffalo_Bill's_Great_Circus|Buffalo Bill's Circus]] || Gilgamesh || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Racecourse|The Racecourse]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_mine|The mine]] || Molly &amp;amp; Mordecai || 1000 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Ranch|The 4D Ranch]] || Molly &amp;amp; Rynald || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Fort_Sutter_and_Sutter's_Mill|Fort Sutter and Mills]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Sutter's_Mine,_Coloma_River_Valley,_California|Sutter's Mines]] || Solana || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_California_and_Sacramento_Trails|The California Trails]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#San_Francisco_Harbour|San Francisco Harbour]] || Solana || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Victorian_England|Victorian England]] || Amber || 230 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#In_The_Wild|In The Wild]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Railway|The Railroad]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dodge City ====&lt;br /&gt;
&lt;br /&gt;
This is the centre town of the Old West Dimension. In this typical western cattle town you will find the usual population of cowboys, cattle barons, shopkeepers, saloon girls, rustlers and drunkards. You will also find the usual supply of shops, saloons and other accommodations. The Sheriff in town, the legendary Matt Dillon, has a hard time keeping pace with the outlaw gangs, that seem to regard the local Bank as their private enterprise. From Dodge City a railway will take you to most of the western areas and towns.&lt;br /&gt;
To get to Dodge City, just go to the Time Guardian and say &amp;quot;Old West&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Range ====&lt;br /&gt;
&lt;br /&gt;
In this rich grazing land there is a range war going on. Two large cattle barons, Mr. Greenhorne and Mr. Tinhorne, fight not only each other, but the small homesteaders and farmers in the neighbourhood as well. Much blood has been spilled already, homes have been burnt and gunmen from large parts of the West flock to the Powder River County to earn a fast buck on their gun. But the teenaged offspring of the rivalling ranchers have their own tastes and preferances. Young Love doesn't heed parentage or blood feuds, so there are several &amp;quot;Romeo and Juliet&amp;quot; affairs complicating life for the older generation. If you wish to join in the gunfights you can get there by going west from Dodge City - or, if you are lazy, just take the train and get off at the first watering place.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Legend ====&lt;br /&gt;
&lt;br /&gt;
This small mining town owes its existence not only to the railway but to the silver mines that were discovered north of the once very insignificant settlement. Now it has grown to a flourishing mining town and the owner of the silver mines has earned a small fortune and lives in luxury in a large and vulgar mansion, built from imported Italian Carrara marble. Needless to say the miners, who risk their health and lives extracting the ore from the mines, lead a life in poverty and squalor. Legend is the first real station on the railway between Dodge City and Tombstone.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Gold Mine ====&lt;br /&gt;
&lt;br /&gt;
The gold rush of 1849 was followed by many others, in different places and at different times, but all fueled by poor laborers who saw a chance to get rich.&lt;br /&gt;
Most of these gold rushes occurred in the West, whether in California or Alaska, and mostly around the foothills of mountains. This mine is a typical successful gold mine, with about twenty to thirty miners, a cook, a foreman, a few dogs, and a lot of gold. It is deep in the outback, and these men are survivalists, who will do anything to protect their gold from thieves, even killing them... ESPECIALLY killing them... To get to this mine either follow the trail westwards from Dodge City, or if you want to do it the easy way; take the train in Dodge and get off it at the watering place in the hills (this will be the next stop after Legend).&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Pueblo ====&lt;br /&gt;
&lt;br /&gt;
This mountain town is not yet finished.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Hole In The Wall ====&lt;br /&gt;
&lt;br /&gt;
In the wild and distant mountains west of Powder River County lies the famous stronghold of the outlaws, the Hole in the Wall. This remote valley can only be entered by a narrow and well guarded ravine, and men of the Law rarely venture in this direction. If you get off the railroad at the deserted watering place in these mountains, you do so at your own peril.&lt;br /&gt;
Butch Cassidy and the Sundance Kid and other members of the Wild Bunch are not men to be trifled with, and even though the pretty Etta Place and Laura Bullion might welcome some company in the lonely huts, they too know how to handle a gun.&lt;br /&gt;
If you REALLY wish to visit these outlaws, get off the train when it stops to fill water after Pueblo.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Prairie ====&lt;br /&gt;
&lt;br /&gt;
In this remote and wild part of the country, which is traversed by the Dodge City - Tombstone railway, two rivalling Indian tribes live their parallel lives, hunting buffalo and deer and fighting each other. The Apaches and the Comanches are both equestrian folks, superb riders and daring and skilled fighters on horseback. The tribes are natural enemies, and an Apache can rarely encounter a Comanche on the prairie without a fight breaking loose.&lt;br /&gt;
However, they have a common and much more dangerous enemy - the White Man...&lt;br /&gt;
So if you chose to get off the train where it stops to fill water on the prairie, be prepared for some fighting.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Tombstone ====&lt;br /&gt;
&lt;br /&gt;
Situated at the far south-east end of the railway, this Arizona outback town is the last frontier of civilisation. The veneer of civilisation is very thin however, the main part of the population consisting of outlaws, prospectors and rustlers. The Citizen's Committee have engaged the famous Wyatt Earp to clean up in town, and the Official Marshal, John Behan, who generally sides with the local Mafia, the Clanton Gang, isn't too happy about this situation. Nor are the Clantons - the Gunfight at O. K. Corral isn't far away. And with crack shots like the Earp brothers and Doc Holiday on one side of that fight, the local cemetery Boot Hill is likely to get some more inhabitants.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Dirt Farm ====&lt;br /&gt;
&lt;br /&gt;
Directly east of Dodge City lies this small dirt farm. The road leading to it is not without its perils. And some might think that a small dirt farm isn't really worth the visit, only those who think so will be mistaken.&lt;br /&gt;
This is not one of those ordinary dirt farms. Somehere inside it a rift in the Time Warp will throw you from the nineteenth century right into the twentieth. The farm may still look very much the same - the pigs wallowing in the mud are just as dirty. But somehow there is a difference all the same. And it's not just the television set in the living room. Maybe this is also why some of the stuff you'll find in this farm is better than you'd have expected from the humble surroundings?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Westward HO! ====&lt;br /&gt;
&lt;br /&gt;
Westward ho! is the call of the Wagon Master, as the covered wagons set out on their long journey to the Promised Land. And westwards is where this trail is going to take you, along with all the other hopeful adventurers.&lt;br /&gt;
The trail, known as the Peacemaker Trail, is leading from Dodge City in the east to Tombstone in the west, connecting all the Western zones along the route. It will be a rough and dangerous journey, the dangers increasing as you get further west - and further away from civilization. You are going to encounter wild animals, outlaws and savage Indians, gamblers, cowpunchers, gold-diggers and gunslingers, but also honest and hardworking farmers, trappers and prospectors. At times you may think that you lost the trail, in the wilderness, but there will always be a way to pick it up again. The journey will be a lot safer if you join a wagon train and go in one of the covered wagons called prairie ship. The safest way of all would of course be to go by train - but wouldn't it be a pity to miss all the adventures?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Llano Estacado ====&lt;br /&gt;
&lt;br /&gt;
This desert is not for the weak or the craven. The sun alone can kill you if you move along during daytime. And even if many desert animals are small, an astonishing amount are poisonous too. Then of course there are the Indians, fierce warriors, who guard the Holy Land of their ancestors.&lt;br /&gt;
And last but not least you'll have to deal with the bands of outlaws that pester this desert on the border between Mexico and Arizona. Many have ventured into Llano Estacado only to find their grave out there. They say there are treasures to be found in the burning sand, perhaps treasures buried by dying men. But to find those treasures you first need to find your way through the desert. And that may not ne so easy, since the stakes that gave the desert its name perpetually get moved by robber bands or indians, to lead the travelers astray. Beware! Once you enter the desert it may be hard to get out, so bring plenty of water and food along. They say that Llano Estacado separates the boys from the men...&lt;br /&gt;
You will find the entrance to this desert in the Badlands east of Tombstone.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch II ====&lt;br /&gt;
&lt;br /&gt;
Situated off the beaten track in the northern parts of Powder Valley, there is little distinguishing Dry Gulch from dozens of other cattle towns strewn all over the grazing lands. It has the usual population of thirsty cowboys and ranch-owners, saloon girls, gamblers and badmen. It hasn't got a railroad station, so the cattle have to be driven from here to the track, far off to the south. But the grazing is good here, and some gold has been found in the nearby hills to the southwest. There is a new Gold-miners' Office opened in town. It even has a small newspaper of its own. The town is prospering in spite of the drought. It has been months since it last rained in Dry Gulch...&lt;br /&gt;
To get to this outback town, follow the dirt road from Dodge City until you pass the BAR-X Ranch to the north. Just after the ranch turn north at the road crossing, and you will be there in a few hundred miles.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Buffalo Bill's Great Circus ====&lt;br /&gt;
&lt;br /&gt;
Don't you love the Circus too? The sawdust, the acrobats, the animals - and the clowns...&lt;br /&gt;
So join the crowd at the ticket lines, buy some goodies before the show starts, find your seat in the great circus tent. The band strikes up and there they all are. The Fat Lady, the Strongest Man on Earth, the elephants, the horses, the monkeys - and the clowns...&lt;br /&gt;
This zone was built by a Jester so you can expect some jokes and surprises.&lt;br /&gt;
The circus is touring about a bit, so it might be in any of the bigger cities of the Old West. But its main home base is Dodge City, where it can be found at the south end of Main Street.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Racecourse ====&lt;br /&gt;
&lt;br /&gt;
This is not a common hack'n'slash area, where you hunt and kill mobs.&lt;br /&gt;
Like the Arena it's a zone for personal contests, to test your skills against other players. But what you test in the Race Course is not your skill as a fighter, but as a rider.&lt;br /&gt;
3-10 players can take part in each race. It is a cross country track, 9300 meters long, and with 12 hurdles that you have to jump.&lt;br /&gt;
Easy, you think? Perhaps not quite as easy as it might seem. Quite a few have ended up flying over the neck of a refusing horse, or jumping the fence by mistake, to end up in the inner field.&lt;br /&gt;
And there are stories going around the Realms about the Ghost at the 11th Hurdle, a horse that once got killed there...&lt;br /&gt;
You need an imm and a minimum of three contestants to start a race, but you can always ride around the race to train by yourself.&lt;br /&gt;
The races will be held regularly and there will be a Challenge Cup in the Hall of Fame, where the winners of each Racing season will have their names engraved.&lt;br /&gt;
You'll find the Racecourse north of where the Timewarp lands you in Dodge.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Mine ====&lt;br /&gt;
&lt;br /&gt;
This is the zone that becomes exactly what you yourself make it to be.&lt;br /&gt;
The tunnels are all there already, but they get connected by the players tunneling. You can mine for gold or metal ore, search for jewel deposits in the wall and maybe, if you are lucky, you will one day find the Dwarven Treasury, or mine right into the caves of Moria, where the legendary sword Orcrist can be found - the sword that develops...&lt;br /&gt;
To start a Mine you need to find a room with any of the following words in the Room Name: rock, sand, earth, stone, mine, soft, hard, cave.&lt;br /&gt;
You also need a Mining TOOL; a shovel or a pickaxe - or both.&lt;br /&gt;
You can buy basic mining equipment in the Mining Shop at the already existing Gold Mine in Old West Dimension. Later you'll find several sub-terranean shops in the Mine itself. Type help mine_index for a list of all Mine helpfiles.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Ranch ====&lt;br /&gt;
&lt;br /&gt;
Did you ever want to be a cowboy? Guard the herds on the range in the moonshine, round up the steers and mustangs and drive them to the cattle market, where beef and hide fetches a good price... Thanks to our humping cows, this can now be a profitable pastime. We've opened a zone south of Dodge City, where prospective homesteaders can set up their own ranch. There are some predators roaming the range, so to get a good result you should fence your area in, and clear it from vermin. Then you can just let nature take its course. The animals will breed freely, and your herds will grow from day to day. You can sell them in Tombstone where the price is good, or slaughter them yourself for the meat and the raw materials you use for different handicraft skills. Hides, fleece and wool can be worked into clothes and armor. The cows also yield milk, which you'll be needing for some of the cooking recipes.&lt;br /&gt;
You can find info about ranching and herding the animals in The Rancher's Manual, sold by the Trading Posts, and also from posters on the north and east fence.&lt;br /&gt;
More info about all this is in the Trader's Office near Recall.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fort Sutter and Sutter's Mill ====&lt;br /&gt;
&lt;br /&gt;
GOLD DISCOVERED IN CALIFORNIA!&lt;br /&gt;
Go West Young Man! Go West... and keep on going till you hit the Coloma River Valley (otherwise known as Sacramento today) in California. They say you can literally pick the gold up off the streets there, and plentiful to be had in any riverbed, stream and hill!&lt;br /&gt;
Situated off the old California and Sacramento Trails, the Fort is Sutter's pride, a hub of bustling activity. Up north off the rivers in the mountains, he operates a functioning lumber mill and grist mill at the mining town of Coloma. Maybe if you ask right, someone might even teach you to pan for gold!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Sutter's Mine, Coloma River Valley, California ====&lt;br /&gt;
&lt;br /&gt;
For the determined moneygrubber -cough- more entrepreneurial spirit, I hear that Sutter set him up some mines up further in the mountains above the Coloma mining town! But beware... while the mines can be extremely lucrative and rewarding, they are chock full of danger... Mining hazards are not uncommon, among them gas pockets, collapses, claim jumpers and explosions... you will most likely find them there! But if you persevere, the reward you can reap will be more than worth the thrill and danger within!&lt;br /&gt;
So whatcha waitin' fer? Get off your tookus, get yer gear together and get ya a horse and head on out!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The California and Sacramento Trails ====&lt;br /&gt;
&lt;br /&gt;
Long and arduous is the overland track to California. Travelers have their choice of routes. They can either traverse the Sacramento Trail on foot or via stage from Tombstone, which passes through the hot Sonora Desert and Death Valley. Alternatively, they can take the northern route on the California Trail from Pueblo, which passes by Salt Lake City and cuts through the high, cold Sierra Nevada Mountains and onto the famed Donner's Pass.&lt;br /&gt;
Either way, the trip is long and tiring and is best to stock up on supplies and lots of water... you're not likely to find much along the way - at least none that would be safe to drink!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== San Francisco Harbour ====&lt;br /&gt;
&lt;br /&gt;
Since gold was discovered in California the entire world seems to be traveling there. Not only the hopeful golddiggers, but also all the enterprising people who plan to relieve them of some of their gold. More people actually get rich on selling supplies and tools to the golddiggers than the average golddiggers do themselves.&lt;br /&gt;
Shiploads of supplies arrive every day, and by now the San Francisco harbour has developed into a real hub for seafarers, and is bustling with life.&lt;br /&gt;
Unfortunately many of the ships never reach their intended destination. Storms, currents and the dreaded Bermuda Triangle take their toll. Some think that the Bermuda Triangle is another of these parts of the world that is positively riddled with Timetraps. But to the seasoned Time traveler, this is no big deal.&lt;br /&gt;
As long as you arrive SOMEWHERE, who cares if you suddenly find yourself in Medieval England or ancient Greece instead of the 19th century harbour you set out for?&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Victorian England ====&lt;br /&gt;
&lt;br /&gt;
Step back in time to Victorian England, a city living in the shadow of a killer.&lt;br /&gt;
It's London 1888 and a monster known only as the Ripper is on the loose. Women are being slaughtered by this cold blooded killer and the citizens are depending on the famous detective Sherlock Holmes to bring him to justice. Along with Sherlock, meet other famous (or infamous) Victorian characters, Sweeney Todd, Mary Shelley, Dr Jekyll and Mr Hyde amongst them.&lt;br /&gt;
Visit the horrors of a Victorian mental asylum, encounter the problems of being female in a society where women are treated as inferior to men, or stroll on down to Hyde Park and just chill out with your sweetheart on a rug beneath a tree. To enter this zone you can take a steamship from the Harbour of San Francisco. Or you might prefer a shortcut through the hologram version of Madame Tussaud's Wax Cabinet in the FutureMall, where you might be able to find a Timetrap in some of the Tableaux. So.... grab your nanny goat, put on your titfer and use some spit and polish on those yabba-dabba-doo's. Get your khyber pass on over to London and become part of the greatest mystery never to be solved!&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== In The Wild ====&lt;br /&gt;
&lt;br /&gt;
East of the Range and south of Legend city lies a relatively untouched wilderness. The east part consists of an open hilly landscape, while the west part is covered by a dense forest. The animal life is rich and varied, and both hunters and trappers frequent this area in their search for game. But this wilderness is not completely untouched. The railway between Dodge City and Tombstone cuts through it like an open wound. And since gold has recently been discovered in the little creek that winds its way through the forest, it has been invaded by golddiggers, who have set up camp beside the creek.&lt;br /&gt;
There is another camp in the forest too, inhabited by a group of Chinese, who former worked as navvies on the railroad and in the Legend Mines.&lt;br /&gt;
But mostly this 400 room zone is populated by animals of all kinds. For those that like collecting tokens and tradepoints, it offers many new possibilities, with the new features; trapping, skinning, goldpanning and prospecting.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Railway ====&lt;br /&gt;
&lt;br /&gt;
It has taken many years to complete the railway between Dodge City and Tombstone, and many lives have been spilled during the hard and risky contruction work in trackless wilderness.&lt;br /&gt;
Many of the navvies were imported from China, as cheap labour, and after the project was finished, they found themselves stranded in a foreign land, where they had no rights and few friends. But the Chinese are an industrious people, and even though they are not allowed to own land, they have spread all over the west, always finding a way, not just to survive, but to prosper.&lt;br /&gt;
From the flat, grassy cattle land around Dodge, through the vast forests, over the great mountain range, and down into the wide prairie and badlands around Tombstone, runs the seemingly endless steal track. And with the railway came an equally endless stream of adventurers, fortune hunters, riff raff and scum, taking advantage of the new easy transportation from east to west.&lt;br /&gt;
Others prefer to walk the stretch, finding the railway track a safer and simpler path to follow, than venturing through the wilderness without visible directions. But beware! Even though the railway may seem safe, since it is avoided by most animals, you always run the risk of being run over by a train.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions ===&lt;br /&gt;
&lt;br /&gt;
The Future Dimension is based on a large space grid, about 25000 rooms. In some places the grid is 3-dimensional. From this main grid you reach the different planets and spaceships, which are the actual zones.&lt;br /&gt;
You cannot enter Outer Space without a spacesuit, because the lack of air will kill you in a few seconds. To move about in this vast universe, you also need either a spacebike or a spaceship. And even within a spaceship, it's better to keep the spacesuit on, in case the ship is damaged by a meteorite.&lt;br /&gt;
There are several sectors or planet systems, smaller grids that you reach by going down or up from the main grid, in total 800 more grid rooms. Also there are some space stations and spaceships in orbit, or drifting, abandoned.&lt;br /&gt;
Most of the areas in the Future Dimension can be reached by public Space Shuttles or Transporter from the Main Space Port. Here you can also usually buy a spacebike or 'borrow' a spaceship, if you want to explore Outer Space on your own. The best ships can be found on other planets however.&lt;br /&gt;
The Orientation Room, east of where you enter the Main Spaceport, will teach you all that you need about using the spaceships and navigating in open space. It is recommended that you check out the computer in that room, before venturing into space on your own, because there are numerous risks out there. (The main ones being the Suns, which will burn you to a crisp, if you fly your ship into one).&lt;br /&gt;
Some locations, like the Alpha Centauri Planets and the Intergalactic Trading Centers can only be reached using an individual spaceship or a spacebike. Some of the bigger Planets, like Pleasure Planet and Poon, also consist of several zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Utopia|Utopia]] || Snowbird and Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Future_Golf_Course|Future Golf Course]] || Kenneth/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(35-50) || [[#Android_Punk_Concert|Android Punk Concert]] || Kalsan/Sonya || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Star Wars]] || Palpatine/Sonya || 210 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-10) || [[#Star_Wars|Planet Endor]] || Palpatine/Sonya ||30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(12-50) || [[#Star_Wars|Planet Dagobah]] || Palpatine/Sonya || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-50) || [[#Star_Wars|Planet Tattoine]] || Palpatine/Sonya || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Star_Wars|Planet Hoth]] || Palpatine/Sonya || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Death Star]] || Palpatine/Sonya || 140 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Necromunda|Necromunda II]] || Slaanesh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Spaceship_Titanic|Spaceship Titanic]] || Persuter || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Little_Italy|Little Italy]] || Darkwolf and Annie || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Queltorian_Sector_(former_known_as_Outer_Space)|Queltorian Sector]] || Darkwolf || 130 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Space_Harbour|The Space Harbour]] || Palpatine || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Park|Jurassic Park]] || Drake || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Pleasure_Planet|Pleasure Planet]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#New_Goznemia|New Goznemia]] || MaccabiTa || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Down_Under|Down Under]] || Cali || 220 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Terramort|Terramort]] || Martin || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Outback|The Outback]] || Cali || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Outer_Space_Grid|Outer Space Grid]] || Kalten || 2500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Corellian_Sector_Grid|Corellian Sector Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Earth_Atmosphere_Grid|Earth Atmosphere Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Alpha_Centauri_Grid|Alpha Centauri Grid]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Alpha Centauri Planets]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Planet Lovenbroy]] || Molly || 35 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Slunch]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Yalc]] || Molly || 40 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Alpha_Centauri_Planets|Planet Yudore]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Asteroid 95739-A]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Alpha_Centauri_Planets|Space Utilities]] || Molly || 45 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Planet_Poon|Planet Poon]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Planet_Poon|Poon Towers]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#Planet_Poon|Poon Ocean]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Planet_Poon|Poon Underwater]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Quixotica|Quixotica]] || Sonya || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Cosmo_Canyon|Cosmo Canyon]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Game_Grid|The Game Grid]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Ocean|Jurassic Ocean]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Planet_Reptilia|Planet Reptilia]] || Gilthoniel || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Orbiter|The Orbiter]] || Durgan || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-70) || [[#The_Dark_Planet|The Dark Planet]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Planet_Whotvar|The Planet Whotvar]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Whotvar_II|Whotvar II]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Spaceport_Mall|The Spaceport Mall]] || Sonya and Katriel || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Quix_II|Quix II]] || Sonya and Kita || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Fun_Fair|The Fun Fair]] || Gilgamesh, Molly and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Killer_Klowns|Killer Klowns]] || Alabastor, Diandra and Jaros || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Utopia ====&lt;br /&gt;
&lt;br /&gt;
This large and very wonderful city is the centre of New Earth in the year of 3050. It is a vast and fantastic city, where you can have almost all your wishes fulfilled. Under the firm and enlightened rule of the beloved Leader, Big Brother, Utopia prospers and expands. The shops are well stocked, the hotels and restaurants are the best in known Universe. The streets and parks are clean and safe and everybody is happy as hell - or...? There seems to be a discord here somewhere. Maybe it is the bureaucracy, that seems to have grown out of hand? Maybe it's the taxes, that really ARE a bit high?&lt;br /&gt;
Or maybe it is something else... some deeper and more sinister rot...?&lt;br /&gt;
&lt;br /&gt;
The Spaceship &amp;quot;UTOPIA'S PERFECTION&amp;quot; in Bay 1 on level 1 in the Space Harbour will take you to this magnificent and wondrous city.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Future Golf Course ====&lt;br /&gt;
&lt;br /&gt;
Isn't it fantastic how some things persist? The game of golf is said to have been invented by a bored Neanderthal man, who started hitting a round stone with a stick. And here you are, in the year of 3012, and there STILL is a golf course around! Of course all the caddies - and even some of the players - are androids from the Android Factory. And of course Man, who is always resourceful and inventive, has created a few ingenious means of assistance.&lt;br /&gt;
But basically the game is the same, only so much better. Didn't you always want a built-in corrector for your unfortunate hook? Well, here you can buy some useful things at the pro shop...&lt;br /&gt;
The space shuttle &amp;quot;Nine Iron&amp;quot; in Bay 2 on level 1 in the Space Harbour will take you to the part of the &amp;quot;Pleasure Planet&amp;quot; where you can get yourself a good old-fashioned game of golf.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Android Punk Concert ====&lt;br /&gt;
&lt;br /&gt;
They say androids are almost in every way impossible to separate from humans. They look, talk and act like humans. They even have the same interests in games, music and other pastimes. Of course, the android music taste tends to be a bit nostalgic, going back to the late nineties, when the first androids were created at the newly started Android Factory. So here the NOFX Punk Band of 1998 has been recreated in the year of 3012. The members of the band are all androids and so is most of the audience. Regretful to say, the android teenagers are not a bit better than some human adolescents. They act in a really immature way, shooting drugs, picking fights and generally being a nuisance. So this concert could be a deadly experience...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the &amp;quot;Pleasure Planet&amp;quot; and the Android Punk Concert.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Star Wars ====&lt;br /&gt;
&lt;br /&gt;
Join the Star Wars between the Empire and the Rebels! Search for the wise Master Yoda on the swamp planet Dagobah, to get the knowledge of how to become a Jedi Knight. Visit the cute Ewoks on the planet of Endor, or travel to the desert planet Tatooine, where Boba Fett awaits you, trapped in the cave guarded by the monstrous tentacles of sarlacc. Or try to rescue Princess Leia from her cruel fate, imprisoned by the monstrous Jabba the Hutt, who forces her to dance before him with the other unfortunate slaves.&lt;br /&gt;
And - if you are strong enough and dedicated enough - you may venture to the Death Star, where Darth Vader, the leader of the evil Jedi Knights, awaits you and young Luke Skywalker, who is the leader of the bright forces in this future World. And May the Force be with you! - You are going to need it!&lt;br /&gt;
Your journey starts at Bay 4 on level 2 in the Space Harbour, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Necromunda ====&lt;br /&gt;
&lt;br /&gt;
After the apocalypse in 2509 Arconia was inhabitable for many years. The only way to survive was in hermetically closed cities under glass domes, where the atmosphere could be cleansed from radioactive particles and poisonous gas in special filters. Necromunda is one of those artificial towns, on the verge of extinction. It's a closed and confined world, and a hard and merciless world too, where the struggle for survival is what fills most of the time for its inhabitants. Still - there are some compensations. The shops of Necromunda have some of the best weapons in Universe, and there is also the universal famous Library of Necromunda. In it you can find books that give the background to Necromunda's foundation, and the dark threat that is still hanging over it - the Demonic Hordes, the Chaos Lords...&lt;br /&gt;
The space-shuttle &amp;quot;Chaos Lords&amp;quot; in Bay 5 on level 2 of the Space Port will take you to this domed - and doomed - city.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Spaceship Titanic ====&lt;br /&gt;
&lt;br /&gt;
Drifting helplessly in outer space is this giant wreck of a spaceship, once the pride of the Cartesian space fleet, offering immense luxury to its passengers, now just a dead shell. Most of the levels are decompressed, and almost all life is extinct, except for the giant rats and other mutant creatures, that now present a threat to unsuspecting visitors. Some of the maintenance robots and androids are still working though - so watch out if you enter the Command Central. And some of the robots may be malfunctioning too - after all, what can you expect from a mere machine, after centuries and centuries without any care and maintenance?&lt;br /&gt;
The Space shuttle Explorer in Bay 7 on level 2 of the Space Port might take you to this ship, that is if you pay the captain enough for his trouble.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Little Italy ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Pleasure Planet&amp;quot; is a small asteroid covered with a transparent dome to maintain a breathable atmosphere. This is the place where all space crews go to seek recreation and entertainment between the space voyages.&lt;br /&gt;
And since most spacemen for some reason like to wallow in Nostalgia, large areas of this asteroid have been recreated to resemble Old Earth in time periods long gone. So if you enter the Video Game Arcade on Nostalgia Street, you can indulge in a game that will send you back to the Mafia period of the 1930s, when the Mob were ruling the city and there was a speakeasy in almost every corner. USA during the Prohibition was a place of crime abundant, so expect to find some major trouble here. This is also the home territory of the Sicilian Clan, who tend to regard this city as their private territory. Only lately some competition has arrived - Don Meatballa, a rivalling Mafia Don with ambitions. All is set for a small Gangster war, in best Mafia traditions.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the Pleasure Planet and Little Italy.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Queltorian Sector (former known as Outer Space) ====&lt;br /&gt;
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&amp;quot;Have spacesuit, will travel&amp;quot;... This is the zone for all of you who think that regular space voyages are for sissies. This is the REAL thing, the endless Outer Space, with all its grandeur, majesty, perils and adventure. Of course you may have to steal a spacesuit in the Service Bay of the Space Port to get there, but since when did little details like that stop any resourceful adventurer? And once out there - the possibilities are almost endless. And so are the dangers. If you manage to stay clear of the dreaded BLACK HOLES there are several planets and asteroids waiting to be explored. And even if the spaceship that's drifting deserted in outer space seems quite a bit damaged, the driving devices are still intact and so is the central computer...&lt;br /&gt;
The ROGER YOUNG TRANSPORT 23 will take you there from the Central Space Harbor, for a modest fee.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Space Harbour ====&lt;br /&gt;
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This is where you start your journey into Outer Space. The Centerpoint Space Harbour on Old Earth has public space shuttles to most of the planet systems, except for the most remote parts of the Galaxy. It also has a small port for private space traffic, with a hangar, a maintenance room for spacecraft and above all a Briefing Room, where you can get all necessary information for trying your luck as your own space pilot. It also holds facilities such as the Esper Guild, the Space Bank and Palpatine's Bar. And the Wide Blue Yonder Bar, reserved for Roleplayers, is the main hangout for the infamous gossip journalist, known to the world only as Tabloid.&lt;br /&gt;
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==== Jurassic Park ====&lt;br /&gt;
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You have no doubt heard about Jurassic Park, that grand and exciting experiment in gene manipulation, which presented the Star attraction on the Pleasure Planet; a large and exciting Dinosaur Park open to visitors and one of the most popular Holiday destinations. Protected by super-reinforced steel cars the visitors could travel safely through the park, regarding the majestic Brontosaurus bathing in the sea, or the frightening Tyrannosaurus Rex on its hunt for prey. It was a thrilling experience, although totally without danger for the visitors, due to the extensive safety precautions.&lt;br /&gt;
And yet something went wrong. You have no doubt heard all about that too, since the media were filled with it for weeks after the disaster. Jurassic Park is still there. The Dinosaurs are still there. But no visitors go there any more, unless they are very foolish - or foolhardy...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Pleasure Planet ====&lt;br /&gt;
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This small world, built on an asteroid without any natural atmosphere, has been created for two reasons only. The official reason is to offer all visitors and tourists a really good time, regardless of their tastes and preferences. The Pleasure Planet has something for everybody. But the more important - and secret - reason is for the owners to make as big a profit as possible. So everything on the Pleasure Planet is appallingly expensive. The Authorities claim that this is necessary, due to the high price of transporting supplies with hyperdrive spaceships, and the high maintenance cost of the airtight domes that are necessary to keep a breathable atmosphere. They may have a point there, but nevertheless they still make a good buck for themselves. The tourists all seem pretty much happy however. Only... Lately there has been some rumors. There is... something ... in the sewers of the asteroid, something that shouldn't really be there. Some mutant perhaps. Anyway, if you go there, better stay out of the sewers and stick to the Pleasure Quarters. Come to think about it, maybe better stay out of the east parts of Pleasure City too...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to this Asteroid. Have a fun time!&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== New Goznemia ====&lt;br /&gt;
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The City of Gold and Lead should be perfect for players between level 30 and 40 and can probably be played from level 20 up, if you have decent equipment. It has a great storyline, and I am sure you'll all want to help those unfortunate young humans held enslaved by an alien and cruel race. Especially since these aliens really look repulsive - three eyes, three legs and three tentacles. YUK!&lt;br /&gt;
As you probably already figured out, it is a Future zone, and you will find the space shuttle taking you to it in Docking Bay 8, fourth level of The Space Harbour. Oh - and by the way, maybe it would be a good idea to be a bit careful about watching TV so much in the future, eh? Considering this was the way those Aliens enslaved the human youths of that city in the first place...&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Down Under ====&lt;br /&gt;
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Ever been to Australia? This zone will take you there - not to present day Australia, but to what it may look like in a not-so-far future...&lt;br /&gt;
This is the funniest zone I have seen for a long time, and the Builder, Cali, won the Builder of the Month award for it.&lt;br /&gt;
But I have to warn you, this is a hard one. And I don't mean hard just in the sense of tough mobs, it's tricky too. You won't be able to get through this zone by brawn alone, you've got to - *gasp* - use your brain too!&lt;br /&gt;
Sure you can have some fun, kill a few tourists and punks, maybe even fall into the odd DT, but to get to the REAL cool, kinky stuff that I know y'all yearn for, you will have to solve quite a few puzzles.&lt;br /&gt;
Yeah, it sucks doesn't it? And I guess you all know just how devious and evil Cali can be...&lt;br /&gt;
So take the jet from level 4 in the Spaceport, have fun and be sure not to miss the Mardi Grass Parade... *snicker*&lt;br /&gt;
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==== Terramort ====&lt;br /&gt;
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After the third apocalypse the planet lies barren and almost deserted. The human race that once ruled the Earth is extinct, and only a few hardy animal species have survived. Some of them are good and helpful, and have built a safe refuge in the Redwall Abbey in the middle of the large Mossflower Wood. But their sanctuary is threatened by the Vermin, evil and vicious animals - wolves, weasels, ferrets, and rats - who take a pleasure in killing the good and innocent. Which side will you take in this struggle?&lt;br /&gt;
The reward you can get may be dependant on your choice.&lt;br /&gt;
You can reach this world if you take the space shuttle from level 4 in the Space Port - but expect something bad to happen on the way...&lt;br /&gt;
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==== The Outback ====&lt;br /&gt;
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Australia is not just large cities, like Sydney and Melbourne. It's also the Outback, the home of the Aborigines, the trackless wilderness, where you can travel for days without encountering more than a few Kangaroos. It's a land of contrasts, vast eucalyptus forests, rocky mountains, seemingly endless swamps, but also grassland where sheep and cattle graze.&lt;br /&gt;
It's a land of perils, with several kinds of poisonous snakes, aggressive crocodiles - and even the cute Koalas are not as innocent as they look.&lt;br /&gt;
It's a land of legends, mostly unchanged since the Stone Age, legends like the one about the Rainbow Snake, carried from generation to generation by the aborigines and the paintings in caves and on perpendicular cliff faces. It's a land for tough and hardened men, like Crocodile Dundee.&lt;br /&gt;
Are you tough enough to venture out there? The only way to reach it is over Downunder, and you need to find the entrance yourself.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== Outer Space Grid ====&lt;br /&gt;
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This grid is enormous. Like Space itself it has no end. You must travel for years and years in your spaceship to reach the far out Galaxies where riches and adventures await you. Virgin planets and asteroids, ripe to explore and exploit. Galactic Trading Centers, where you can trade your goods. Black holes, blazing Suns, comets, meteors and meteorites are some of the hazards on the galactic odyssey. Fly your own spaceship, engage in fights with other pilots. Maybe you can blast their ship out of existence with your missile launchers and steal their cargo! Maybe the same thing will happen to you. So what? That's life in Outer Space.&lt;br /&gt;
This grid is the entrance to every planet in the future Dimension.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Corellian Sector Grid ====&lt;br /&gt;
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This part of Outer Space holds the planets Endor, Dagobah, Tattooine and Hoth, known to space travel since ages. Around it the Death Star patrols, always on the lookout for the Rebel scum. Now this sector of Space can not only be reach by public transport. You can go their in your own spaceship, engage in real space fights.&lt;br /&gt;
Or a shuttle in Bay 4 on level 2 in the Space Harbour, will take you to the Corellian Centerpoint, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Earth Atmosphere Grid ====&lt;br /&gt;
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Wrapped around the planet Earth, its atmosphere provides access to five space harbours and is fully accessible for spaceships of all kinds. We Terrans tend to regard us as the center of the Universe - how presumptuous we are! But in this case there is some truth to the belief. Old Earth is really as close to the center of the Space Grid that you can get and from there all the space jorneys start.&lt;br /&gt;
Currently there are 3 landing points on Earth, apart from the Centerpoint Space Harbour: Downunder, Terramort and Goznemia.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Alpha Centauri Sector Grid ====&lt;br /&gt;
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Five planets and an Asteroid circle the Alpha Centauri Star. The planets all have different nature and different perils. But they also have their own natural assets, that can be exploited and sold at the Intergalacic Trading Centers.&lt;br /&gt;
The Alpha Centauri Planets are: Poon, Lovenbroy, Slunch, Yalc, Yudore and Asteroid 95739-A.&lt;br /&gt;
Currently there is no public space shuttle to this part of the galaxy. You will have to go by your own spaceship.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
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==== The Alpha Centauri Planets ====&lt;br /&gt;
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The planets in the Alpha Centauri system have very different conditions.&lt;br /&gt;
LOVENBROY is a bucolic planet, mostly known for the famous Bacchus Wine. They say that anyone who ever tasted it, never drinks anything else. The planet has some mineral deposits, but the stubborn natives refuse to exploit them, preferring agriculture to mining. As a consequence Lovenbroy is a most attractive planet, with clean air and happy people.&lt;br /&gt;
SLUNCH is about the most dismal place you could imagine, The cinder storms, the daily mud eruptions, the mudcrabs that eat almost anything solid - the entire planet is grime, mud and slush. It has only one natural asset, the berp-nuts, but the natives are too lazy to grow them in any amounts.&lt;br /&gt;
YALC is known for two things, the Voom Festival and the fantastic glassware produced there. Since the planet's deposits of the silicon sand needed for the production are long since extinct, very small amounts of this glass is exported. All broken glass is recycled or used as decoration on the Temples.&lt;br /&gt;
YUDORE is a forest covered planet, not yet explored, and very little is known about its nature or whether there are any intelligent life forms. In spite of this, two different planets have claimed possession of the planet and an armed conflict is brewing.&lt;br /&gt;
ASTEROID 95739-A is almost completely covered in a deposit of the very valuable material known as collapsed crystal. But don't get your hopes up too high about exploiting it. Two different firms have already staked their claim and a litigation suit is in process.&lt;br /&gt;
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==== Planet Poon ====&lt;br /&gt;
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The Planet Poon is the center of the Alpha Centauri Sector, and by far the largest of the planets. 90 percent of the surface is covered with ocean, and the planet can best be described as underdeveloped. Still it is the centerpoint of the sector and the main focus of interest for all other planets in that part of the Galaxy. It is also the center of cosmic diplomacy and machiavellian intrigue. Why? The explanation is easy: GOLD!&lt;br /&gt;
There is only one snag; the stubborn locals refuse to exploit it, or to allow foreign interests to do so. They prefer fishing and weaving baskets!&lt;br /&gt;
Can you believe it?&lt;br /&gt;
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==== Quixotica ====&lt;br /&gt;
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Mass killings. Destruction. Anarchy. If that's your idea of fun, you'll have to go somewhere else, cause you wont find it here. What you will find among the trees and plants in this beautiful dome are showcases for things of a different nature from across the known, and some questionable, Dimensions. There are shops filled with fabulous finds, restaurants and bars stocked with tempting treats. There is gambling galore, a Lightcycle Racing Grid, you can even take a shot at the Intergalactic Heavyweight Champion, Jaal'ker. If you can't see or do it all in one day, stay overnight at the Shangri-La Hotel where you are sure to find our exclusive holosuites to your liking.&lt;br /&gt;
Not as accessible, but throughout the park, you may find portals to other worlds. Some of these are dangerous, others just strange. To make exploring these worlds and the main dome a bit easier, the management at Quixotica Inc. has made every effort to remove all Death Traps from the areas, so in that respect you may explore safely.&lt;br /&gt;
Quixotica, a place for the bizarre and unusual, can be found on Pleasure Planet, the entrance is from Fat Walk, in the west part of Pleasure City.&lt;br /&gt;
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==== Cosmo Canyon ====&lt;br /&gt;
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On a slowly dying planet, many journey to Cosmo Canyon to seek refuge and gain knowledge of Planet Life. Through ravines of red and gold dry earth many come by vehicle, airship or chocobo to seek the wisdom of the Elders or just be in a relaxing atmosphere. The people of Cosmo Canyon know the importance of Lifestream, the blood of the planet that feeds all living things and are starting to feel a weight of hopelessness as it diminishes.&lt;br /&gt;
On the canyon cliffs homes and buildings are built, and at the highest summit of the canyon is the Bugen Research Center - famous for its earth studying equipment and observatories.&lt;br /&gt;
You can reach Cosmo Canyon in the Sirius system (x;22, y;02), or catch a ride with Cid at the Future Space Harbor, (Docking Bay 12, level 0).&lt;br /&gt;
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==== The Game Grid ====&lt;br /&gt;
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Get pulled into a computer world where binary rules. Make your way through this game grid to eventually reach the MCP who has been taking programs captive as part of his actuarial program. There are a few users on the grid trying to get to him too. Maybe you can beat them there, or even kill them so the MCP can continue to take over the computer world. This low level zone is purely hack n' slash. You can get there by going to the Experience Room, 1 south of the entrance to the Future Spaceport and and entering the laser laboratory to the east there. Or use the shortcut in the east end of Venture Way.&lt;br /&gt;
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==== Jurassic Ocean ====&lt;br /&gt;
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The Jurassic Ocean is in the same dome as Jurassic Park of course. The same geneticists who created the land animals thought it would be interesting to create water animals too. What they were thinking, nobody will ever know since they were the first to die when the dinosaurs took over. The ocean is a dangerous place. So if you are foolish enough to go there, the Ambassador of Pleasure Planet has declared they are not responsible for anything that may happen to you.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those foolhardy people... You'll find the entrance to Jurassic Park from Fun Walk in the southwest part of Pleasure City.&lt;br /&gt;
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==== Planet Reptila ====&lt;br /&gt;
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Imagine a planet inhabited solely by reptiles. Slithery, cold, slimy, scaly or warty creatures like snakes, lizards, salamanders, crocodiles, Dragnars, toads and frogs. Well... on second thought there are some other creatures on the planet too, but the reptiles are the dominating species. The rest of the fauna is more or less reptile food. Of course even among the reptiles there are struggles for power too. The amphibians have been driven deep down into the depth of the mountains, where they plot their return and their revenge on the mysterious Reptile King, who few seem to have encountered. Does he even exist?&lt;br /&gt;
The enterprising Traveller could make a few bucks collecting reptile skins and trading them in the shady character Eatzabug's shop.&lt;br /&gt;
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==== The Orbiter ====&lt;br /&gt;
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The Orbiter has a crew of Scientists, from several different planet systems. Since their goal is to study, not to conquer, this ship is a friendly place, which welcomes all visitors, even the most inexperienced ones.&lt;br /&gt;
Due to the vastly different nature and life conditions of its multiplanetary crew, the different decks of the Orbiter offer interesting sites for the visitors.&lt;br /&gt;
The crew will also try to entertain the guests in various ways, since that gives them an extra chance to study their reactions.&lt;br /&gt;
The Orbiter, that circles Planet Earth, can be accessed directly from the Future Space Port, through the Transporter Room, directly south of the Entrance room to the Port.&lt;br /&gt;
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==== The Dark Planet ====&lt;br /&gt;
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This planet, situated in the twisted part of space known as the Queltorian Sector, is an extremely dangerous place. The dying sun hardly provides any light or warmth, and yet some extremely hardy species have adapted to the extreme conditions. Always forced to fight for their existence in the toughest of environments, only the toughest of these monsters have managed to survive, and they are DEADLY. This planet can not be recommended for ordinary Time Tourists. Don't go there unless you are very strong and not afraid to die. The 4D Travel Agency will take absolutely responsibility if you disobey this warning.&lt;br /&gt;
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==== The Planet Whotvar ====&lt;br /&gt;
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Long ago, a rich civilization inhabited the planet Whotvar, but Mother Nature and a certain demon unfortunately had other plans. Now, all that is left are a few natives and some relics of the distant past. Danger, and perhaps rewards, awaits those strong enough to adventure on this lost world.&lt;br /&gt;
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==== Whotvar II ====&lt;br /&gt;
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Getting away with it all... err.. Getting away FROM it all should be the name given to the two planet/asteroids that circle the same star as Whotvar. A soap opera plot as complex as most seen on 4D TV, with everyone trying to find something to make their dreams come true. Can even a head shrinker help the people who live there? Who knows? But most certainly some brave adventurer can help them find the things that they are looking for.&lt;br /&gt;
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[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Spaceport Mall ====&lt;br /&gt;
&lt;br /&gt;
This large Shopping Mall, situated on the level 0 of the Main Spaceport on Planet Earth, has almost anything that a Roleplayer could wish for. Here you'll not only find a Baby Center, complete with Childrens' Doctor, Baby Shop, and a top security Daycare, but also a Wedding Shop and a Luxury Hotel for the Honeymoon. Naturally you'll find lots of other shopping options too. Or you can visit the beauty Salon to get coloured streaks in your hair, have a manicure and painted nails, or maybe a piercing or a tattoo. This is really a Shopper's Paradise.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Quix II ====&lt;br /&gt;
&lt;br /&gt;
Somewhere in Quixotica, in a field of grass, is a ring of mushrooms. Entering it will throw you into a Time and Matter Trap, which doesn't work like the ordinary TimeTraps. It won't transfer you in time or place, but it will shrink you to the size of a mouse, giving a totally different perspective on the world.&lt;br /&gt;
Naturally entering it will need some courage, since at that size you will be just a morsel for creatures that normally would be nothing but small prey to you. This is not a zone for low levels, and some of the Quests in it are not easy to find. But for those who like to get a feeling of what it might be like to be Alice in Wonderland or a pixie or maybe a bug, it will provide some new aspects of life at the grass roots.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Fun Fair ====&lt;br /&gt;
&lt;br /&gt;
Some things never change. Even when placed in the Futuristic setting of the Pleasure Planet, this Fun Fair has the retro feeling of the nineteensixties. It has the usual attractions, like a Giant Ferris Wheel, a Roller Coaster, a Bouncing Castle and a Mirror Maze, and also various games, both skill and luck based. The main attraction is a Haunted House, set up like a giant Snakes and Ladder game.&lt;br /&gt;
In most of the games you can win Coupons, and if you collect enough of those, you can win some very cool prizes. The quickest way to collect the coupons is in the Haunted House, provided you are strong enough to defeat the undead monsters inside. But you can also win coupons in all the games, and if you are lucky, you might find some in the rides as well.&lt;br /&gt;
Even though the owners seem to have gone missing, the Fun Fair is a place where all players can have some fun, regardless of level and strength. So come and join the fun, but don't forget to bring your sunglasses. The zone was built by a bunch of Jesters, so it is colourful - to say the least.&lt;br /&gt;
To get to the Fun Fair, take the shuttle to Pleasure Planet, and go to the airlock to the Rigel Dome, in the north part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Killer Klowns ====&lt;br /&gt;
&lt;br /&gt;
Douglas and Gwendolyn Crockerbone scraped and saved their whole life, until finally they had enough to buy their own Fun Fair. And now they have set up business in the former Rigel Dome on Pleasure Planet.&lt;br /&gt;
Unfortunately the Fun Fair has been invaded by a bunch of Space Klowns, and they have more or less taken over the place. People have started to complain about their pranks, even the Mayor is concerned and the owner... Well, he seems to have disappeared completely...&lt;br /&gt;
The Klowns, generally known as Killer Klowns, have a weird sense of humour, so be prepared for practical jokes and some nasty surprises. Still, in spite of their name, the Killer Klowns are more irritating than aggressive. So the Fun Fair should be pretty safe to visit, as long as you stay out of the Haunted House and the Dark Forest, if you are low level with few remorts.&lt;br /&gt;
You will find the Killer Klowns on Pleasure Planet, located in the former Rigel Dome, in the northern part of Pleasure City.&lt;br /&gt;
&lt;br /&gt;
[[#The_Central_Area|The Central Area]] - [[#The_Prehistoric_Dimension|The Prehistoric Dimension]] - [[#The_Medieval_Dimension|The Medieval Dimension]] - [[#The Old West Dimension|The Old West Dimension]] - [[#The Future Dimensions|The Future Dimensions]] - [[#TOP|Back to top]]&lt;/div&gt;</summary>
		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=125</id>
		<title>Zones</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=125"/>
				<updated>2015-11-09T00:25:56Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: /* The Future Dimensions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''UNDER CONSTRUCTION'''&lt;br /&gt;
&lt;br /&gt;
== The Different Dimensions ==&lt;br /&gt;
&lt;br /&gt;
4D exist out of 4 Dimensions. Each Dimension consists out of different zones, which its own quests, adventures and secrets. To have a closer look at the different zones, just click on the dimension you're interested in, and you'll get a more detailed look of how the dimension is setup. Next to those 4 Dimension there's also a Central part, where people can gather, and talk about things, or find information concerning other areas in the game.&lt;br /&gt;
&lt;br /&gt;
=== The Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central zones are not connected to any Dimension. They consist of Recall and Travel Agency, Mud School, the 4 Newbie zones and the Newbie arena and 'special' PK zones that need imm help to access, like the Battlefield and the Gladiator Arena.&lt;br /&gt;
&lt;br /&gt;
Recall is the place where people hangout when they're not exploring one of our 4 Dimensions. The area is not really part of any of the other Dimension. Recall provides lots of information about features that can be found or done throughout the game.&lt;br /&gt;
&lt;br /&gt;
Recently there's also been made a new expansion to the Recall Area, namely the Gladiator Arena. The Arena itself is only accessible by a certain type of players, namely the Gladiators. Though there's a public Gallery for everyone else where you can support for your favorite Gladiator or maybe throw some rotten tomatoes towards them.&lt;br /&gt;
&lt;br /&gt;
THE 4D CENTER AREA This realm, which is rather small, contains the Healer, the main Donation Pit, Mud School, the Time Warp, from which all the 4 Dimensions can be reached, and the 4D Travel Agency, where you can learn a bit about the special options presented in our unique Mud.&lt;br /&gt;
&lt;br /&gt;
Last but not least the Center Area contains 4 Newbie zones for the levels 1-10 - (one for each Dimension) - plus the Newbie Arena and some shortcuts to some more easy zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#Recall_and_4D_Travel_Agency|Recall and 4D Travel Agency]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-5) || [[#Mud_school_and_Quest_Academy|Mud school and Quest Academy]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Stone_Age_I|Stone Age I]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Robber_Baron_Castle_I|Robber Baron Castle I]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Dry_Gulch|Dry Gulch]] || Nave || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Android_Factory|Android Factory]] || Flyte || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(51-56) || [[#God_Rooms|God Rooms]] || Immortals || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Battlefield|Battlefield]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Chicken_Casino|The Chicken Casino]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-15) || [[#The_Newbie_Arena|The Newbie Arena]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-50) || [[#Realms_of_the_Traders|Realms of the Traders]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Colosseum|The Colosseum]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==== Recall and 4D Travel Agency ====&lt;br /&gt;
&lt;br /&gt;
This Realm is the starting point of your character's life. This is where you enter the game as a newbie, and where all the necessary things for the starting mudder are gathered along Adventure Avenue and venture Way. Here you find Recall Point with the Healer, the Guildmaster, the Donation Pit, a small Bar where you can buy a few necessities, the mortal Post Office, the entrance to 4D Mud School, the 4 Newbie zones, the Newbie Training Arena and last but not least the 4D Travel Agency. The Travel Agency is the place to get information about the special features of this mud. Want to buy yourself a crash-proof private player house? Want a personalized weapon or piece of armour? Want to buy a personal pet or mount or spaceship or Recall item? The Travel Agency is where you find out the price and conditions for all those extra features.&lt;br /&gt;
This is also where you can find the 4D Map room, with descriptions of all the zones in the 4 Realms, the Building Department, with lists of all Builders in 4D and the conditions to become one yourself, the Crypt for the Craven, where you can retrieve your corpse for gold, if you were killed in a distant or dangerous place, the Clan Office with information about the Clans in 4D and the 4D Hall of Fame, where remarkable players in 4D acquire everlasting fame. Maybe one day you will get your own statue in this Hall...&lt;br /&gt;
And one step up from Recall is the Time Guardian, who on request will take you to the Main Game Realm, for players from level 10 upwards.&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Mud school and Quest Academy ====&lt;br /&gt;
&lt;br /&gt;
The Mud school of 4D is not the usual Mud School with chained mobs in cages that you meet in most muds. This School is totally customized to 4D, and it is also a playable area, full of mobs of a suitable strength for your level and some decent equipment that you can't get anywhere else. It has 4 Classes or Grades - one for each Dimension - and you can drop out of School or skip a class at your own will. The 1st grade teaches the basics about moving about, surviving and killing, the 2nd is devoted to communication and the use of magic, the 3rd teaches you how to use firearms, mounts and vehicles and how to form groups, and the 4th gives you some &amp;quot;special&amp;quot; tips about the secrets of the game. And at the top of the fourth grade is the unique Questor's Academy, where you can learn some of the tricks that usually only very seasoned players know about. Mud School is restricted to the levels 1-5, and it is highly recommended for new players to go through it, before venturing into the world of 4 Dimensions.&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Stone Age I ====&lt;br /&gt;
&lt;br /&gt;
This is the first of the four Newbie zones for level 1-10, set in Stone Age, where the Neanderthal and the Cro Magnon tribes fight each other, while at the same time fighting Nature for survival. Apart from the Stone Age people, you'll meet mammoths, sabre-toothed tigers and a lot of less dangerous animals that inhabit the forests and steppe at about 9000 years BC. You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Robber Baron Castle I ====&lt;br /&gt;
&lt;br /&gt;
This castle may be rather small, and the robber Baron may not be the most powerful man in the Realms, but he is a pretty nasty customer nonetheless. And so are his ill-bred offspring and his snotty wife, so nobody would object if you raided this castle to rid him of some of his excessive goods and gold. He does have a dungeon though, and if you get thrown into that, it might not be very easy to get out again...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Dry Gulch ====&lt;br /&gt;
&lt;br /&gt;
It's just a small outback town, but it does have some shops and of course a saloon, where you can get yourself a drink. I'm told even the great Shorty himself still buys his shots in this saloon. Apart from that there is not much of interest in this small outback town, just the usual towns people, mongrel dogs, Indians, tumbleweeds and dust, dust, dust...&lt;br /&gt;
It has been months since it last rained in Dry Gulch.&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Android Factory ====&lt;br /&gt;
&lt;br /&gt;
This is where all the androids that overrun the planets in the Future Dimension are manufactured. The androids are of course supposed to help Mankind, in doing many of the menial tasks that Man thinks below himself. Only lately it seems that they don't quite get the message. In fact lately they seem to have grown uppity, lazy, defiant - even hostile at times. Maybe something went wrong at the conveyor belts? Or maybe it's a bug in the programming itself...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== God Rooms ====&lt;br /&gt;
&lt;br /&gt;
These are for the Immortals exclusively, you're only chance to get there would be by &amp;quot;special invitation&amp;quot; - or if you get yourself in major trouble, which would be a wise choice to avoid...&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Battlefield ====&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;Battlefield&amp;quot; or Arena of 4 Dimensions, where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;pkiller&amp;quot; or not. When you die in the Battlefield, you do not lose exp or equipment like you risk to do in the normal game. All you lose is your pride, since this is the place to determine who is the best pkiller in the mud. Only one player can win, but all levels can participate, and you can place bets on the Winner. The way to do this is to type 'PLACE Playername'. You need an imm to start up the Battlefield however. Type ARENA to listen to the special Battlefield channel, and HELP ARENA to see the rules for the tournaments.&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Chicken Casino ====&lt;br /&gt;
&lt;br /&gt;
Like a game of old fashioned Poker? Well, you can get that here too, although it is a wee bit different from the usual. We don't have a dealer here, instead all the players are let into a large chicken pen, full of chicken and hens.&lt;br /&gt;
Each of these fowl have a card, so you kill as many as you can and collect the cards. Then you put together the best poker hand you can from what you have got, junk the rest of the cards and return to the Casino, where each in turn gives his hand to the Poker Master, who looks at them and decides who the winner is. The Poker rules are the same as always, and there is a list of winning hands posted in the room in case you forgot the rules.&lt;br /&gt;
You will need an imm/hero/helper to open the door to the chicken pen and supervise the game, and it won't be started up unless there are at least 3 players.&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Newbie Arena ====&lt;br /&gt;
&lt;br /&gt;
Like most things in 4D, the Newbie Training Arena has four parts, one for each Dimension. You can start in any of them, but the easiest is Pre Historic, and then they gradually get harder. Built by Lonewolf, one of the most experienced players of 4D, this zone not only provides good hunting grounds for low levels, but also a good introduction to the special culture of 4D, with several easy Quests where you can train your brain for larger challenges to come. Also this zone holds some special equipment for Newbies, with rather good stats. If you start your career in 4D with the Quest Academy and this zone, you stand a better chance than most Newbies of mastering the Game.&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== Realms of the Traders ====&lt;br /&gt;
&lt;br /&gt;
Tired of hack and slash? Want to do something more creative with your spare time? Learn a useful trade, perhaps? The Realms of the Traders will provide you with these options. They are spread over the 4 Dimensions, but with the main centerpoint in the Medieval Dimension.&lt;br /&gt;
The Trader's Office in the 4D Traveling Agency will provide more information.&lt;br /&gt;
&lt;br /&gt;
Around Old Yorke, you'll find:&lt;br /&gt;
&lt;br /&gt;
8 fields for Farming&lt;br /&gt;
&lt;br /&gt;
8 plots for Gardening	West Trade Road&lt;br /&gt;
&lt;br /&gt;
Crafter's Alley	Northeast of Old Yorke&lt;br /&gt;
&lt;br /&gt;
The Chicken Farm	North Wall Road&lt;br /&gt;
&lt;br /&gt;
The Orchard and the Dairy	South Wall Road&lt;br /&gt;
&lt;br /&gt;
Several sub-contractors	To help develop the products.&lt;br /&gt;
&lt;br /&gt;
In Old West, you'll find:&lt;br /&gt;
&lt;br /&gt;
The Ranch - raise your own herd!	South of The Range, west of Dodge City&lt;br /&gt;
&lt;br /&gt;
The Old Gold Mine	West of the Range&lt;br /&gt;
&lt;br /&gt;
Main entrance to the big Mine	Type 'help Mine' to get directions&lt;br /&gt;
&lt;br /&gt;
Prospecting and gold panning	Stake your own claim!&lt;br /&gt;
&lt;br /&gt;
The GoldMiners Office	Dry Gulch&lt;br /&gt;
3 Trading Posts and 3 Cattle Pens	Main trail between Dodge and Tombstone&lt;br /&gt;
&lt;br /&gt;
Goldmining and Farming	Fort Sutter, in California&lt;br /&gt;
&lt;br /&gt;
Goldpanning and Prospecting	Creeks and rocky terrain everywhere&lt;br /&gt;
&lt;br /&gt;
Trapping and skinning	In The Wild, south and east of Legend&lt;br /&gt;
&lt;br /&gt;
In Future, you'll find:&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
An Alchemy feature	Whotvar System&lt;br /&gt;
&lt;br /&gt;
A Mine for alien Minerals	Whotvar System&lt;br /&gt;
&lt;br /&gt;
Different natural assets	Alpha Centauri and Whotvar System&lt;br /&gt;
&lt;br /&gt;
2 IGTC's to trade the assets	Outer Space Grid&lt;br /&gt;
&lt;br /&gt;
Reptile skins to trade	Planet Reptilia&lt;br /&gt;
&lt;br /&gt;
In Prehistoric, you'll find:&lt;br /&gt;
&lt;br /&gt;
A well developed trading system	Greek Islands, Mainland, Egypt, Kush&lt;br /&gt;
&lt;br /&gt;
Exotic fruits, herbs and spices	Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Silk cocoons	Greek Mainland, Islands and Egypt&lt;br /&gt;
&lt;br /&gt;
Animal skins, ivory, rhino horns	Greek Mainland, Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Large forests, exotic logs	Greek Mainland, some Islands, Punt&lt;br /&gt;
&lt;br /&gt;
Natural assets and local products	Greek Mainland and all Islands&lt;br /&gt;
&lt;br /&gt;
Gold-carrying streams	Find out where yourself!&lt;br /&gt;
&lt;br /&gt;
2 Greek Trading Centres	The islands Carpathos and Cyprus&lt;br /&gt;
&lt;br /&gt;
5 African Trading Markets	Aswan, Kerma, Napata, Meroe, Khartoum&lt;br /&gt;
&lt;br /&gt;
African trading opportunities	Egypt, Kush and Punt&lt;br /&gt;
&lt;br /&gt;
Exotic native treasures	Land of Punt&lt;br /&gt;
&lt;br /&gt;
[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
==== The Colosseum ====&lt;br /&gt;
&lt;br /&gt;
This is the zone that was made for the PK feature The Gladiator Arena. The Colosseum Arena has two parts. The upper, outdoors part is a plain 7x5 grid. Under this arena is a cellar, accessed by two stairs. The cellar is a bit like a maze, with winding, narrow corridors, animal cages and some maintenance rooms. This part is good for ambush, and it also has some extra features and twists. There is a Gladiator School, which works a bit like a Clan hall, and has some supply shops. There is a Healer in one of the Cellar Rooms and another one in Gladiator School. And finally there is a public Area for spectators to view the fights and get some info about the Gladiator Games. You will find the Public part of this zone west of the Map room, all south from Recall. The Arena itself is only accessible with assistance of an imm. For more info check out the link The Gladiator Arena.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
&lt;br /&gt;
=== The Prehistoric Dimension ===&lt;br /&gt;
&lt;br /&gt;
This dimension is mostly centred around the Mediterranean sea basin, at approximately 1500 BC, and featuring countries like ancient Greece, Egypt, Kush and Punt. The Pre Historic areas can all be reached from the Old Carthage Archaeological Excavation Camp, which is extremely loaded with TimeTraps.&lt;br /&gt;
&lt;br /&gt;
As you enter the different excavation trenches, you will be transported to different places within a wide rage of time. You can also access the Mediterranean Sea directly from the harbour of Old Carthage or Carthage Bay.&lt;br /&gt;
&lt;br /&gt;
The best way to travel in the PreHistoric World is by ship. You'll find large concentrations of ships near Cape Aulis and at the island Carpathos in the Aegean Sea.&lt;br /&gt;
&lt;br /&gt;
Click any of the below zone names for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Old_Carthage|Old Carthage]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#Prehistoric_Forest|Prehistoric Forest]] || Snowbird/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Stone_Age_II|Stone Age II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Crete|Crete]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Labyrinth_of_Knossos|Labyrinth of Knossos]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Greek_Archipelago|Greek Archipelago]] || Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Trojan_War|Trojan War]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Kolchis_and_The_Amazons|Kolchis and The Amazons]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Realms_of_Thetis|Realms of Thetis]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#West_Mediterranean_Sea|West Mediterranean Sea]] || Molly || 300 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Odyssey|The Odyssey]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_River_Nile|The River Nile]] || Emory || 100 rooms&lt;br /&gt;
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|(40-50) || [[#The_Egyptian_Desert|The Egyptian Desert]] || Emory || 100 rooms&lt;br /&gt;
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|(40-50) || [[#Temple_of_Hatshepsut|Temple of Hatshepsut]] || Emory || 100 rooms&lt;br /&gt;
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|(30-50) || [[#Lower_Egypt|Lower Egypt]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Valley_of_Kings|The Valley of Kings]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Realms_of_Hades|The Realms of Hades]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Greek_Mainland|The Greek Mainland]] || Molly || 900 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Aegean_Sea|The Aegean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Greek_Cities_I|Greek Cities I]] || Molly ||100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Olympus|Mount Olympus]] || Shartrance	|| (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Mediterranean_Sea|Mediterranean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Carthage_Bay|Carthage Bay]] || Molly || 100 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Aegean_Islands|Aegean Islands]] || Molly || 500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#Ali_Baba's_Cave|Ali Baba's Cave]] || Phantom || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Arabian_Desert|Arabian Desert]] || Echin || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Land_of_Punt|The Land of Punt]] || Mireille || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Upper_Nile|Upper Nile]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Desert_of_Wawat|The Desert of Wawat]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Land_of_Kush|The Land of Kush]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==== Old Carthage ====&lt;br /&gt;
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When you take the Time Warp to the Pre Historic Dimension you are going to land at the gate of the archaeological excavation camp of Old Carthage.&lt;br /&gt;
This city, that was once the centre of all known world, is now practically loaded with Time Traps. Almost every excavation trench that you enter might land you in distant places and ancient times.&lt;br /&gt;
And since the harbour of Carthage was the meeting place for ships from all over the antique world, the finding places under water in that harbour are not exactly safe either.&lt;br /&gt;
Already several of the archaeologists have mysteriously disappeared. So don't be surprised if the remaining crew treat you with suspicion and distrust.&lt;br /&gt;
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==== The Prehistoric Forest ====&lt;br /&gt;
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The dense, luxuriant jungle is vibrant with life and simmering with moist, steaming heat. Enormous but peaceful Brontosaurs feed from the tops of the trees, and smaller dinosaurs dart in and out between the undergrowth. From the almost impenetrable foliage you hear strange and mysterious sounds, some of them faint - a mere rustle of leaves - but every now and then an ear-shattering roar echoes through the forest, and the earth trembles under the steps of the Tyrannosaurus Rex and the Giganotosaurus. Large flying Pteranodons sail majestically through the air and even the watering hole is teeming with life.&lt;br /&gt;
*** WARNING! ***&lt;br /&gt;
This forest is a VERY dangerous place. If you are not a very powerful traveller who has defeated the toughest of creatures to be found in the 4 Dimensions, fighting the Dinosaurs in this forest is NOT for you... yet.&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the western parts of Old Cartage archeological excavation camp.&lt;br /&gt;
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==== Stone Age II ====&lt;br /&gt;
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In the south European mountains about 9000 years BC two tribes of pre historic men are engaged in a life and death struggle. The Cro Magnon Man, in every way as intelligent and resourceful as modern man, is fighting the older and more primitive race of Neanderthal Man, and step by step the Neanderthal tribe is driven to retreat. In just a few more centuries the Neanderthals will be totally extinct and no more will remain of them than legends of Goblins and Trolls, still lingering until modern time. But the shaman of the Neanderthals has planned a gruesome revenge - and in the very heart of the deep caverns under the Cro Magnon home cave too...&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the eastern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
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==== Crete ====&lt;br /&gt;
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The island of Crete has a dominant position during the antique period. The rulers of Crete also rule the sea, and since the water ways are the main transportation during this era, they rule the earth. All known countries with the exception of Egypt pay tribute to Crete. And since the Cretans are a decadent people with peculiar and cruel tastes, the main part of that tribute consists of slaves - young men and women destined to dance and die before the Cretan bulls on the bloody sand in the arena. But - at long last there is a faint gleam of hope. Theseus has come to Crete, to organize the Bull Dancers in rebellion against the King Minos, and the monster Minotaurus.&lt;br /&gt;
You will find the entrance to this zone in the harbor, situated in the northern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
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==== Labyrinth of Knossos ====&lt;br /&gt;
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Under the Palace of Knossos lies the famous Labyrinth, once created by the celebrated architect Daidalos. It was built by order of King Minos of Crete, to contain and hide the monster Minotauros, the unfortunate offspring of an unnatural intercourse between Queen Pasiphae and a bull. - (Talk about family skeletons!) - Minotauros has the head, neck and shoulders of a bull and the body of a man, he is uncommonly strong and feeds on human flesh. Only the brave and strong should venture into the Labyrinth, since once in there it may not be so easy to find your way out again. There IS a way out though - in fact there are even two...&lt;br /&gt;
How do you enter this Labyrinth? Well, how do you think? From the cellar vaults of the Palace of Knossos of course...&lt;br /&gt;
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==== Greek Archipelago ====&lt;br /&gt;
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The Greek Archipelago consists of:&lt;br /&gt;
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(10-20) Aegean Sea - 120 rooms (grid)&lt;br /&gt;
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(10-30) Northwest Cyklades - 100 rooms&lt;br /&gt;
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(40-50) Southeast Cyklades - 80 rooms&lt;br /&gt;
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North of the island of Crete lies the Cyclade archipelago, with all the famous classical islands, Thera, Naxos, Paros, Ios, Andros, Mykonos, Delos, where the twins Apollo and Artemis were born, and many many more. On these islands you will meet mythical creatures like titans, fauns, nymphs, centaurs, satyrs, dryads and oreads. The sea too is inhabited by strange beings, like tritons, naiads, sirens and halkyons. Occasionally even some of the Greek Gods descend from heaven, mostly to pursue human youths and maidens - the Greek Gods are infamous for their sexual appetite. Don't anger the Gods though, unless you are prepared to take the consequences - the Greek Gods are infamous for their short temper and long memory too. So worshipping them might be a better choice than attacking them, unless you are very strong and bold. Beware also of the Southeast Cyklades - many perils await the adventurer on those islands - but also rich rewards.&lt;br /&gt;
You will find the entrance to this archipelago in the harbour in the north part of old Carthage; find the wreck of a Greek ship and enter that. You can also get there by sailing east and then north and west from Crete.&lt;br /&gt;
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==== Trojan War ====&lt;br /&gt;
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The siege has lasted for nine years and tension is building up in both sides. Achilleus is sulking in his tenth after a quarrel with the commanding officer, Agamamnon, over a woman captive, Briseis. Without their main warrior, the Greeks aren't doing too good, and there has been some talk among the men about breaking the siege and going home. On the other hand, supplies are getting scarse in the besieged city, and after the long siege many citizens are losing heart. The main thing that is still keeping the defense up is the knowledge of what would happen if the city fell. There would be no end to the looting, killing and raping, since the victors would be merciless, after this long wait. So Troja still stands, but the cunning Odysseus has a plan. Ever heard of the Trojan horse?&lt;br /&gt;
You will find this legendary City east of the Greek Archipelago, on the mainland of Asia Minor. The best way to get there would be to catch one of the ships with reinforcements, that are gathering at the Cape of Aulis. Although the city of Troy is not yet in the game, the Aegean Sea, with all its many islands are.&lt;br /&gt;
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==== Kolchis and The Amazons ====&lt;br /&gt;
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Far east of the Hellespont Strait lies the mythical Kolchis, also called Phrygia, where the Amazons live and where the rivers are said to be filled with gold. This is where Iason went to capture the Golden Fleece. And this is where the chaste Moon Maidens worship the Goddess Artemis, who is known as Bendis in these parts of the world. The Amazons are a folk of women exclusively, they are female warriors that frequently raid the neighbouring countries to get fathers for their children. After performing their task - which they usually do quite willingly - the studs are killed off by the Amazons to keep their race clean.&lt;br /&gt;
According to the myth the Amazons cut off their right breast to be able to draw their bow more easily. Wouldn't you like to know if the myth is true?&lt;br /&gt;
Well - you'll have to wait a bit. This zone is in advanced planning, but not yet in the game.&lt;br /&gt;
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==== Realms of Thetis ====&lt;br /&gt;
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If you succeed in escaping the bulls in the island of Crete, the Mediterranean Sea lies before you, stretching all the way south to the African coast, where countries like Egypt and Arabia are situated, east to the coast of Asia, with countries like Assyria, Babylon, Persia and Palestine and west to the Garden of the Hesperides and the Statues of Heracles (which is now known as the Straits of Gibraltar). And under the surface lies a world of its own, ruled by the mighty Poseidon and his spouse Amphitrite. Rich bounty may await you here, but also sharks an innumerable other dangers. And since the Mediterranean Sea is so vast and perilous, it might be a better idea to head north instead, to the Greek Archipelago, where the dangers of getting lost in a storm or eaten by a shark aren't nearly as great. But then again - the skilled sailor can avoid many of the dangers in his fast ship...&lt;br /&gt;
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==== West Mediterranean Sea ====&lt;br /&gt;
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When Odysseus was on his way back to his home island, Ithaka, after the Trojan War, he was wind-driven and lost his way. And like Odysseus you will be a play-thing for the capricious winds, if you manage to pass the ten-headed monster Skylla to enter these vast and perilous waters. You cannot map the open sea and the winds will blow you any way they like. It took Odysseus ten years to return to his native home - how long will it take you? There are 11 islands in this zone, each presenting its own challenges and its own rewards.&lt;br /&gt;
How many of them will you be able to find? And will you be able to make your way to the island of Ithaka, which is the only way you can leave this maze? One way to enter this part of the sea would be through the strait of Scylla and Charybdis, which you will find west of the rock of Lorelei on the African coast. And that straight isn't exactly safe...&lt;br /&gt;
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==== The Odyssey ====&lt;br /&gt;
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This zone is recreating the wanderings of Odysseus; sailing from island to island, trying to find his way home from the Trojan War. Each island presents a challenge of its own, and on most of them you will find a choice item, making the efforts well worth while. Here is a list of all the islands:&lt;br /&gt;
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Island of Aeolus, where the Master of all Winds resides.&lt;br /&gt;
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Island of the Lotophags, where the inhabitants are lost in dizzy drug dreams.&lt;br /&gt;
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Island Of The Cyclopes, inhabited by titans with a single eye in the forehead.&lt;br /&gt;
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Island Of The Laistrygons, man-eating giants with a very nasty temper.&lt;br /&gt;
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The Statues Of Heracles, also the entrance to Oceanus and the Island Erythia.&lt;br /&gt;
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Island of Aeaea, the home of Circe the sorceress and also the entrance to Hades.&lt;br /&gt;
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Island Of The Sirens, who trap unlucky seamen with their irresistible song.&lt;br /&gt;
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Island of Thrinakia, where the fat cattle of the Sun God Helios graze.&lt;br /&gt;
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Island of Ogygia, where the lovesick nymph Calypso will smother you in love.&lt;br /&gt;
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Island of Scheria, home of the friendly and hospitable Phaeacians.&lt;br /&gt;
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Ithaka, Odysseus' home island, where his wife Penelope is besieged by suitors.&lt;br /&gt;
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How many of these islands in West Mediterranean Sea will you be able to find?&lt;br /&gt;
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==== The River Nile ====&lt;br /&gt;
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Broad and majestic the River Nile floats on its way to the Mediterranean Sea. It is the main artery of life for Egypt, the yearly flooding bringing its gift of nutritious mud to fertilise the fields. But it is also the main transport route, even large ships can sail all the way up to Thebes, where the famous necropolis 'The Valley of Kings' is situated. If you venture up this river you should know that it has its perils of its own - huge and aggressive crocodiles and riverhorses, that can overturn a small boat easily. Which is why using a larger ship for your travel would be a good idea.&lt;br /&gt;
The River Nile is reached from the south-eastern part of the Mediterranean Sea and is the entrance to all Egyptian zones. You can also get here from a Time Trap in Old Carthage. Which one should be pretty obvious.&lt;br /&gt;
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==== The Egyptian Desert ====&lt;br /&gt;
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The south part of Egypt, known as Upper Egypt or the Red Land, is a barren land. Apart from a narrow stripe along the Nile it consists mostly of desert. Harsh and forbidding is this desert; very few creatures can survive the heat of the day and the cold of the night, and you might find it a deadly task just to traverse it. Yet it is the only way to get to the famous Temple of Hatshetshup, which is situated beyond the Valley of Kings. On your way there you might be lucky enough to find the small shop in the middle of the desert.&lt;br /&gt;
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And talking to the people you will meet by the riverside before venturing into the desert might provide you with some valuable information - if you know how to use it.&lt;br /&gt;
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==== Temple of Hatshepsut ====&lt;br /&gt;
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This great female Pharaoh, who was more successful than many of her male counterparts, made Egypt more prosperous than in many centuries. Her ships sailed all the way to the land of Punt, bringing back immense riches; gold, myrrh and rare and valuable kinds of wood, like the black ebony and the red mahogany. To manifest her many deeds Hatshepsut built this great temple in the desert, where it would be hard to find for those that bear ill will. The temple is truly grand, few have seen the likes of this building or of the treasures harboured behind the pillared walls. But bad men and robbers go everywhere, and it is rumoured that some of the most valuable items have been stolen from the temple...&lt;br /&gt;
The entrance to this zone is from the Egyptian Desert. Good luck in finding it... Muhahaha!&lt;br /&gt;
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==== Lower Egypt ====&lt;br /&gt;
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The north part of Egypt, where the soil is dark and fertile, is known as the Black Land or Lower Egypt. It is a land of agriculture, where the people are totally dependent on the river for survival. It is a land of great social contrast, where the rich people are more prosperous than in most other countries, while the fishermen and the farmers are as poor and insignificant as the dirt on the ground. It is a land of religion, where the Priests hold much of the power and wealth and the Temples hold many of the secrets. It is a land of perils, like the great swamps east of the Nile estuary that only few dare to enter. And it is the land of myths, like the story about Isis and Osiris and the evil Seth, a legend that is a personification of the annual flooding of the river Nile. Perhaps you will become a part of this ancient legend during your travels through the land.&lt;br /&gt;
You will find several entrances to this zone along the River Nile.&lt;br /&gt;
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==== The Valley of Kings ====&lt;br /&gt;
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The Pharaohs of the Old Kingdom built the vast pyramids to contain their mummies, so that they would live for ever. The Pharaoh was buried deep inside the pyramid, surrounded by all the things he would need for the next life. The pyramids could be seen from great distances and were an easy target for thieves, who could break into them at night. The later Pharaohs wanted their burials to be safer, so they cut their tombs deep into rocks in this remote valley, but even so the grave robbers found ways of breaking into them. The passages were filled with enormous stone blocks, the doors were barred and sealed, dire threats were written on the walls to scare off any intruders, the graves were turned into mazes, full of deathtraps. And still the tombs were robbed...&lt;br /&gt;
The burial place of the Pharaos, known as the Valley of Kings, was once the home of a Bedouin tribe, and the members of that tribe didn't take kindly to being forcibly evicted from their ancestral home. They are set on revenge. The entrance to the Valley of Kings lies in the barren desert west of the River Nile, opposite the city known as Thebes in Old Egypt.&lt;br /&gt;
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==== The Realms of Hades ====&lt;br /&gt;
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When the ancient Greeks die, this is where they end up, in the dark Realms, where Hades is King and Persephone Queen. You have to be ferried over the River of Styx to enter this dark land, but if no burial rites have been performed over your corpse, you won't even be allowed in. If you cannot pay the obol that Charon will ask for the passage, you are doomed to wander for ever on the Fields of Shadow, near the groves of Persephone. But once past the Styx, you will reach the Asphodel Fields, the Vales of Mourning and the Plain of Judgement, where the good will be separated from the evil. If you have lead a good life, you will be sent to the Elysean Fields, the land of the happy dead. But the evil souls will be thrown into the pits of Tartaros, where they will be tortured by fire, until they repent and are given a second chance.&lt;br /&gt;
There are several backdoors to the Realms of Hades, but the main entrance is from Circe's island in the West Mediterranean Sea. But you might also end up there if you throw yourself over a precipice somewhere in the Cyclades... or do some other foolish action leading to your untimely death.&lt;br /&gt;
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==== The Greek Mainland ====&lt;br /&gt;
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Ancient Greece, the cradle of civilization and of democracy. There is an old saying; 'Even the ancient Greek...' illustrating how Greece has influenced modern man in many different ways. Warriors, demagogues, athletes, scientists, philosophers, poets, playwrights - the ancient Greeks had many strings on their lyre. You have probably read many of the myths; part history, part fiction. Heracles, Bellerophon, Agamemnon and Clytaimnestra in Mycenae, Helen of Troy, Achilleus and Ajax, Iason and Medea, Theseus and the Minotaur, Orfeus and Euridice, Oedipus of Thebes, Socrates and Platon, Archimedes - real or mythical persons, who have in many different ways influenced our litterature and our science. This is where they all lived, loved, fought and died - Ancient Greece.&lt;br /&gt;
This large zone, 800 rooms big, is mostly a grid, a 'travel zone', which can be regarded as a map over Greece. And it holds the entrances to many of the 'real' zones. However, this 'map' is inhabited with Gods and mortals, beasts and mythical creatures, some peaceful, some aggressive. So don't stray too far off the main track or the more densely populated areas in Argolis, Attica and Boetia, if you want to be reasonably safe from robbers and predators.&lt;br /&gt;
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==== The Aegean Sea ====&lt;br /&gt;
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Many great seafarers have traversed the Aegean Sea. Among the more famous were Jason and the Argonauts, setting out to capture the Golden Fleece; Theseus and Pirithoos, roving adventurers; the Achean fleet, setting out to conquer Troy under the leadership of Agamemnon; home-turning heroes like Odysseus, returning to Ithaka after the siege, and also some of the defeated Trojans like Aneas, who was looking for a new home and found it in Rome. All these famous heroes have sailed in these waters, and also innumerable others, who shall remain nameless. Because during the antique period the sea was the main route of communication, full of perils, but still faster and safer than traveling over land.&lt;br /&gt;
This zone is a travel zone, a 500 room large grid, which will connect you to Crete, the Greek Mainland and the Cyclades Archipelago, Asia Minor with Troy and the land of the Amazons, Macedonia and Thrace in the north, and all the Islands along the coasts. It is not a 'safe' travel zone however, sharks and other large sea creatures may attack and overturn a small boat, so it is best traversed by ship. You will find a small fleet of ships gathered at the cape of Aulis, and the fastest way to get there is by finding the right Time Trap in Old Carthage. Unless of course you want to do it the hard way, and sail there on your own.&lt;br /&gt;
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==== Greek Cities I ====&lt;br /&gt;
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Some of the cities of Peleponnesos in antique times come to life in this zone.&lt;br /&gt;
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- Olympia, where the Olympiad was born, and where the Games are held each fourth year. A prospering city, rich from all the visitors for the Games.&lt;br /&gt;
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- Pisa, the small neighbour city, envious of the prosperity of Olympia, but with a great history of its own. Pelops, who gave his name to the entire peninsula, lived, died and was buried in this city.&lt;br /&gt;
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- Argos, ruled by a tyrant, and with a dark past. Its history is a part of the blood feud between Atreus and Thyestes, sons of Pelops.&lt;br /&gt;
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- Tiryns, the city of Heracles, dedicated to the name of the great Hero, and making a hefty profit from exploiting it to Time Tourists.&lt;br /&gt;
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Olympia and Pisa are situated in the west part of Peloponnesos, Argos and Tiryns in the east.&lt;br /&gt;
More Greek cities are in planning: Sparta, Mycenae, Athens, Thebes and Delphi.&lt;br /&gt;
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==== Mount Olympus ====&lt;br /&gt;
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The Greek Gods were infamous for their adultery, temper tantrums, jealousy and vindictiveness. In fact, the Greek Mythology is like one endless Soap Opera - or even worse, because the Gods, with their immortal powers had options that few mortals enjoy. One of the most notorious was the King of the Olymp, Zeus himself, who had innumerable affairs with different women. He used to pursue them in different disguises; a bull, a swan, a cloud, a fire flame, a shower of gold... And then his jealous spouse, Hera, in turn used to pursue his mistresses and their offspring relentlessly...&lt;br /&gt;
Mount Olympus is where most of the Gods live in comfort and luxury, dining on Nectar and Ambrosia, plotting and scheming, quarrelling and having love affairs.&lt;br /&gt;
Those of you that know Shartrance also know that she is the right person to do justice to a scenario like this.&lt;br /&gt;
You will find the entrance to Mount Olympus in the Northeastern parts of the Greek Mainland, the region known as Pieria. &lt;br /&gt;
When the zone is completed, that is.&lt;br /&gt;
If you see Shartrance around, remind her of it.&lt;br /&gt;
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==== Mediterranean Sea ====&lt;br /&gt;
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All in all the Mediterranean Sea Grid with its groups of islands now contains ca 1300 rooms. Most of the islands can be entered and are smaller or larger zones of their own, an additional 400 rooms.&lt;br /&gt;
The grid may be expanded westwards later, as the known world grows.&lt;br /&gt;
For now the sea Grid consists of the following parts:&lt;br /&gt;
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North Aegean Sea	(North Sporades)	(400 Rooms - level 50-60)&lt;br /&gt;
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Southwest Aegean Sea	(Cyclades)	(120 rooms - level 10-20)&lt;br /&gt;
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Southeast Aegean Sea	(South Sporades)	(105 rooms - level 50-60)&lt;br /&gt;
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Ionian Sea	(Ionian Islands)	(300 rooms - level 40-60)&lt;br /&gt;
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East Central Mediterranean Sea	(Crete)	(185 rooms - level 30-50)&lt;br /&gt;
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East Mediterranean Sea	(Cyprus)	(200 rooms - level 50-60)&lt;br /&gt;
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West Mediterranean Sea	(The Odyssey)	(200 rooms - level 40-60)&lt;br /&gt;
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The entire sea grid is accessible with ships. There are 33 ships available in different locations along the Greek coast, most of them outside Aulis. And an additional 25 are located in harbours around the South Sporades, with Carpathos as the centre point.&lt;br /&gt;
As a general rule the sea is a rather dangerous place, with roaming flocks of sharks, so using a ship when venturing outside the shallow coastal waters is highly recommended.&lt;br /&gt;
Small parts of the sea (the Cyclades and the central sea between Crete and Carthage) are also guarded by the Sacred Shield of Thetis, making these parts reasonably safe from the most aggressives shark flocks.&lt;br /&gt;
If you venture outside the safe parts in a small boat - prepare to die!&lt;br /&gt;
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==== Carthage Bay ====&lt;br /&gt;
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Situated in the northeast part of the Archeological Excavation Camp of Old Carthage is Carthage Bay, a large bay sheltered by a coral reef - and a fence. The archeologists of Old Carthage have decided that they need some help from the visitors in their work, since the native workers have started to desert the Camp in superstitious fear of the Timetraps. So, Time Tourists are allowed to search for artifacts in the Bay. And if you find all the parts of an old item and turn them in to the right expert, you will be well rewarded.&lt;br /&gt;
And if you succeed in assembling them yourself, you'll be even better rewarded. Carthage Bay probably has the best fishing waters in the Realms, with plenty of easy and non-aggressive fish and other sea creatures to hunt. And since the bay is secured from large and aggressive sharks by a fence, many Time Tourists go there just for the safe and abundant fishing.&lt;br /&gt;
For the Questor, this is a very good place to get adjusted to the way questing usually works in 4D. The zone has all the tricks and treats of the high level zones, but without the dangers.&lt;br /&gt;
And it has these features to a much higher degree. While in a hard Quest zone you might have to search around 50 rooms before you find anything interesting, in Carthage Bay there is something hidden in almost every room. But HIDDEN is of course the key word, don't expect the pieces to lie out in the open.&lt;br /&gt;
You'll find the entrance to Carthage Bay if you go all north and then follow the fence east in Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== Aegean Islands ====&lt;br /&gt;
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There are 4 Main Island Groups in the Aegean Sea:&lt;br /&gt;
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- The Cyclades (which form zone 6P called Greek Archipelago).&lt;br /&gt;
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- The North Sporades, with the islands Euboea, Sciathus, Parapethus and Scyros.&lt;br /&gt;
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- The Thracian Archipelago, with the islands Thasos, Imbros, Lemnos, Tenedos, the somewhat isolated island Lesbos and the peninsula Athos.&lt;br /&gt;
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- The South Sporades or Dodecanese, with the islands Chios, Samos, Icaria, Calydnos, Calymne, Lebinthos, Astypalea, Cos, Anaphe, Nisyrus, Syme, Carpathos and Rhodes.&lt;br /&gt;
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- And far to the east in the Mediterranean Sea lies the isolated island Cyprus.&lt;br /&gt;
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Trading is abundant in all the Greek islands, and almost every island has some valuable asset that can be traded somewhere else. It is possible to travel among the islands in a small boat, but if you leave the coastal waters or the archipelagos a ship is recommended, due to the flocks of sharks. Apart from the perils of the sea, most of the islands are comparatively safe, as long as you don't break the peace yourself. The exceptions from this rule are Tenedos, where a guerilla war is raging, and Icaria, which is possessed by pirates.&lt;br /&gt;
The enterprising Trader would be advised to start out on Carpathos, northeast of Crete, where you can get access to Sea Charts and Trading Charts.&lt;br /&gt;
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==== Ali Baba's Cave ====&lt;br /&gt;
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You have probably heard about Ali Baba and the 40 thieves, and the hidden cave with all the legendary treasures they collected on their raids to the Sultan's palace. Now is your chance to find out if these legends are true.&lt;br /&gt;
Of course, you need to get through the desert to find the cave first...&lt;br /&gt;
And then figure out how to get into the cave...&lt;br /&gt;
But that shouldn't be too hard for a smart guy like you.&lt;br /&gt;
This zone is mainly for those who just left the Newbie zones, and are looking for something a bit more challenging, but still not too hard. It was created by one of the Helpers, so it has some easy quests, designed to teach you some of the things that are special for this Mud. Things like listening, smelling, looking behind and under things and so on...&lt;br /&gt;
You will find the zone just east of the Gate that leads to the Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== Arabian Desert ====&lt;br /&gt;
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This is the link between Europe, Africa and the Orient. Situated east of Egypt, this vast and arid desert is a dangerous place, and most people crossing it prefer to travel in groups or caravans. The heat alone could kill you, but there are also raiders, poisonous snakes, locust and other plagues. And yet people manage to live in this desert, nomad tribes, living in tents made of Oryx hide. There are a few oasises, where you can find shadow and water. And also there are some tales of a mysterious forest in the heart of the desert.&lt;br /&gt;
Is it just a mirage? Is it the confused ramblings of exhausted travelers on the verge of heat stroke? What is the truth about the mysterious forest?&lt;br /&gt;
You can enter this desert from the southeast corner of the Mediterranean Sea.&lt;br /&gt;
Or from the time trap in the northernmost excavation trench on West Path in Old Carthage.&lt;br /&gt;
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==== The Land of Punt ====&lt;br /&gt;
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The legendary Land of Punt... This is the place where Queen Hatshepsut sent her famous expedition that brought exotic and rare treasures back to Egypt.&lt;br /&gt;
Since then others have followed in her footsteps, but few have returned. The way to Punt is long and full of perils, and once there you might find that the land itself is equally perilous. Even though the natives are mostly friendly, you'll have to deal with the large animals of the jungle and the savannah - lions, leopards, elephants, giraffes, not to mention several breeds of poisonous snakes... And if you think that the jungle is perilous, this is nothing compared to the limestone caves that you will find in another part of Punt. There are also mythical creatures, of which even the natives speak with fear and awe, like the Dzunkwa, who is said to feed on small children.&lt;br /&gt;
And still many people find it worth while braving the hardships and perils, just for the exotic treasures and the trading opportunities. To find the Land of Punt, you need to travel up the Nile, past the Land of Kush and the swamp where the pygmies live. But if you expect to have any success in trading with the natives, you'd better learn the language or find some kind of translating device that works.&lt;br /&gt;
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==== Upper Nile ====&lt;br /&gt;
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While the Lower Nile flows broad and lazy through a fertile cultivated valley, the Upper Nile has a different character. The current is swifter, the river is much narrower, and the surrounding landscape, with the exception of a narrow green basin along the river shores, is much harsher. Through a long part of its course, the Upper Nile flows through the vast and inhospitable Sahara desert, where not many life forms can survive. But along the river basin civilization has developed, and the cities, temples and graveyards of Kush are just as amazing as those of Egypt.&lt;br /&gt;
Situated along the upper Nile are also the famous temples of Philae and Abu Simbel, which were erected by the Egyptians.&lt;br /&gt;
There are six cataracts between Aswan and Khartoum, and these make sailing more difficult, since you have to drag the ships past the rapids. At Khartoum the Nile splits in two arms, one emanating from the Abyssinian highlands, the other from the steaming jungles and swamps of Central Africa. And somewhere along its course you'll find the legendary Land of Punt.&lt;br /&gt;
The Upper Nile is mainly a Travel zone, which connects Egypt with the Land of Kush, and beyond that the legendary Land of Punt, but it also has its own challenges and quests. Above all it is a Trading zone, and you'll find Trading Markets in several places along its course. And if you are headed for Punt, it might be a good idea to keep your eyes and ears open along the way, because both the Egyptians and the Kushites seem fascinated by that country. To get to the Upper Nile zone you need to travel upstream from the estuary, through the lower Nile and past Aswan.&lt;br /&gt;
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==== The Desert of Wawat ====&lt;br /&gt;
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The northern parts of the vast Sahara desert is known as Wawat, or Lower Kush. It is an arid, desolate country, where only a few nomad tribes can survive with their herds. No wonder that the Egyptians mostly refer to Kush as 'The wretched Lands'. But Wawat also has a very strategic location, and several goldmines.&lt;br /&gt;
The Egyptians and the Kushites constantly fight for power over the territory, although the two countries officially are at peace and have close and frequent trading contacts.&lt;br /&gt;
Wawat is also a place that attracts archaeologists, because of the many nomad graves, and because of the treasures lost by caravans and other travellers that have perished in the sand and the heat.&lt;br /&gt;
This 200 room grid zone should be a good levelling place for reasonably strong players, because it has the unique feature of loading mobs that are adapted to your level and tier when you enter 6 special rooms.&lt;br /&gt;
It also has several quests, some pretty easy, some very hard. Helping the nomad people of Wawat could be one vocation, but you might instead prefer to assist the Egyptian garrisons in the forts along the Nile.&lt;br /&gt;
The Desert of Wawat is situated at the northern part of the Upper Nile, between Aswan and Kerma.&lt;br /&gt;
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==== The Land of Kush ====&lt;br /&gt;
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Few people know about it today, but the civilization in Kush, which is also known as Nubia, is the oldest one in Africa, and just as advanced as that of ancient Egypt. There are in fact more pyramids in the Land of Kush than you can find in all Egypt. Names like Kerma, Napata, Meroe and Khartoum are well known to both travellers and historians.&lt;br /&gt;
Religion and the belief in a Life after Death was as important to the Kushites as to the Egyptians, and they shared many of the deities. The Kushites were known for their exquisite handicraft, in particular pottery, patterned cloth and bronze weapons. But most of the artwork was created as grave goods, and was buried in the tombs to make life on the other side easier for the dead.&lt;br /&gt;
The main city, Kerma, is actually two cities, where The City of the Dead is a mirror of The City of the Living. At Napata, where the Kings of Kerma are crowned and buried, you'll find not only the large burial ground of Nuri, but also the famous mountain Gebel Barkal, with its row of temples hewn into the rock proper.&lt;br /&gt;
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=== The Medieval Dimension ===&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Olde_Yorke_City|Olde Yorke]] || Molly || 250 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Tournament_Place|Tournament Place]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Robber_Baron_Castle|Robber Baron Castle II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Sherwood_Forest_and_Nottingham_City|Sherwood Forest]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Viking_Ship_and_Green_Fen_Village|Viking Ship]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Pirate_Galley|Pirate Galley]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Convent_and_Nunnery|Convent and Nunnery]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Camelot_and_Durmandle|Camelot]] || Molly || 190 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Castle_of_Mirkheim|Castle of Mirkheim]] || Lanseril || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Elven_Forest|Elven Forest]] || Malfeasor/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-45) || [[#Metropolis_of_the_Elves|Metropolis of the Elves]] || Fallacy/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Sanctuary_Haze|Sanctuary Haze]] || Kelixa/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_High_Mountains_and_the_Tower_of_Rapunzel|Tower of Rapunzel]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Troll_Forest|Troll Forest]] || Zsijn || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Osten_Ard|Osten Ard]] || Moonstar/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Ice_Castle|Ice Palace]] || Niketh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Winter|Mount Winter]] || Kristen/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Temple_of_the_Damned|The Temple of the Damned]] || Nicoli/Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dun-Shivaar|Dun-Shivaar]] || Remington || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#The_Serf_Village|The Serf Village]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Township_of_Odessin|The Township of Odessin]] || Crystal || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-60) || [[#The_Lostlands|The Lostlands]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Fenezia|Fenezia]] || Molly || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#A_Rip_in_Time|A Rip in Time]] || Crystal || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mother_Goose|Mother Goose]] || Shartrance || 180 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Midlands|The Midlands]] || Soulstar || 150 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Dragon_Island|Dragon Island]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Enchanted_Lands|Enchanted Lands]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#City_of_the_Tulipek|City of the Tulipek]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(45-50) || [[#Mount_Kuromeru|Mount Kuromeru]] || Seraphine || 55 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Citadel_of_Thandar|The Citadel of Thandar]] || Durgan || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Town_of_Ta-Beneth|The Town of Ta-Beneth]] || Durgan || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Dragon_Caves|The Dragon Caves]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Royal_Forest|The Royal Forest]] || Alabastor || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-40) || [[#The_NightDragon_Realms|The NightDragon Realms]] || Kvetch || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Land_of_Avalon|The Land of Avalon]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-150) || [[#The_Mountain_Village_of_Gelindril|The Village of Gelindril]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#The_Flying_Fortress|The Flying Fortress]] || Tocharaeh || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dragon_Forest|The Dragon Forest]] || Angel/Kvetch || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==== Olde Yorke City ====&lt;br /&gt;
&lt;br /&gt;
This large town with narrow and winding streets is the first that meets you when you take the Time Warp to the Medieval Dimension. Surrounded by its broad moat and protecting town wall, guarded by archers from the ten defence towers, the City of Olde Yorke is the natural centre of the blooming eastern parts of medieval England. Here you will find shops, banks, Inns and Pubs, to fulfil all your needs, here also the Administration and Law of the Eastern Realms is situated in the impressive Town Hall. And the Cathedral is said to be the largest and most beautiful in all England. You will be quite safe in this city as long as you don't break the peace. But if you do - beware of the Cityguards...&lt;br /&gt;
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==== The Tournament Place ====&lt;br /&gt;
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Situated just east of Olde Yorke, the Tournament Arena offers the most popular form of divertissement during Medieval time. Almost every day the gallant knights of the country encounter each other in mortal combat or playful joust in this Arena, while the nobles of the country watch the games from the gallery, and the peasants and sundry mill and throng outside the fence to catch a glimpse of their favourite knight. The first Sunday of every month the famous &amp;quot;Knight of the Month&amp;quot; Tournament is held, to decide who is the most powerful knight of the Realms. If you want to measure your strength against other players without registering as PKiller, you can go one step down from the center of this arena, to the Gladiator Pit, where you can fight without risking to lose your corpse or get a KILLER Flag. You could also go to the &amp;quot;Arena&amp;quot; of 4 Dimensions, another place where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;Pkiller&amp;quot; or not. You need an imm to start the Arena, whereas the much smaller Gladiator Pit is accessable at all time.&lt;br /&gt;
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==== The Robber Baron Castle ====&lt;br /&gt;
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The Robber Barons are the disgrace of feudal England. Oppressing and abusing their unfortunate tenants, ambushing innocent travellers, taking hostages and claiming enormous ransoms from their poor relatives, they gather their illegitimate riches, always expanding their powers to add more land and properties to their already enormous domains. The walls of their castles are thick and impenetrable, the dungeons deep and dark - he who dares enter this castle does so at his own peril. You will find the Robber Baron's castle in the eastern Realms, just east of the Tournament Place.&lt;br /&gt;
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==== Sherwood Forest and Nottingham City ====&lt;br /&gt;
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The Road to Nottingham passes through the infamous Sherwood Forest, where Robin Hood and his merry men defy the Law of feudal England. As soon as you leave the comparatively safe road and venture into the woods, a green-coated archer may lurch behind every tree. You may risk your purse, if not your life, when you enter this forest, and it isn't necessarily the green-coats that present the greatest peril. The Sheriff's men have been known to attack innocent travellers too. But if you make it safely to the small town of Nottingham, some of the best shops in the territory await you there. Sherwood Forest is situated in the eastern Realms, east of the Tournament Place and the Robber Baron's castle. Just follow Tournament Road, Dirt Road and Nottingham Road, and you will soon be there.&lt;br /&gt;
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==== The Viking Ship and Green Fen Village ====&lt;br /&gt;
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The rough and uncouth warriors from the distant Northern countries regard the eastern coast of England as their own private playground. Every year a Viking Ship hits the lush and marshy coast near the small village Green Fen. But while the farmers of the coastal area complain bitterly about the ravaging Vikings, the resourceful villagers have adjusted to the situation.&lt;br /&gt;
Green Fen has developed from a poor fisherman's village, to a prospering Tourist Centre, offering the visiting Vikings all sorts of accommodation and services - mostly in the form of licensed houses (the Vikings like to hit the booze between battles). To find Green Fen, just follow the road leading eastwards from Olde Yorke until you reach the east coast.&lt;br /&gt;
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==== Pirate Galley ====&lt;br /&gt;
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If The Vikings are a pain in the butt to the coastal inhabitants, the Pirates from the Mediterranean sea are an even worse plague. In a small, natural harbour on the east coast a Pirate Galley Ship is hiding, while the crew raids the neighbourhood. Having gathered priceless treasures in several countries before arriving at this remote coast, the Galley Ship presents a rich prize for an enterprising adventurer, who has the timing of hitting it while the main part of the crew is ashore looting the countryside.&lt;br /&gt;
The easiest way to find the Pirate galley might be to follow the river Tain north- and eastwards from the bridge of Nottingham, and then go north at the estuary.&lt;br /&gt;
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==== The Convent and Nunnery ====&lt;br /&gt;
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Surrounded by impenetrable high walls, the adjacent Monastery and Nunnery present a sanctuary as well as a challenge. Somewhere inside those walls a very powerful item has been hidden - hidden so well that so far nobody has succeeded in finding it. The two convent orders share the same church - and as the attentive explorer will discover, they also have a lot of other things in common. In fact there are more secret passages between those two convents than you would ever dream of. Oh well, even monks and nuns are entitled to some fun, aren't they? The twin Convents are situated just northeast of the Tournament Place in the Eastern Realms.&lt;br /&gt;
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==== Camelot and Durmandle ====&lt;br /&gt;
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The West Trade Road that leads from Olde Yorke To Camelot is long and full of perils. But once you get your first glimpse of that golden citadel from the rolling hills east of Durmandle, you realise that the road is well worth travelling. Don't forget to actually LOOK at the castle, to behold its true grandeur. The gallant knights of King Arthur's Round Table await you there. And further west, past the Crystal Mountains and the elven forests maybe a ship will be waiting one day at Land's End, to take you to new and unexplored continents...&lt;br /&gt;
You will find Camelot far off in the Western realms,but beware! - Only the truly good are allowed to enter Camelot Castle.&lt;br /&gt;
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==== Castle of Mirkheim ====&lt;br /&gt;
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West of Olde Yorke loom the Svalich woods, dark and dangerous. And hidden in these dark woods sits the even darker castle of Mirkheim. The rumour has it, that the inhabitants of that castle are all vampires. And very few of those that dared enter this castle of death ever came out alive again. But those that did, tell about a rich loot, that made up for the perils and horrors of this infamous castle. If you are strong enough and brave enough to defy the dangers, maybe you'll even encounter and defeat the dreaded Lord Mirkheim himself.&lt;br /&gt;
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==== The Elven Forest ====&lt;br /&gt;
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Even though most of the elves have left England by now, there still are some elven strongholds far off in the western parts of the country. This majestic Beech forest may look like an ordinary wood to those that are not attentive of their surroundings. But high over the ground, in the dense and mysterious crowns of the trees, there is a secret world of its own, where the elves lead their lives hidden from all human eyes. To get to the elven countries, just follow West Trade Road past Durmandle. But if you dare enter it - beware! The elves object to intrusion and they are aggressive and formidable warriors when riled. And finding the key to their Realms might not be so easy...&lt;br /&gt;
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==== Metropolis of the Elves ====&lt;br /&gt;
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In the northern parts of the Elven Forests, the lucky wanderer may find the secret portal, which will take him to the hidden and almost forgotten Metropolis of the Elves. The very few that have found the way to this grand city speak with awe of the many mysterious and powerful items you can find in the shops of this magnificent metropolis. Here also the great elven Poet Taliesin resides, a man known and respected by bards all over the country for his sonnets. You might want to join in the yearly Poet Contest, where Bards from every part of the land congregate to test their skills with the feather pen against each other.&lt;br /&gt;
But once again - take care... The elves are not particularly fond of visitors of foreign races, and natural enemies like Dwarves and Drows they may attack on sight.&lt;br /&gt;
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==== Sanctuary Haze ====&lt;br /&gt;
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Under the floor of the magnificent Yorke Cathedral lies a secret world of its own. Dark and mysterious crypts await you, an eerie and dark graveyard, haunted by the ghosts of long time gone inhabitants of a once grand and luxurious manor. In this world of darkness all your worst nightmares may spring into reality and the fiends and imaginations of some sick and feverish mind spring to life to plague and torture your body and soul. Enter this dark world, and you may loose your own mind...&lt;br /&gt;
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==== The High Mountains and the Tower of Rapunzel ====&lt;br /&gt;
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North of Olde Yorke some high and perilous mountains tower over the plains. The north Trade Road passes through those mountains, but the merchants using it tend to stick together in large caravans, and make the passage as quickly as possible, for fear of the wolves and highway robbers that infest those desolate places. So even if many of the travellers wonder about the high, lonely tower, that you can discern from the distance, not many have dared to explore it. And very few of those that did have lived to tell the story. For there IS a story about that old tower - and a secret. And there are treasures beyond your imagination to win for anybody who succeeds to solve the mystery of the Tower of Rapunzel...&lt;br /&gt;
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==== Troll Forest ====&lt;br /&gt;
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This is a pretty nasty zone, designed by one of our strongest and most evil players to be a challenge to all the best characters in the game. You should not even THINK of going there if you are below level 50. And even at that level, trying to mess with the one called Jaih would probably give you nothing but grief. And if you think Jaih is a tough cookie - try the Dreadlord...&lt;br /&gt;
Perhaps you think the equipment is worth all the effort and dangers? Well, in the Troll Forest you might very likely ending up LOSING all your equipment, instead of gaining it. And the perils in Dunshade Manors ar no less.&lt;br /&gt;
You will find the entrance to this zone somewhere along the West Trade Road, near the Halfway House. But be warned: This is not a zone for the weak or craven or feeble-minded.&lt;br /&gt;
Watch out for Jaih - and the deathtraps...&lt;br /&gt;
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==== Osten Ard ====&lt;br /&gt;
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The realms of Osten Ard are large, and many adventures await a visitor to this distant part of Old England. In the city of Hayholt a struggle between good and evil goes on, after the good King John died. On the surface all may seem calm and peaceful, but in the deep and dark dungeons and mines underneath the castle dark forces rule. West of the little city of Hayholt lies the Aldehorte Forest, where the proud and beautiful Sithi people reside, and if you choose to travel eastwards you will pass a small Troll Village, the Keep of Naglimund and eventually reach the cold and desolate country around the StormSpike, where the evil Norns reside.&lt;br /&gt;
The legends say that a Stranger will save the City of Hayholt in its greatest hour of need. Perhaps you are that stranger?&lt;br /&gt;
To get to Osten Ard you must travel northwards from Olde Yorke, past the High Mountains and the Gypsy Camp.&lt;br /&gt;
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==== The Ice Castle ====&lt;br /&gt;
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Way up north in the Northern realms, where the snow never melts, you will find this magnificent castle, built entirely of snow and ice. Here reside King Lachdanan and Queen Adia, guarded by Snowman Guards and ruling a land of eternal winter. Their hearts are as cold and cruel as ice too, and they show little mercy to any travellers that break the peace in their ice cold domains. But still warm love and hot feelings exist in this land of eternal cold and snow, an unexpected romance between a poor and humble poet and the richest and most powerful woman in the Realms.&lt;br /&gt;
You will find the road leading north to this castle in the eastern part of Osten Ard past the City of Hayholt and the Keep of Naglimund, so even getting here will take some effort.&lt;br /&gt;
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==== Mount Winter ====&lt;br /&gt;
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A gigantic mountain, covered with eternal snow, towers ominously over the town of Winterville. In spite of the always present threat of avalanches, the citicens of this small town spend their lives quite happily, skating on the icerink and making a good profit from selling supplies to those that come here with the sole purpose of climbing that high mountain. Maybe you are one of those brave mountaineers too? If so, beware, the paths leading up the mountain are icy and treacherous - one false step and you are a gonner...&lt;br /&gt;
And what if you meet Big Foot up there?&lt;br /&gt;
You will find this mountain in the Northern realms, east and north of Osten Ard, and north of the large forest where the Ice Castle is situated.&lt;br /&gt;
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==== Temple of the Damned ====&lt;br /&gt;
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Buried deep in unfamiliar woods lies an unknown entrance to a long-forgotten temple of a legendary cult, once known for its vile and horrific human sacrifices. Ancient tomes that have long ago fallen to dust, once spoke about an evilness that lives - nay thrives - upon the evil of all creatures.&lt;br /&gt;
Innumerable adventurers have lost their souls trying in vain to rid the realm of this evil presence. Ever-growing, ever-feeding upon evil deeds and thoughts, this temple will continue spreading its influence till all creatures submit... or die. Be forewarned: None who have entered has ever returned from where upon they left. You will find the entrance to this temple in the dark and dangerous Svalich Woods.&lt;br /&gt;
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==== Dun-Shivaar ====&lt;br /&gt;
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Once this was a great and prosperous merchant city, famous for its Elf &amp;quot;Academet&amp;quot; and its grand Park of the Golden Bunny. But lately some dark and mysterious curse seems to have crept in on the city, draining the life and willpower from its citizens, spreading like the black plague in wider and wider circles. Already travellers are avoiding the city, giving it a wide berth rather than entering the tall gates. Already rumours and strange tales are being spread in taverns and inns all over the Eastern Realms. Few people dare visit Dun-Shivaar today - even fewer return from the visit to tell their story. The city is still there, at the end of the trail leading south through Sherwood Forest. But only the strongest and bravest - or the most foolhardy? - travel there now, in search of the vast treasures that also are said to be found there. And since few ever return, maybe the time soon will come, when Dun-Shivaar sinks into total oblivion?&lt;br /&gt;
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==== The Serf Village ====&lt;br /&gt;
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In a small miserable village the serfs lead their miserable lives, crammed into small ramshackle huts, working 18 hours a day to keep starvation from the door. The serf village is situated south of the Tournament Place, among small and meagre fields, yielding sparse crops of barley, oats and potatoes. A curious detail that a visitor can observe is, that almost all the serf children show an amazing likeness to the Robber Baron Rudolf von Dummkopf, who resides in the large castle nearby. This is due to a medieval custom called 'Droit de Seigneur', which means that the feudal lord has the right to the first night with any young woman among his tenants. In fact the Baron is the father of every single child in that village - except one. And as for that child, there is a secret about his heritage, a scandal that might rock the walls of another great castle once it gets known...&lt;br /&gt;
To get to the Serf village follow River Walk west of the Tournament Place southwards. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== The Township of Odessin ====&lt;br /&gt;
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The zone contains not only the Town of Odessin with its famous shops, but the surrounding countryside as well, with large forests and trackless swamps, haunted by trolls and dark fiends. There is a built-in quest, where you can earn tokens. There is some rather special equip, and no less than four artifacts - if only you can find them. To get to this zone, just follow the Southern Trade Route, from the south gates of Olde Yorke. Some dangers may await you along that road, but they are nothing compared to the perils that you will encounter in the Realms of Odessin - where the name of Alacaurde, the Evil incarnated, is still vividly alive, although he himself is dead...&lt;br /&gt;
Or is he really...? And, if you get to the Keep of Odessin, watch out for Mistress Lydia, the Demoniac. Rumour has it that her tastes are twisted and peculiar, and you might end up as the latest victim of her pleasure...&lt;br /&gt;
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==== The Lostlands ====&lt;br /&gt;
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South of the little fishing village Green Fen on the east coast of old England lies the vast and trackless swamp, locally known as the Lostlands. The name has two meanings. The villagers believe that the souls of sailors perished at sea have drifted in with the wind and are now lost for ever in the dense mists that perpetually cover the swamp. Some people even believe that the mists are FORMED by all those unhappy souls, trapped for ever by a strong spell that prevents them from crossing the river Main to the north. But there is another and more sinister meaning of the name too. Very few people who enter that swamp are ever heard of again. Stories are told about the monstrous swamp goblins and trolls that roam the area, and of their lust for human blood. Stories are told about the ghosts, who also yearn to suck the blood of the living in an attempt to acquire some of that warmth and life for themselves. And often during still nights bloodcurdling screams can be heard from inside the dense mists...&lt;br /&gt;
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==== Fenizia ====&lt;br /&gt;
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The legendary Fenizia, the City of Light and Darkness, is also known as the city of the Poison and the Dagger. It is ruled by six families of nobles, each of them at each other's throat. Superficially it is a city of beauty, with stately palaces lining picturesque canals. But if you are able to penetrate below the bland tourist surface, you will find many a dark secret. Most people visit Fenizia just to view the sights and to acquire the poisons and antidotes available there. But Fenizia is so much more. It's a city full of plots and revenge and murder and hired assassins.&lt;br /&gt;
It is a place where you could just as easily lose your life as your purse.&lt;br /&gt;
So if you really want to know Fenizia, you must dig a lot deeper. You must listen at doors and look under beds and behind paintings, in the search for secret passages and hidden caches. You must use all five senses, and maybe a sixth sense would not be out of place, if you want to unravel all the mysteries of this grand City.&lt;br /&gt;
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==== A Rip In Time ====&lt;br /&gt;
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This area has the feeling of Scotland in the ancient times, but there is also a mystery edge to it. No less than seven castles awaits you to be explored in the vast and perilous Highlands, each with its own mysteries and challenges. Travel the Sea of Illusions and fight against mythical sea monsters - maybe even the legendary Loch Ness monster might find its way here through secret, underground rivers. Take a ferry ride to the mainland and wander the highlands, battling the aggressive creatures that inhabit them. Seek out the castle of riddles and try to solve the puzzles there.&lt;br /&gt;
Or you can soar among the clouds with the creatures of the air and go shopping in a small town located in the sky. You will of course need wings to go there, but those will be provided, if you keep your eyes open.&lt;br /&gt;
Witchcraft rules in the Highlands, but the witches are not all evil, some of them you might find rather helpful - or at least the potions they brew will be.&lt;br /&gt;
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==== Mother Goose ====&lt;br /&gt;
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This is the story of Snow White and the Seven Dwarves, but told like you have never heard that story being told before. Actually the zone contains 7 stories, one for each of the dwarves. In this zone you will learn some new things about Little Red Riding Hood and the Big Bad Wolf, about the Beauty and the Beast, Cinderella and Prince Charming, and some other well known story book characters. But don't expect these tales to be anywhere near those that your mother used to tell you. This version of the good old Mother Goose Bedtime Stories is definitely not for children. You will get lost in dungeons and forests, learn why Happy is so uncommonly happy, find out if Bashful is really as shy as he looks, and hopefully help a few separated couples to get back together - that is IF you are able to solve the pretty nasty problems that Shartrance put in the way of True Love. You will find the entrance to this zone in the Library of Olde Yorke. (The Adult Department). And remember that you have to be above 18 to enter that Department. This story is definitely not for kids!&lt;br /&gt;
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==== The Midlands ====&lt;br /&gt;
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There is a dark threat looming over the Realms. Some evil force is sucking all the magic out of the World into the Underworld. The people in Midlands are worried - even the first Wizard is at a loss about what to do. Maybe you could help? While traveling over the Midlands you'll meet many perils, but also ordinary, friendly people in need of help. The main Quest of this zone is of course to save the World! But you may find that this won't be an easy task. Not much is what it seems to be in this zone. There are many wicked secrets and surprises, so you'll have to watch your step. This is not the place for the weak - or the slow-witted. The rewards may also be great... But remember - illusions can be deadly!&lt;br /&gt;
You will find the entrance to the Midlands somewhere near the Halfway House on West Trade Road - at least that is what the rumour says...&lt;br /&gt;
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==== Dragon Island ====&lt;br /&gt;
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On the eastern coast of old England lies this small island, where the Dragons still rule. In fact the Mayor and the citizens of the small city known as Grumville are really worried that one day the dragons will invade the city and kill all the inhabitants. The city is strongly fortified, but will that really help against flying dragons? The Mayor might ask you for help to defend the city, by finding an object of protection that was lost long ago. But to find this object you must pass the Unforgiving Forest, and venture into the Realms controlled by the dragons. Maybe even enter the dreaded Dragon Tower. Of course - as everybody knows, dragons like to collect treasures of gold and jewels, so it might well be worth your time.&lt;br /&gt;
You will find the Dragon Island near the village Green Fen, outside the estuary of the River Tain, on the east coast.&lt;br /&gt;
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==== Enchanted Lands ====&lt;br /&gt;
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More than five centuries ago the Lands of Shetreleigh were sealed off, after a great and evil peril had been warded off. Now these once grand lands lie almost deserted, although the observant adventurer might discover traces of civilizations long lost, and battles once fought. But there is still hope.&lt;br /&gt;
Though the defenders all perished - well at least ALMOST all - a small group of their descendants has lately returned, mainly to find out what happened to their ancestors, and how the even greater threat still lurking might be averted. The final battle has yet to come. Perhaps with your help the good forces might finally triumph over the evil that lurks beyound Mount Kuromeru.&lt;br /&gt;
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==== City of the Tulipek ====&lt;br /&gt;
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Hidden high and deep in the trees of the Mystical Rainforest lies a village of free, powerful fairy people called the Tulipek. Turned tiny, you fly through the village harmoniously in the trees. Shops and homes lie both inside and on platforms built around the gigantic rainforest trees. Fairies of all colors whisk about you, leaving trails of musty light. Meet Sentries, the rainbow family, and the wise ancient elders of Floreidellis.&lt;br /&gt;
It is peaceful and enchanted, but a sickly tree infested with mysterious rainforest insects threatens the village. What is causing this sudden menace?&lt;br /&gt;
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==== Mount Kuromeru ====&lt;br /&gt;
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Dare you enter the rift that stands between you and the barrier before the sinister Black Mountain? Indescribable fiendish creatures prepare for battle against all that exists in this world. The threat of Shetreleigh attempts to be unleashed again, waiting for the entire shield to drop.&lt;br /&gt;
Atop the mountain of pure shadow stands a tall black tower - The Tower of Abyss, named for the bottomless Abyss that surrounds it, a pit of eternal anguish. The tower reaches high into the red storm clouds, many floors of trick and temptation. Do not be too anxious to enter, a safer road must be available. Find the secret of the shield, the cause of the rift within it, and perhaps you could be the destined mortal to at last avenge the scourge of the Enchanted Lands.&lt;br /&gt;
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==== The Citadel of Thandar ====&lt;br /&gt;
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South of Yorke, somewhere in the Dwarven Mountains, lies one of the doorways into the deep Dwarven mines and the shining citadel known as Thandar. The dwarves welcome the other races with open arms, except for those cursed dark elves, whose city is even further underground. Many of the citizens of Thandar need a little help with some problems and you might get the chance to try your hand at some underground mushroom farming - that is, if the Cook doesn't discover your trespassing and throws you out.&lt;br /&gt;
And it's the King's birthday too, so make sure and get him something he'll like. Oh, and watch out for that dragon, he's a might bit upset right now...&lt;br /&gt;
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==== The Town of Ta-Beneth ====&lt;br /&gt;
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The Town of Ta-Beneth is the home of evil folk known as dark elves. They glory in their vile ways and serve a lich queen who worships a dark Goddess. The town is at war with the Citadel of Thandar, whose goody-goody ways run counter to everything the dark elves believe in.&lt;br /&gt;
But someone has stole the deck of Tarot cards, a very magical source of power, from the Seer of Ta-Beneth. The vile thieves have seperated the deck and hidden each card in a secret place. Finding the cards is only half the battle, for not even the Seer herself can put them back into a whole deck.&lt;br /&gt;
To get to the new zone you need to find the hidden entrance, somewhere in the dwarven tunnels. If you have trouble in finding it, a visit to the girl who runs the New Age Shop in Pleasure Planet might be of assistance. Just don't ask me how. These seers and witches have their own mysterious ways...&lt;br /&gt;
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==== The Dragon Caves ====&lt;br /&gt;
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Somewhere far out in the Sea of Illusions that flows through the Rip in Time is an island where dragons go to rest. There is a warren of tunnels and caves that riddle the ground under the mountain that covers the entire island. Dragon guardians, an elite group of highly skilled warriors, patrol the caves and watch over the dragons while they sleep. The dragons come in many colors, but only one size, HUGE, each with its own set of unique magic or skills. There are rumors that the scales of some of the dragons can be used to enhance mortal items... but rumor is all it is, since so few who go into the caves ever come back out.&lt;br /&gt;
This area is only meant for the strongest of Time Travellers that have defeated the toughest of creatures found throughout the 4 Dimensions.&lt;br /&gt;
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==== The Royal Forest ====&lt;br /&gt;
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The Royal Forest, situated northeast of Olde Yorke, is surrounded by a high wall, to keep the King's deer and sheep that graze there in, and predators and trespassers out. Unfortunately some vermin have been able to slip in anyhow, through cracks in the walls, and there even are rumours about a band of robbers using the forest as a base. The King graciously allows the citizens of Olde Yorke to enter the forest and even forage for berries and nuts, as long as they leave the deer alone and donate to the upkeep of the forest.&lt;br /&gt;
This is a nice hunting ground for new players, who can also help the Game Warden by killing some pests. There's also a mystery about a missing Warden that you might be able to solve, to great advantage for yourself.&lt;br /&gt;
You will find the entrance to this forest at the intersection of North and East Wall Road, just outside the walls of Olde Yorke. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== NightDragon Realms ====&lt;br /&gt;
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For centuries the Kobolds and Goblins of the NightDragon realms have been at war. Their blood-soaked battlefield can't take any more. Traverse in the caves of the kobold, or check out the village of the goblins, either way you'll have to go through centuries of war on the battlefield. To get to the NightDragon Realms, head south on South Trade road just past the Dwarven mountains by Golden Bridge Inn.&lt;br /&gt;
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==== The Land of Avalon ====&lt;br /&gt;
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Avalon is the mysterious land where King Arthur's sword Excalibur was forged.&lt;br /&gt;
For many years the path there has been lost to mankind. The Fairies and Pixies that inhabit the land, have concealed the entrance in swirling mists.&lt;br /&gt;
By now most people have forgotten that the Land of Avalon even existed.&lt;br /&gt;
Only the Druids remember, since Avalon is their home Land.&lt;br /&gt;
Maybe this is just as well. Because although Fairies and Pixies can be very entertaining, they also can be extremely annoying. Sometimes their main purpose in life seems to be to annoy humans.&lt;br /&gt;
But this cannot be all there is to it. In fact, when someone makes a lot of precautions to hide something, it usually means that they have something valuable to hide.&lt;br /&gt;
If you really want to seek out the Land of Avalon, you should perhaps start at the old Cairn, southeast of Durmandle. Some of the locals claim that this is the entrance to Avalon.&lt;br /&gt;
Of course most of the locals also claim that the cairn is haunted and avoid it like the plague. Especially at midnight, and when the moon is full...&lt;br /&gt;
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==== The Mountain Village of Gelindril ====&lt;br /&gt;
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A secluded mountain village, where the old Dane blood still runs cold and fierce. A place for hunters and loggers to call home, and a place for the hearty adventurer to test their limits.&lt;br /&gt;
A great evil has befallen the proud people of Gelindril, to a degree so great that it has almost brought them to their knees. And now they need a hero to their rescue more than ever before.&lt;br /&gt;
You will find the entrance to this village somewhere on the West Trade Road, near the Halfway House. It may be a bit hard to locate, so you might have to search a bit for it. Just as well. This is not a zone for the young or weak.&lt;br /&gt;
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==== The Flying Fortress ====&lt;br /&gt;
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This is a place where great darkness and horror take place to a truly frightening degree. Long damp corridors, teaming with palatable evil, prove to be a true test to any brave soul that might test their fate, and seek out the source of all things unholy there, so that the head of the snake might be severed... For good.&lt;br /&gt;
The Flying Fortress is said to have been sighted somewhere west of Olde Yorke, and is advancing slowly, while threatening all life in its way.&lt;br /&gt;
At present the village of Gellindril is under attack, and you need to help the villagers and gain their trust, if you want a way to enter the Flying Fortress and join the battle between Good and Evil.&lt;br /&gt;
But don't expect that battle to be won easily. Better bring some of your strongest friends...&lt;br /&gt;
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==== The Dragon Forest ====&lt;br /&gt;
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The Dragon Forest is a beautiful and peaceful place, where the majestic dragons have found a safe haven to raise their young and hide from the rest of the world. But all of that peace came at a price, a price that was paid many years ago in the battle that became known as the Dragon Wars. It was a time when Dragons and Dragon Slayers fought for their lives on an immense Battle Field.&lt;br /&gt;
There is a way to get back to those times and perhaps this time you can help in the Dragon's fight for survival and become part of their lore. Or perhaps you would like to change the history and fight with the Slayers to remove the Dragons from the realms.&lt;br /&gt;
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=== The Old West Dimension ===&lt;br /&gt;
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In 2014 Molly did a major update of the Old West Dimension. Introducing Tradepoints, more quests and three new zones.&lt;br /&gt;
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But also three new features:&lt;br /&gt;
- Ranching (Raise, drive and sell your own herd of animals on the Cattle Market)&lt;br /&gt;
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- Trapping (Trap and skin animals, trade skins in the Hudson's Bay Trading Posts)&lt;br /&gt;
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- Goldpanning and Prospecting (can now be done in many places all over the west)&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
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|(10-50) || [[#Dodge_City|Dodge City]] || Ladyhawk/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Range|The Range]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Legend|Legend]] || Kalliste and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Gold_Mine|The Gold Mine]] || Persuter || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#Pueblo|Pueblo]] || Liathia || (not finished)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Hole_In_The_Wall|Hole In The Wall]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Prairie|The Prairie]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Tombstone|Tombstone]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dirt_Farm|The Dirt Farm]] || Hugh/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Westward_HO!|Westward Ho!]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Llano_Estacado|Llano Estacado]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Dry_Gulch_II|Dry Gulch II]] || Nave/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Buffalo_Bill's_Great_Circus|Buffalo Bill's Circus]] || Gilgamesh || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Racecourse|The Racecourse]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_mine|The mine]] || Molly &amp;amp; Mordecai || 1000 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Ranch|The 4D Ranch]] || Molly &amp;amp; Rynald || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Fort_Sutter_and_Sutter's_Mill|Fort Sutter and Mills]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Sutter's_Mine,_Coloma_River_Valley,_California|Sutter's Mines]] || Solana || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_California_and_Sacramento_Trails|The California Trails]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#San_Francisco_Harbour|San Francisco Harbour]] || Solana || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Victorian_England|Victorian England]] || Amber || 230 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#In_The_Wild|In The Wild]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Railway|The Railroad]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dodge City ====&lt;br /&gt;
&lt;br /&gt;
This is the centre town of the Old West Dimension. In this typical western cattle town you will find the usual population of cowboys, cattle barons, shopkeepers, saloon girls, rustlers and drunkards. You will also find the usual supply of shops, saloons and other accommodations. The Sheriff in town, the legendary Matt Dillon, has a hard time keeping pace with the outlaw gangs, that seem to regard the local Bank as their private enterprise. From Dodge City a railway will take you to most of the western areas and towns.&lt;br /&gt;
To get to Dodge City, just go to the Time Guardian and say &amp;quot;Old West&amp;quot;.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== The Range ====&lt;br /&gt;
&lt;br /&gt;
In this rich grazing land there is a range war going on. Two large cattle barons, Mr. Greenhorne and Mr. Tinhorne, fight not only each other, but the small homesteaders and farmers in the neighbourhood as well. Much blood has been spilled already, homes have been burnt and gunmen from large parts of the West flock to the Powder River County to earn a fast buck on their gun. But the teenaged offspring of the rivalling ranchers have their own tastes and preferances. Young Love doesn't heed parentage or blood feuds, so there are several &amp;quot;Romeo and Juliet&amp;quot; affairs complicating life for the older generation. If you wish to join in the gunfights you can get there by going west from Dodge City - or, if you are lazy, just take the train and get off at the first watering place.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== Legend ====&lt;br /&gt;
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This small mining town owes its existence not only to the railway but to the silver mines that were discovered north of the once very insignificant settlement. Now it has grown to a flourishing mining town and the owner of the silver mines has earned a small fortune and lives in luxury in a large and vulgar mansion, built from imported Italian Carrara marble. Needless to say the miners, who risk their health and lives extracting the ore from the mines, lead a life in poverty and squalor. Legend is the first real station on the railway between Dodge City and Tombstone.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== The Gold Mine ====&lt;br /&gt;
&lt;br /&gt;
The gold rush of 1849 was followed by many others, in different places and at different times, but all fueled by poor laborers who saw a chance to get rich.&lt;br /&gt;
Most of these gold rushes occurred in the West, whether in California or Alaska, and mostly around the foothills of mountains. This mine is a typical successful gold mine, with about twenty to thirty miners, a cook, a foreman, a few dogs, and a lot of gold. It is deep in the outback, and these men are survivalists, who will do anything to protect their gold from thieves, even killing them... ESPECIALLY killing them... To get to this mine either follow the trail westwards from Dodge City, or if you want to do it the easy way; take the train in Dodge and get off it at the watering place in the hills (this will be the next stop after Legend).&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== Pueblo ====&lt;br /&gt;
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This mountain town is not yet finished.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== The Hole In The Wall ====&lt;br /&gt;
&lt;br /&gt;
In the wild and distant mountains west of Powder River County lies the famous stronghold of the outlaws, the Hole in the Wall. This remote valley can only be entered by a narrow and well guarded ravine, and men of the Law rarely venture in this direction. If you get off the railroad at the deserted watering place in these mountains, you do so at your own peril.&lt;br /&gt;
Butch Cassidy and the Sundance Kid and other members of the Wild Bunch are not men to be trifled with, and even though the pretty Etta Place and Laura Bullion might welcome some company in the lonely huts, they too know how to handle a gun.&lt;br /&gt;
If you REALLY wish to visit these outlaws, get off the train when it stops to fill water after Pueblo.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== The Prairie ====&lt;br /&gt;
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In this remote and wild part of the country, which is traversed by the Dodge City - Tombstone railway, two rivalling Indian tribes live their parallel lives, hunting buffalo and deer and fighting each other. The Apaches and the Comanches are both equestrian folks, superb riders and daring and skilled fighters on horseback. The tribes are natural enemies, and an Apache can rarely encounter a Comanche on the prairie without a fight breaking loose.&lt;br /&gt;
However, they have a common and much more dangerous enemy - the White Man...&lt;br /&gt;
So if you chose to get off the train where it stops to fill water on the prairie, be prepared for some fighting.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== Tombstone ====&lt;br /&gt;
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Situated at the far south-east end of the railway, this Arizona outback town is the last frontier of civilisation. The veneer of civilisation is very thin however, the main part of the population consisting of outlaws, prospectors and rustlers. The Citizen's Committee have engaged the famous Wyatt Earp to clean up in town, and the Official Marshal, John Behan, who generally sides with the local Mafia, the Clanton Gang, isn't too happy about this situation. Nor are the Clantons - the Gunfight at O. K. Corral isn't far away. And with crack shots like the Earp brothers and Doc Holiday on one side of that fight, the local cemetery Boot Hill is likely to get some more inhabitants.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== The Dirt Farm ====&lt;br /&gt;
&lt;br /&gt;
Directly east of Dodge City lies this small dirt farm. The road leading to it is not without its perils. And some might think that a small dirt farm isn't really worth the visit, only those who think so will be mistaken.&lt;br /&gt;
This is not one of those ordinary dirt farms. Somehere inside it a rift in the Time Warp will throw you from the nineteenth century right into the twentieth. The farm may still look very much the same - the pigs wallowing in the mud are just as dirty. But somehow there is a difference all the same. And it's not just the television set in the living room. Maybe this is also why some of the stuff you'll find in this farm is better than you'd have expected from the humble surroundings?&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== Westward HO! ====&lt;br /&gt;
&lt;br /&gt;
Westward ho! is the call of the Wagon Master, as the covered wagons set out on their long journey to the Promised Land. And westwards is where this trail is going to take you, along with all the other hopeful adventurers.&lt;br /&gt;
The trail, known as the Peacemaker Trail, is leading from Dodge City in the east to Tombstone in the west, connecting all the Western zones along the route. It will be a rough and dangerous journey, the dangers increasing as you get further west - and further away from civilization. You are going to encounter wild animals, outlaws and savage Indians, gamblers, cowpunchers, gold-diggers and gunslingers, but also honest and hardworking farmers, trappers and prospectors. At times you may think that you lost the trail, in the wilderness, but there will always be a way to pick it up again. The journey will be a lot safer if you join a wagon train and go in one of the covered wagons called prairie ship. The safest way of all would of course be to go by train - but wouldn't it be a pity to miss all the adventures?&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== Llano Estacado ====&lt;br /&gt;
&lt;br /&gt;
This desert is not for the weak or the craven. The sun alone can kill you if you move along during daytime. And even if many desert animals are small, an astonishing amount are poisonous too. Then of course there are the Indians, fierce warriors, who guard the Holy Land of their ancestors.&lt;br /&gt;
And last but not least you'll have to deal with the bands of outlaws that pester this desert on the border between Mexico and Arizona. Many have ventured into Llano Estacado only to find their grave out there. They say there are treasures to be found in the burning sand, perhaps treasures buried by dying men. But to find those treasures you first need to find your way through the desert. And that may not ne so easy, since the stakes that gave the desert its name perpetually get moved by robber bands or indians, to lead the travelers astray. Beware! Once you enter the desert it may be hard to get out, so bring plenty of water and food along. They say that Llano Estacado separates the boys from the men...&lt;br /&gt;
You will find the entrance to this desert in the Badlands east of Tombstone.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== Dry Gulch II ====&lt;br /&gt;
&lt;br /&gt;
Situated off the beaten track in the northern parts of Powder Valley, there is little distinguishing Dry Gulch from dozens of other cattle towns strewn all over the grazing lands. It has the usual population of thirsty cowboys and ranch-owners, saloon girls, gamblers and badmen. It hasn't got a railroad station, so the cattle have to be driven from here to the track, far off to the south. But the grazing is good here, and some gold has been found in the nearby hills to the southwest. There is a new Gold-miners' Office opened in town. It even has a small newspaper of its own. The town is prospering in spite of the drought. It has been months since it last rained in Dry Gulch...&lt;br /&gt;
To get to this outback town, follow the dirt road from Dodge City until you pass the BAR-X Ranch to the north. Just after the ranch turn north at the road crossing, and you will be there in a few hundred miles.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== Buffalo Bill's Great Circus ====&lt;br /&gt;
&lt;br /&gt;
Don't you love the Circus too? The sawdust, the acrobats, the animals - and the clowns...&lt;br /&gt;
So join the crowd at the ticket lines, buy some goodies before the show starts, find your seat in the great circus tent. The band strikes up and there they all are. The Fat Lady, the Strongest Man on Earth, the elephants, the horses, the monkeys - and the clowns...&lt;br /&gt;
This zone was built by a Jester so you can expect some jokes and surprises.&lt;br /&gt;
The circus is touring about a bit, so it might be in any of the bigger cities of the Old West. But its main home base is Dodge City, where it can be found at the south end of Main Street.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== The Racecourse ====&lt;br /&gt;
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This is not a common hack'n'slash area, where you hunt and kill mobs.&lt;br /&gt;
Like the Arena it's a zone for personal contests, to test your skills against other players. But what you test in the Race Course is not your skill as a fighter, but as a rider.&lt;br /&gt;
3-10 players can take part in each race. It is a cross country track, 9300 meters long, and with 12 hurdles that you have to jump.&lt;br /&gt;
Easy, you think? Perhaps not quite as easy as it might seem. Quite a few have ended up flying over the neck of a refusing horse, or jumping the fence by mistake, to end up in the inner field.&lt;br /&gt;
And there are stories going around the Realms about the Ghost at the 11th Hurdle, a horse that once got killed there...&lt;br /&gt;
You need an imm and a minimum of three contestants to start a race, but you can always ride around the race to train by yourself.&lt;br /&gt;
The races will be held regularly and there will be a Challenge Cup in the Hall of Fame, where the winners of each Racing season will have their names engraved.&lt;br /&gt;
You'll find the Racecourse north of where the Timewarp lands you in Dodge.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== The Mine ====&lt;br /&gt;
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This is the zone that becomes exactly what you yourself make it to be.&lt;br /&gt;
The tunnels are all there already, but they get connected by the players tunneling. You can mine for gold or metal ore, search for jewel deposits in the wall and maybe, if you are lucky, you will one day find the Dwarven Treasury, or mine right into the caves of Moria, where the legendary sword Orcrist can be found - the sword that develops...&lt;br /&gt;
To start a Mine you need to find a room with any of the following words in the Room Name: rock, sand, earth, stone, mine, soft, hard, cave.&lt;br /&gt;
You also need a Mining TOOL; a shovel or a pickaxe - or both.&lt;br /&gt;
You can buy basic mining equipment in the Mining Shop at the already existing Gold Mine in Old West Dimension. Later you'll find several sub-terranean shops in the Mine itself. Type help mine_index for a list of all Mine helpfiles.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== The Ranch ====&lt;br /&gt;
&lt;br /&gt;
Did you ever want to be a cowboy? Guard the herds on the range in the moonshine, round up the steers and mustangs and drive them to the cattle market, where beef and hide fetches a good price... Thanks to our humping cows, this can now be a profitable pastime. We've opened a zone south of Dodge City, where prospective homesteaders can set up their own ranch. There are some predators roaming the range, so to get a good result you should fence your area in, and clear it from vermin. Then you can just let nature take its course. The animals will breed freely, and your herds will grow from day to day. You can sell them in Tombstone where the price is good, or slaughter them yourself for the meat and the raw materials you use for different handicraft skills. Hides, fleece and wool can be worked into clothes and armor. The cows also yield milk, which you'll be needing for some of the cooking recipes.&lt;br /&gt;
You can find info about ranching and herding the animals in The Rancher's Manual, sold by the Trading Posts, and also from posters on the north and east fence.&lt;br /&gt;
More info about all this is in the Trader's Office near Recall.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== Fort Sutter and Sutter's Mill ====&lt;br /&gt;
&lt;br /&gt;
GOLD DISCOVERED IN CALIFORNIA!&lt;br /&gt;
Go West Young Man! Go West... and keep on going till you hit the Coloma River Valley (otherwise known as Sacramento today) in California. They say you can literally pick the gold up off the streets there, and plentiful to be had in any riverbed, stream and hill!&lt;br /&gt;
Situated off the old California and Sacramento Trails, the Fort is Sutter's pride, a hub of bustling activity. Up north off the rivers in the mountains, he operates a functioning lumber mill and grist mill at the mining town of Coloma. Maybe if you ask right, someone might even teach you to pan for gold!&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== Sutter's Mine, Coloma River Valley, California ====&lt;br /&gt;
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For the determined moneygrubber -cough- more entrepreneurial spirit, I hear that Sutter set him up some mines up further in the mountains above the Coloma mining town! But beware... while the mines can be extremely lucrative and rewarding, they are chock full of danger... Mining hazards are not uncommon, among them gas pockets, collapses, claim jumpers and explosions... you will most likely find them there! But if you persevere, the reward you can reap will be more than worth the thrill and danger within!&lt;br /&gt;
So whatcha waitin' fer? Get off your tookus, get yer gear together and get ya a horse and head on out!&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== The California and Sacramento Trails ====&lt;br /&gt;
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Long and arduous is the overland track to California. Travelers have their choice of routes. They can either traverse the Sacramento Trail on foot or via stage from Tombstone, which passes through the hot Sonora Desert and Death Valley. Alternatively, they can take the northern route on the California Trail from Pueblo, which passes by Salt Lake City and cuts through the high, cold Sierra Nevada Mountains and onto the famed Donner's Pass.&lt;br /&gt;
Either way, the trip is long and tiring and is best to stock up on supplies and lots of water... you're not likely to find much along the way - at least none that would be safe to drink!&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== San Francisco Harbour ====&lt;br /&gt;
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Since gold was discovered in California the entire world seems to be traveling there. Not only the hopeful golddiggers, but also all the enterprising people who plan to relieve them of some of their gold. More people actually get rich on selling supplies and tools to the golddiggers than the average golddiggers do themselves.&lt;br /&gt;
Shiploads of supplies arrive every day, and by now the San Francisco harbour has developed into a real hub for seafarers, and is bustling with life.&lt;br /&gt;
Unfortunately many of the ships never reach their intended destination. Storms, currents and the dreaded Bermuda Triangle take their toll. Some think that the Bermuda Triangle is another of these parts of the world that is positively riddled with Timetraps. But to the seasoned Time traveler, this is no big deal.&lt;br /&gt;
As long as you arrive SOMEWHERE, who cares if you suddenly find yourself in Medieval England or ancient Greece instead of the 19th century harbour you set out for?&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== Victorian England ====&lt;br /&gt;
&lt;br /&gt;
Step back in time to Victorian England, a city living in the shadow of a killer.&lt;br /&gt;
It's London 1888 and a monster known only as the Ripper is on the loose. Women are being slaughtered by this cold blooded killer and the citizens are depending on the famous detective Sherlock Holmes to bring him to justice. Along with Sherlock, meet other famous (or infamous) Victorian characters, Sweeney Todd, Mary Shelley, Dr Jekyll and Mr Hyde amongst them.&lt;br /&gt;
Visit the horrors of a Victorian mental asylum, encounter the problems of being female in a society where women are treated as inferior to men, or stroll on down to Hyde Park and just chill out with your sweetheart on a rug beneath a tree. To enter this zone you can take a steamship from the Harbour of San Francisco. Or you might prefer a shortcut through the hologram version of Madame Tussaud's Wax Cabinet in the FutureMall, where you might be able to find a Timetrap in some of the Tableaux. So.... grab your nanny goat, put on your titfer and use some spit and polish on those yabba-dabba-doo's. Get your khyber pass on over to London and become part of the greatest mystery never to be solved!&lt;br /&gt;
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==== In The Wild ====&lt;br /&gt;
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East of the Range and south of Legend city lies a relatively untouched wilderness. The east part consists of an open hilly landscape, while the west part is covered by a dense forest. The animal life is rich and varied, and both hunters and trappers frequent this area in their search for game. But this wilderness is not completely untouched. The railway between Dodge City and Tombstone cuts through it like an open wound. And since gold has recently been discovered in the little creek that winds its way through the forest, it has been invaded by golddiggers, who have set up camp beside the creek.&lt;br /&gt;
There is another camp in the forest too, inhabited by a group of Chinese, who former worked as navvies on the railroad and in the Legend Mines.&lt;br /&gt;
But mostly this 400 room zone is populated by animals of all kinds. For those that like collecting tokens and tradepoints, it offers many new possibilities, with the new features; trapping, skinning, goldpanning and prospecting.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== The Railway ====&lt;br /&gt;
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It has taken many years to complete the railway between Dodge City and Tombstone, and many lives have been spilled during the hard and risky contruction work in trackless wilderness.&lt;br /&gt;
Many of the navvies were imported from China, as cheap labour, and after the project was finished, they found themselves stranded in a foreign land, where they had no rights and few friends. But the Chinese are an industrious people, and even though they are not allowed to own land, they have spread all over the west, always finding a way, not just to survive, but to prosper.&lt;br /&gt;
From the flat, grassy cattle land around Dodge, through the vast forests, over the great mountain range, and down into the wide prairie and badlands around Tombstone, runs the seemingly endless steal track. And with the railway came an equally endless stream of adventurers, fortune hunters, riff raff and scum, taking advantage of the new easy transportation from east to west.&lt;br /&gt;
Others prefer to walk the stretch, finding the railway track a safer and simpler path to follow, than venturing through the wilderness without visible directions. But beware! Even though the railway may seem safe, since it is avoided by most animals, you always run the risk of being run over by a train.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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=== The Future Dimensions ===&lt;br /&gt;
&lt;br /&gt;
The Future Dimension is based on a large space grid, about 25000 rooms. In some places the grid is 3-dimensional. From this main grid you reach the different planets and spaceships, which are the actual zones.&lt;br /&gt;
You cannot enter Outer Space without a spacesuit, because the lack of air will kill you in a few seconds. To move about in this vast universe, you also need either a spacebike or a spaceship. And even within a spaceship, it's better to keep the spacesuit on, in case the ship is damaged by a meteorite.&lt;br /&gt;
There are several sectors or planet systems, smaller grids that you reach by going down or up from the main grid, in total 800 more grid rooms. Also there are some space stations and spaceships in orbit, or drifting, abandoned.&lt;br /&gt;
Most of the areas in the Future Dimension can be reached by public Space Shuttles or Transporter from the Main Space Port. Here you can also usually buy a spacebike or 'borrow' a spaceship, if you want to explore Outer Space on your own. The best ships can be found on other planets however.&lt;br /&gt;
The Orientation Room, east of where you enter the Main Spaceport, will teach you all that you need about using the spaceships and navigating in open space. It is recommended that you check out the computer in that room, before venturing into space on your own, because there are numerous risks out there. (The main ones being the Suns, which will burn you to a crisp, if you fly your ship into one).&lt;br /&gt;
Some locations, like the Alpha Centauri Planets and the Intergalactic Trading Centers can only be reached using an individual spaceship or a spacebike. Some of the bigger Planets, like Pleasure Planet and Poon, also consist of several zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Utopia|Utopia]] || Snowbird and Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Future_Golf_Course|Future Golf Course]] || Kenneth/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(35-50) || [[#Android_Punk_Concert|Android Punk Concert]] || Kalsan/Sonya || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Star Wars]] || Palpatine/Sonya || 210 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-10) || [[#Star_Wars|Planet Endor]] || Palpatine/Sonya ||30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(12-50) || [[#Star_Wars|Planet Dagobah]] || Palpatine/Sonya || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-50) || [[#Star_Wars|Planet Tattoine]] || Palpatine/Sonya || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Star_Wars|Planet Hoth]] || Palpatine/Sonya || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Death Star]] || Palpatine/Sonya || 140 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Necromunda|Necromunda II]] || Slaanesh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Spaceship_Titanic|Spaceship Titanic]] || Persuter || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Little_Italy|Little Italy]] || Darkwolf and Annie || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Queltorian_Sector_(former_known_as_Outer_Space)|Queltorian Sector]] || Darkwolf || 130 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Space_Harbour|The Space Harbour]] || Palpatine || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Park|Jurassic Park]] || Drake || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Pleasure_Planet|Pleasure Planet]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#New_Goznemia|New Goznemia]] || MaccabiTa || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Down_Under|Down Under]] || Cali || 220 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Terramort|Terramort]] || Martin || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Outback|The Outback]] || Cali || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Outer_Space_Grid|Outer Space Grid]] || Kalten || 2500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Corellian_Sector_Grid|Corellian Sector Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Earth_Atmosphere_Grid|Earth Atmosphere Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Alpha_Centauri_Grid|Alpha Centauri Grid]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Alpha Centauri Planets]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Planet Lovenbroy]] || Molly || 35 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Slunch]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Alpha_Centauri_Planets|Planet Yalc]] || Molly || 40 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Alpha_Centauri_Planets|Planet Yudore]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#The_Alpha_Centauri_Planets|Asteroid 95739-A]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Alpha_Centauri_Planets|Space Utilities]] || Molly || 45 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Planet_Poon|Planet Poon]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Planet_Poon|Poon Towers]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#Planet_Poon|Poon Ocean]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Planet_Poon|Poon Underwater]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Quixotica|Quixotica]] || Sonya || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Cosmo_Canyon|Cosmo Canyon]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Game_Grid|The Game Grid]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Ocean|Jurassic Ocean]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Planet_Reptilia|Planet Reptilia]] || Gilthoniel || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Orbiter|The Orbiter]] || Durgan || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-70) || [[#The_Dark_Planet|The Dark Planet]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Planet_Whotvar|The Planet Whotvar]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Whotvar_II|Whotvar II]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Spaceport_Mall|The Spaceport Mall]] || Sonya and Katriel || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Quix_II|Quix II]] || Sonya and Kita || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Fun_Fair|The Fun Fair]] || Gilgamesh, Molly and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Killer_Klowns|Killer Klowns]] || Alabastor, Diandra and Jaros || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Utopia ====&lt;br /&gt;
&lt;br /&gt;
This large and very wonderful city is the centre of New Earth in the year of 3050. It is a vast and fantastic city, where you can have almost all your wishes fulfilled. Under the firm and enlightened rule of the beloved Leader, Big Brother, Utopia prospers and expands. The shops are well stocked, the hotels and restaurants are the best in known Universe. The streets and parks are clean and safe and everybody is happy as hell - or...? There seems to be a discord here somewhere. Maybe it is the bureaucracy, that seems to have grown out of hand? Maybe it's the taxes, that really ARE a bit high?&lt;br /&gt;
Or maybe it is something else... some deeper and more sinister rot...?&lt;br /&gt;
&lt;br /&gt;
The Spaceship &amp;quot;UTOPIA'S PERFECTION&amp;quot; in Bay 1 on level 1 in the Space Harbour will take you to this magnificent and wondrous city.&lt;br /&gt;
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==== The Future Golf Course ====&lt;br /&gt;
&lt;br /&gt;
Isn't it fantastic how some things persist? The game of golf is said to have been invented by a bored Neanderthal man, who started hitting a round stone with a stick. And here you are, in the year of 3012, and there STILL is a golf course around! Of course all the caddies - and even some of the players - are androids from the Android Factory. And of course Man, who is always resourceful and inventive, has created a few ingenious means of assistance.&lt;br /&gt;
But basically the game is the same, only so much better. Didn't you always want a built-in corrector for your unfortunate hook? Well, here you can buy some useful things at the pro shop...&lt;br /&gt;
The space shuttle &amp;quot;Nine Iron&amp;quot; in Bay 2 on level 1 in the Space Harbour will take you to the part of the &amp;quot;Pleasure Planet&amp;quot; where you can get yourself a good old-fashioned game of golf.&lt;br /&gt;
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==== The Android Punk Concert ====&lt;br /&gt;
&lt;br /&gt;
They say androids are almost in every way impossible to separate from humans. They look, talk and act like humans. They even have the same interests in games, music and other pastimes. Of course, the android music taste tends to be a bit nostalgic, going back to the late nineties, when the first androids were created at the newly started Android Factory. So here the NOFX Punk Band of 1998 has been recreated in the year of 3012. The members of the band are all androids and so is most of the audience. Regretful to say, the android teenagers are not a bit better than some human adolescents. They act in a really immature way, shooting drugs, picking fights and generally being a nuisance. So this concert could be a deadly experience...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the &amp;quot;Pleasure Planet&amp;quot; and the Android Punk Concert.&lt;br /&gt;
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==== Star Wars ====&lt;br /&gt;
&lt;br /&gt;
Join the Star Wars between the Empire and the Rebels! Search for the wise Master Yoda on the swamp planet Dagobah, to get the knowledge of how to become a Jedi Knight. Visit the cute Ewoks on the planet of Endor, or travel to the desert planet Tatooine, where Boba Fett awaits you, trapped in the cave guarded by the monstrous tentacles of sarlacc. Or try to rescue Princess Leia from her cruel fate, imprisoned by the monstrous Jabba the Hutt, who forces her to dance before him with the other unfortunate slaves.&lt;br /&gt;
And - if you are strong enough and dedicated enough - you may venture to the Death Star, where Darth Vader, the leader of the evil Jedi Knights, awaits you and young Luke Skywalker, who is the leader of the bright forces in this future World. And May the Force be with you! - You are going to need it!&lt;br /&gt;
Your journey starts at Bay 4 on level 2 in the Space Harbour, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
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==== Necromunda ====&lt;br /&gt;
&lt;br /&gt;
After the apocalypse in 2509 Arconia was inhabitable for many years. The only way to survive was in hermetically closed cities under glass domes, where the atmosphere could be cleansed from radioactive particles and poisonous gas in special filters. Necromunda is one of those artificial towns, on the verge of extinction. It's a closed and confined world, and a hard and merciless world too, where the struggle for survival is what fills most of the time for its inhabitants. Still - there are some compensations. The shops of Necromunda have some of the best weapons in Universe, and there is also the universal famous Library of Necromunda. In it you can find books that give the background to Necromunda's foundation, and the dark threat that is still hanging over it - the Demonic Hordes, the Chaos Lords...&lt;br /&gt;
The space-shuttle &amp;quot;Chaos Lords&amp;quot; in Bay 5 on level 2 of the Space Port will take you to this domed - and doomed - city.&lt;br /&gt;
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==== Spaceship Titanic ====&lt;br /&gt;
&lt;br /&gt;
Drifting helplessly in outer space is this giant wreck of a spaceship, once the pride of the Cartesian space fleet, offering immense luxury to its passengers, now just a dead shell. Most of the levels are decompressed, and almost all life is extinct, except for the giant rats and other mutant creatures, that now present a threat to unsuspecting visitors. Some of the maintenance robots and androids are still working though - so watch out if you enter the Command Central. And some of the robots may be malfunctioning too - after all, what can you expect from a mere machine, after centuries and centuries without any care and maintenance?&lt;br /&gt;
The Space shuttle Explorer in Bay 7 on level 2 of the Space Port might take you to this ship, that is if you pay the captain enough for his trouble.&lt;br /&gt;
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==== Little Italy ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Pleasure Planet&amp;quot; is a small asteroid covered with a transparent dome to maintain a breathable atmosphere. This is the place where all space crews go to seek recreation and entertainment between the space voyages.&lt;br /&gt;
And since most spacemen for some reason like to wallow in Nostalgia, large areas of this asteroid have been recreated to resemble Old Earth in time periods long gone. So if you enter the Video Game Arcade on Nostalgia Street, you can indulge in a game that will send you back to the Mafia period of the 1930s, when the Mob were ruling the city and there was a speakeasy in almost every corner. USA during the Prohibition was a place of crime abundant, so expect to find some major trouble here. This is also the home territory of the Sicilian Clan, who tend to regard this city as their private territory. Only lately some competition has arrived - Don Meatballa, a rivalling Mafia Don with ambitions. All is set for a small Gangster war, in best Mafia traditions.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the Pleasure Planet and Little Italy.&lt;br /&gt;
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==== Queltorian Sector (former known as Outer Space) ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have spacesuit, will travel&amp;quot;... This is the zone for all of you who think that regular space voyages are for sissies. This is the REAL thing, the endless Outer Space, with all its grandeur, majesty, perils and adventure. Of course you may have to steal a spacesuit in the Service Bay of the Space Port to get there, but since when did little details like that stop any resourceful adventurer? And once out there - the possibilities are almost endless. And so are the dangers. If you manage to stay clear of the dreaded BLACK HOLES there are several planets and asteroids waiting to be explored. And even if the spaceship that's drifting deserted in outer space seems quite a bit damaged, the driving devices are still intact and so is the central computer...&lt;br /&gt;
The ROGER YOUNG TRANSPORT 23 will take you there from the Central Space Harbor, for a modest fee.&lt;br /&gt;
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==== The Space Harbour ====&lt;br /&gt;
&lt;br /&gt;
This is where you start your journey into Outer Space. The Centerpoint Space Harbour on Old Earth has public space shuttles to most of the planet systems, except for the most remote parts of the Galaxy. It also has a small port for private space traffic, with a hangar, a maintenance room for spacecraft and above all a Briefing Room, where you can get all necessary information for trying your luck as your own space pilot. It also holds facilities such as the Esper Guild, the Space Bank and Palpatine's Bar. And the Wide Blue Yonder Bar, reserved for Roleplayers, is the main hangout for the infamous gossip journalist, known to the world only as Tabloid.&lt;br /&gt;
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==== Jurassic Park ====&lt;br /&gt;
&lt;br /&gt;
You have no doubt heard about Jurassic Park, that grand and exciting experiment in gene manipulation, which presented the Star attraction on the Pleasure Planet; a large and exciting Dinosaur Park open to visitors and one of the most popular Holiday destinations. Protected by super-reinforced steel cars the visitors could travel safely through the park, regarding the majestic Brontosaurus bathing in the sea, or the frightening Tyrannosaurus Rex on its hunt for prey. It was a thrilling experience, although totally without danger for the visitors, due to the extensive safety precautions.&lt;br /&gt;
And yet something went wrong. You have no doubt heard all about that too, since the media were filled with it for weeks after the disaster. Jurassic Park is still there. The Dinosaurs are still there. But no visitors go there any more, unless they are very foolish - or foolhardy...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those...&lt;br /&gt;
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==== The Pleasure Planet ====&lt;br /&gt;
&lt;br /&gt;
This small world, built on an asteroid without any natural atmosphere, has been created for two reasons only. The official reason is to offer all visitors and tourists a really good time, regardless of their tastes and preferences. The Pleasure Planet has something for everybody. But the more important - and secret - reason is for the owners to make as big a profit as possible. So everything on the Pleasure Planet is appallingly expensive. The Authorities claim that this is necessary, due to the high price of transporting supplies with hyperdrive spaceships, and the high maintenance cost of the airtight domes that are necessary to keep a breathable atmosphere. They may have a point there, but nevertheless they still make a good buck for themselves. The tourists all seem pretty much happy however. Only... Lately there has been some rumors. There is... something ... in the sewers of the asteroid, something that shouldn't really be there. Some mutant perhaps. Anyway, if you go there, better stay out of the sewers and stick to the Pleasure Quarters. Come to think about it, maybe better stay out of the east parts of Pleasure City too...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to this Asteroid. Have a fun time!&lt;br /&gt;
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==== New Goznemia ====&lt;br /&gt;
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The City of Gold and Lead should be perfect for players between level 30 and 40 and can probably be played from level 20 up, if you have decent equipment. It has a great storyline, and I am sure you'll all want to help those unfortunate young humans held enslaved by an alien and cruel race. Especially since these aliens really look repulsive - three eyes, three legs and three tentacles. YUK!&lt;br /&gt;
As you probably already figured out, it is a Future zone, and you will find the space shuttle taking you to it in Docking Bay 8, fourth level of The Space Harbour. Oh - and by the way, maybe it would be a good idea to be a bit careful about watching TV so much in the future, eh? Considering this was the way those Aliens enslaved the human youths of that city in the first place...&lt;br /&gt;
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==== Down Under ====&lt;br /&gt;
&lt;br /&gt;
Ever been to Australia? This zone will take you there - not to present day Australia, but to what it may look like in a not-so-far future...&lt;br /&gt;
This is the funniest zone I have seen for a long time, and the Builder, Cali, won the Builder of the Month award for it.&lt;br /&gt;
But I have to warn you, this is a hard one. And I don't mean hard just in the sense of tough mobs, it's tricky too. You won't be able to get through this zone by brawn alone, you've got to - *gasp* - use your brain too!&lt;br /&gt;
Sure you can have some fun, kill a few tourists and punks, maybe even fall into the odd DT, but to get to the REAL cool, kinky stuff that I know y'all yearn for, you will have to solve quite a few puzzles.&lt;br /&gt;
Yeah, it sucks doesn't it? And I guess you all know just how devious and evil Cali can be...&lt;br /&gt;
So take the jet from level 4 in the Spaceport, have fun and be sure not to miss the Mardi Grass Parade... *snicker*&lt;br /&gt;
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==== Terramort ====&lt;br /&gt;
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After the third apocalypse the planet lies barren and almost deserted. The human race that once ruled the Earth is extinct, and only a few hardy animal species have survived. Some of them are good and helpful, and have built a safe refuge in the Redwall Abbey in the middle of the large Mossflower Wood. But their sanctuary is threatened by the Vermin, evil and vicious animals - wolves, weasels, ferrets, and rats - who take a pleasure in killing the good and innocent. Which side will you take in this struggle?&lt;br /&gt;
The reward you can get may be dependant on your choice.&lt;br /&gt;
You can reach this world if you take the space shuttle from level 4 in the Space Port - but expect something bad to happen on the way...&lt;br /&gt;
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==== The Outback ====&lt;br /&gt;
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Australia is not just large cities, like Sydney and Melbourne. It's also the Outback, the home of the Aborigines, the trackless wilderness, where you can travel for days without encountering more than a few Kangaroos. It's a land of contrasts, vast eucalyptus forests, rocky mountains, seemingly endless swamps, but also grassland where sheep and cattle graze.&lt;br /&gt;
It's a land of perils, with several kinds of poisonous snakes, aggressive crocodiles - and even the cute Koalas are not as innocent as they look.&lt;br /&gt;
It's a land of legends, mostly unchanged since the Stone Age, legends like the one about the Rainbow Snake, carried from generation to generation by the aborigines and the paintings in caves and on perpendicular cliff faces. It's a land for tough and hardened men, like Crocodile Dundee.&lt;br /&gt;
Are you tough enough to venture out there? The only way to reach it is over Downunder, and you need to find the entrance yourself.&lt;br /&gt;
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==== Outer Space Grid ====&lt;br /&gt;
&lt;br /&gt;
This grid is enormous. Like Space itself it has no end. You must travel for years and years in your spaceship to reach the far out Galaxies where riches and adventures await you. Virgin planets and asteroids, ripe to explore and exploit. Galactic Trading Centers, where you can trade your goods. Black holes, blazing Suns, comets, meteors and meteorites are some of the hazards on the galactic odyssey. Fly your own spaceship, engage in fights with other pilots. Maybe you can blast their ship out of existence with your missile launchers and steal their cargo! Maybe the same thing will happen to you. So what? That's life in Outer Space.&lt;br /&gt;
This grid is the entrance to every planet in the future Dimension.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Corellian Sector Grid ====&lt;br /&gt;
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This part of Outer Space holds the planets Endor, Dagobah, Tattooine and Hoth, known to space travel since ages. Around it the Death Star patrols, always on the lookout for the Rebel scum. Now this sector of Space can not only be reach by public transport. You can go their in your own spaceship, engage in real space fights.&lt;br /&gt;
Or a shuttle in Bay 4 on level 2 in the Space Harbour, will take you to the Corellian Centerpoint, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Earth Atmosphere Grid ====&lt;br /&gt;
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Wrapped around the planet Earth, its atmosphere provides access to five space harbours and is fully accessible for spaceships of all kinds. We Terrans tend to regard us as the center of the Universe - how presumptuous we are! But in this case there is some truth to the belief. Old Earth is really as close to the center of the Space Grid that you can get and from there all the space jorneys start.&lt;br /&gt;
Currently there are 3 landing points on Earth, apart from the Centerpoint Space Harbour: Downunder, Terramort and Goznemia.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Alpha Centauri Sector Grid ====&lt;br /&gt;
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Five planets and an Asteroid circle the Alpha Centauri Star. The planets all have different nature and different perils. But they also have their own natural assets, that can be exploited and sold at the Intergalacic Trading Centers.&lt;br /&gt;
The Alpha Centauri Planets are: Poon, Lovenbroy, Slunch, Yalc, Yudore and Asteroid 95739-A.&lt;br /&gt;
Currently there is no public space shuttle to this part of the galaxy. You will have to go by your own spaceship.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== The Alpha Centauri Planets ====&lt;br /&gt;
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The planets in the Alpha Centauri system have very different conditions.&lt;br /&gt;
LOVENBROY is a bucolic planet, mostly known for the famous Bacchus Wine. They say that anyone who ever tasted it, never drinks anything else. The planet has some mineral deposits, but the stubborn natives refuse to exploit them, preferring agriculture to mining. As a consequence Lovenbroy is a most attractive planet, with clean air and happy people.&lt;br /&gt;
SLUNCH is about the most dismal place you could imagine, The cinder storms, the daily mud eruptions, the mudcrabs that eat almost anything solid - the entire planet is grime, mud and slush. It has only one natural asset, the berp-nuts, but the natives are too lazy to grow them in any amounts.&lt;br /&gt;
YALC is known for two things, the Voom Festival and the fantastic glassware produced there. Since the planet's deposits of the silicon sand needed for the production are long since extinct, very small amounts of this glass is exported. All broken glass is recycled or used as decoration on the Temples.&lt;br /&gt;
YUDORE is a forest covered planet, not yet explored, and very little is known about its nature or whether there are any intelligent life forms. In spite of this, two different planets have claimed possession of the planet and an armed conflict is brewing.&lt;br /&gt;
ASTEROID 95739-A is almost completely covered in a deposit of the very valuable material known as collapsed crystal. But don't get your hopes up too high about exploiting it. Two different firms have already staked their claim and a litigation suit is in process.&lt;br /&gt;
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==== Planet Poon ====&lt;br /&gt;
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The Planet Poon is the center of the Alpha Centauri Sector, and by far the largest of the planets. 90 percent of the surface is covered with ocean, and the planet can best be described as underdeveloped. Still it is the centerpoint of the sector and the main focus of interest for all other planets in that part of the Galaxy. It is also the center of cosmic diplomacy and machiavellian intrigue. Why? The explanation is easy: GOLD!&lt;br /&gt;
There is only one snag; the stubborn locals refuse to exploit it, or to allow foreign interests to do so. They prefer fishing and weaving baskets!&lt;br /&gt;
Can you believe it?&lt;br /&gt;
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==== Quixotica ====&lt;br /&gt;
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Mass killings. Destruction. Anarchy. If that's your idea of fun, you'll have to go somewhere else, cause you wont find it here. What you will find among the trees and plants in this beautiful dome are showcases for things of a different nature from across the known, and some questionable, Dimensions. There are shops filled with fabulous finds, restaurants and bars stocked with tempting treats. There is gambling galore, a Lightcycle Racing Grid, you can even take a shot at the Intergalactic Heavyweight Champion, Jaal'ker. If you can't see or do it all in one day, stay overnight at the Shangri-La Hotel where you are sure to find our exclusive holosuites to your liking.&lt;br /&gt;
Not as accessible, but throughout the park, you may find portals to other worlds. Some of these are dangerous, others just strange. To make exploring these worlds and the main dome a bit easier, the management at Quixotica Inc. has made every effort to remove all Death Traps from the areas, so in that respect you may explore safely.&lt;br /&gt;
Quixotica, a place for the bizarre and unusual, can be found on Pleasure Planet, the entrance is from Fat Walk, in the west part of Pleasure City.&lt;br /&gt;
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==== Cosmo Canyon ====&lt;br /&gt;
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On a slowly dying planet, many journey to Cosmo Canyon to seek refuge and gain knowledge of Planet Life. Through ravines of red and gold dry earth many come by vehicle, airship or chocobo to seek the wisdom of the Elders or just be in a relaxing atmosphere. The people of Cosmo Canyon know the importance of Lifestream, the blood of the planet that feeds all living things and are starting to feel a weight of hopelessness as it diminishes.&lt;br /&gt;
On the canyon cliffs homes and buildings are built, and at the highest summit of the canyon is the Bugen Research Center - famous for its earth studying equipment and observatories.&lt;br /&gt;
You can reach Cosmo Canyon in the Sirius system (x;22, y;02), or catch a ride with Cid at the Future Space Harbor, (Docking Bay 12, level 0).&lt;br /&gt;
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==== The Game Grid ====&lt;br /&gt;
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Get pulled into a computer world where binary rules. Make your way through this game grid to eventually reach the MCP who has been taking programs captive as part of his actuarial program. There are a few users on the grid trying to get to him too. Maybe you can beat them there, or even kill them so the MCP can continue to take over the computer world. This low level zone is purely hack n' slash. You can get there by going to the Experience Room, 1 south of the entrance to the Future Spaceport and and entering the laser laboratory to the east there. Or use the shortcut in the east end of Venture Way.&lt;br /&gt;
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==== Jurassic Ocean ====&lt;br /&gt;
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The Jurassic Ocean is in the same dome as Jurassic Park of course. The same geneticists who created the land animals thought it would be interesting to create water animals too. What they were thinking, nobody will ever know since they were the first to die when the dinosaurs took over. The ocean is a dangerous place. So if you are foolish enough to go there, the Ambassador of Pleasure Planet has declared they are not responsible for anything that may happen to you.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those foolhardy people... You'll find the entrance to Jurassic Park from Fun Walk in the southwest part of Pleasure City.&lt;br /&gt;
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==== Planet Reptila ====&lt;br /&gt;
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Imagine a planet inhabited solely by reptiles. Slithery, cold, slimy, scaly or warty creatures like snakes, lizards, salamanders, crocodiles, Dragnars, toads and frogs. Well... on second thought there are some other creatures on the planet too, but the reptiles are the dominating species. The rest of the fauna is more or less reptile food. Of course even among the reptiles there are struggles for power too. The amphibians have been driven deep down into the depth of the mountains, where they plot their return and their revenge on the mysterious Reptile King, who few seem to have encountered. Does he even exist?&lt;br /&gt;
The enterprising Traveller could make a few bucks collecting reptile skins and trading them in the shady character Eatzabug's shop.&lt;br /&gt;
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==== The Orbiter ====&lt;br /&gt;
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The Orbiter has a crew of Scientists, from several different planet systems. Since their goal is to study, not to conquer, this ship is a friendly place, which welcomes all visitors, even the most inexperienced ones.&lt;br /&gt;
Due to the vastly different nature and life conditions of its multiplanetary crew, the different decks of the Orbiter offer interesting sites for the visitors.&lt;br /&gt;
The crew will also try to entertain the guests in various ways, since that gives them an extra chance to study their reactions.&lt;br /&gt;
The Orbiter, that circles Planet Earth, can be accessed directly from the Future Space Port, through the Transporter Room, directly south of the Entrance room to the Port.&lt;br /&gt;
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==== The Dark Planet ====&lt;br /&gt;
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This planet, situated in the twisted part of space known as the Queltorian Sector, is an extremely dangerous place. The dying sun hardly provides any light or warmth, and yet some extremely hardy species have adapted to the extreme conditions. Always forced to fight for their existence in the toughest of environments, only the toughest of these monsters have managed to survive, and they are DEADLY. This planet can not be recommended for ordinary Time Tourists. Don't go there unless you are very strong and not afraid to die. The 4D Travel Agency will take absolutely responsibility if you disobey this warning.&lt;br /&gt;
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==== The Planet Whotvar ====&lt;br /&gt;
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Long ago, a rich civilization inhabited the planet Whotvar, but Mother Nature and a certain demon unfortunately had other plans. Now, all that is left are a few natives and some relics of the distant past. Danger, and perhaps rewards, awaits those strong enough to adventure on this lost world.&lt;br /&gt;
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==== Whotvar II ====&lt;br /&gt;
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Getting away with it all... err.. Getting away FROM it all should be the name given to the two planet/asteroids that circle the same star as Whotvar. A soap opera plot as complex as most seen on 4D TV, with everyone trying to find something to make their dreams come true. Can even a head shrinker help the people who live there? Who knows? But most certainly some brave adventurer can help them find the things that they are looking for.&lt;br /&gt;
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==== The Spaceport Mall ====&lt;br /&gt;
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This large Shopping Mall, situated on the level 0 of the Main Spaceport on Planet Earth, has almost anything that a Roleplayer could wish for. Here you'll not only find a Baby Center, complete with Childrens' Doctor, Baby Shop, and a top security Daycare, but also a Wedding Shop and a Luxury Hotel for the Honeymoon. Naturally you'll find lots of other shopping options too. Or you can visit the beauty Salon to get coloured streaks in your hair, have a manicure and painted nails, or maybe a piercing or a tattoo. This is really a Shopper's Paradise.&lt;br /&gt;
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==== Quix II ====&lt;br /&gt;
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Somewhere in Quixotica, in a field of grass, is a ring of mushrooms. Entering it will throw you into a Time and Matter Trap, which doesn't work like the ordinary TimeTraps. It won't transfer you in time or place, but it will shrink you to the size of a mouse, giving a totally different perspective on the world.&lt;br /&gt;
Naturally entering it will need some courage, since at that size you will be just a morsel for creatures that normally would be nothing but small prey to you. This is not a zone for low levels, and some of the Quests in it are not easy to find. But for those who like to get a feeling of what it might be like to be Alice in Wonderland or a pixie or maybe a bug, it will provide some new aspects of life at the grass roots.&lt;br /&gt;
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==== Fun Fair ====&lt;br /&gt;
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Some things never change. Even when placed in the Futuristic setting of the Pleasure Planet, this Fun Fair has the retro feeling of the nineteensixties. It has the usual attractions, like a Giant Ferris Wheel, a Roller Coaster, a Bouncing Castle and a Mirror Maze, and also various games, both skill and luck based. The main attraction is a Haunted House, set up like a giant Snakes and Ladder game.&lt;br /&gt;
In most of the games you can win Coupons, and if you collect enough of those, you can win some very cool prizes. The quickest way to collect the coupons is in the Haunted House, provided you are strong enough to defeat the undead monsters inside. But you can also win coupons in all the games, and if you are lucky, you might find some in the rides as well.&lt;br /&gt;
Even though the owners seem to have gone missing, the Fun Fair is a place where all players can have some fun, regardless of level and strength. So come and join the fun, but don't forget to bring your sunglasses. The zone was built by a bunch of Jesters, so it is colourful - to say the least.&lt;br /&gt;
To get to the Fun Fair, take the shuttle to Pleasure Planet, and go to the airlock to the Rigel Dome, in the north part of Pleasure City.&lt;br /&gt;
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==== Killer Klowns ====&lt;br /&gt;
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Douglas and Gwendolyn Crockerbone scraped and saved their whole life, until finally they had enough to buy their own Fun Fair. And now they have set up business in the former Rigel Dome on Pleasure Planet.&lt;br /&gt;
Unfortunately the Fun Fair has been invaded by a bunch of Space Klowns, and they have more or less taken over the place. People have started to complain about their pranks, even the Mayor is concerned and the owner... Well, he seems to have disappeared completely...&lt;br /&gt;
The Klowns, generally known as Killer Klowns, have a weird sense of humour, so be prepared for practical jokes and some nasty surprises. Still, in spite of their name, the Killer Klowns are more irritating than aggressive. So the Fun Fair should be pretty safe to visit, as long as you stay out of the Haunted House and the Dark Forest, if you are low level with few remorts.&lt;br /&gt;
You will find the Killer Klowns on Pleasure Planet, located in the former Rigel Dome, in the northern part of Pleasure City.&lt;br /&gt;
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		<author><name>Isidora</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=124</id>
		<title>Zones</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Zones&amp;diff=124"/>
				<updated>2015-11-09T00:24:01Z</updated>
		
		<summary type="html">&lt;p&gt;Isidora: /* The Future Dimensions */&lt;/p&gt;
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&lt;div&gt;'''UNDER CONSTRUCTION'''&lt;br /&gt;
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== The Different Dimensions ==&lt;br /&gt;
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4D exist out of 4 Dimensions. Each Dimension consists out of different zones, which its own quests, adventures and secrets. To have a closer look at the different zones, just click on the dimension you're interested in, and you'll get a more detailed look of how the dimension is setup. Next to those 4 Dimension there's also a Central part, where people can gather, and talk about things, or find information concerning other areas in the game.&lt;br /&gt;
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=== The Central Area ===&lt;br /&gt;
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The central zones are not connected to any Dimension. They consist of Recall and Travel Agency, Mud School, the 4 Newbie zones and the Newbie arena and 'special' PK zones that need imm help to access, like the Battlefield and the Gladiator Arena.&lt;br /&gt;
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Recall is the place where people hangout when they're not exploring one of our 4 Dimensions. The area is not really part of any of the other Dimension. Recall provides lots of information about features that can be found or done throughout the game.&lt;br /&gt;
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Recently there's also been made a new expansion to the Recall Area, namely the Gladiator Arena. The Arena itself is only accessible by a certain type of players, namely the Gladiators. Though there's a public Gallery for everyone else where you can support for your favorite Gladiator or maybe throw some rotten tomatoes towards them.&lt;br /&gt;
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THE 4D CENTER AREA This realm, which is rather small, contains the Healer, the main Donation Pit, Mud School, the Time Warp, from which all the 4 Dimensions can be reached, and the 4D Travel Agency, where you can learn a bit about the special options presented in our unique Mud.&lt;br /&gt;
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Last but not least the Center Area contains 4 Newbie zones for the levels 1-10 - (one for each Dimension) - plus the Newbie Arena and some shortcuts to some more easy zones.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#Recall_and_4D_Travel_Agency|Recall and 4D Travel Agency]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-5) || [[#Mud_school_and_Quest_Academy|Mud school and Quest Academy]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Stone_Age_I|Stone Age I]] || Molly || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Robber_Baron_Castle_I|Robber Baron Castle I]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Dry_Gulch|Dry Gulch]] || Nave || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-10) || [[#Android_Factory|Android Factory]] || Flyte || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(51-56) || [[#God_Rooms|God Rooms]] || Immortals || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Battlefield|Battlefield]] || Molly || 65 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Chicken_Casino|The Chicken Casino]] || Molly || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-15) || [[#The_Newbie_Arena|The Newbie Arena]] || Lonewolf || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(1-50) || [[#Realms_of_the_Traders|Realms of the Traders]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(all) || [[#The_Colosseum|The Colosseum]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==== Recall and 4D Travel Agency ====&lt;br /&gt;
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This Realm is the starting point of your character's life. This is where you enter the game as a newbie, and where all the necessary things for the starting mudder are gathered along Adventure Avenue and venture Way. Here you find Recall Point with the Healer, the Guildmaster, the Donation Pit, a small Bar where you can buy a few necessities, the mortal Post Office, the entrance to 4D Mud School, the 4 Newbie zones, the Newbie Training Arena and last but not least the 4D Travel Agency. The Travel Agency is the place to get information about the special features of this mud. Want to buy yourself a crash-proof private player house? Want a personalized weapon or piece of armour? Want to buy a personal pet or mount or spaceship or Recall item? The Travel Agency is where you find out the price and conditions for all those extra features.&lt;br /&gt;
This is also where you can find the 4D Map room, with descriptions of all the zones in the 4 Realms, the Building Department, with lists of all Builders in 4D and the conditions to become one yourself, the Crypt for the Craven, where you can retrieve your corpse for gold, if you were killed in a distant or dangerous place, the Clan Office with information about the Clans in 4D and the 4D Hall of Fame, where remarkable players in 4D acquire everlasting fame. Maybe one day you will get your own statue in this Hall...&lt;br /&gt;
And one step up from Recall is the Time Guardian, who on request will take you to the Main Game Realm, for players from level 10 upwards.&lt;br /&gt;
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==== Mud school and Quest Academy ====&lt;br /&gt;
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The Mud school of 4D is not the usual Mud School with chained mobs in cages that you meet in most muds. This School is totally customized to 4D, and it is also a playable area, full of mobs of a suitable strength for your level and some decent equipment that you can't get anywhere else. It has 4 Classes or Grades - one for each Dimension - and you can drop out of School or skip a class at your own will. The 1st grade teaches the basics about moving about, surviving and killing, the 2nd is devoted to communication and the use of magic, the 3rd teaches you how to use firearms, mounts and vehicles and how to form groups, and the 4th gives you some &amp;quot;special&amp;quot; tips about the secrets of the game. And at the top of the fourth grade is the unique Questor's Academy, where you can learn some of the tricks that usually only very seasoned players know about. Mud School is restricted to the levels 1-5, and it is highly recommended for new players to go through it, before venturing into the world of 4 Dimensions.&lt;br /&gt;
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==== Stone Age I ====&lt;br /&gt;
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This is the first of the four Newbie zones for level 1-10, set in Stone Age, where the Neanderthal and the Cro Magnon tribes fight each other, while at the same time fighting Nature for survival. Apart from the Stone Age people, you'll meet mammoths, sabre-toothed tigers and a lot of less dangerous animals that inhabit the forests and steppe at about 9000 years BC. You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
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==== Robber Baron Castle I ====&lt;br /&gt;
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This castle may be rather small, and the robber Baron may not be the most powerful man in the Realms, but he is a pretty nasty customer nonetheless. And so are his ill-bred offspring and his snotty wife, so nobody would object if you raided this castle to rid him of some of his excessive goods and gold. He does have a dungeon though, and if you get thrown into that, it might not be very easy to get out again...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
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==== Dry Gulch ====&lt;br /&gt;
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It's just a small outback town, but it does have some shops and of course a saloon, where you can get yourself a drink. I'm told even the great Shorty himself still buys his shots in this saloon. Apart from that there is not much of interest in this small outback town, just the usual towns people, mongrel dogs, Indians, tumbleweeds and dust, dust, dust...&lt;br /&gt;
It has been months since it last rained in Dry Gulch.&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
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==== Android Factory ====&lt;br /&gt;
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This is where all the androids that overrun the planets in the Future Dimension are manufactured. The androids are of course supposed to help Mankind, in doing many of the menial tasks that Man thinks below himself. Only lately it seems that they don't quite get the message. In fact lately they seem to have grown uppity, lazy, defiant - even hostile at times. Maybe something went wrong at the conveyor belts? Or maybe it's a bug in the programming itself...&lt;br /&gt;
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.&lt;br /&gt;
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==== God Rooms ====&lt;br /&gt;
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These are for the Immortals exclusively, you're only chance to get there would be by &amp;quot;special invitation&amp;quot; - or if you get yourself in major trouble, which would be a wise choice to avoid...&lt;br /&gt;
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==== Battlefield ====&lt;br /&gt;
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This is the &amp;quot;Battlefield&amp;quot; or Arena of 4 Dimensions, where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;pkiller&amp;quot; or not. When you die in the Battlefield, you do not lose exp or equipment like you risk to do in the normal game. All you lose is your pride, since this is the place to determine who is the best pkiller in the mud. Only one player can win, but all levels can participate, and you can place bets on the Winner. The way to do this is to type 'PLACE Playername'. You need an imm to start up the Battlefield however. Type ARENA to listen to the special Battlefield channel, and HELP ARENA to see the rules for the tournaments.&lt;br /&gt;
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==== The Chicken Casino ====&lt;br /&gt;
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Like a game of old fashioned Poker? Well, you can get that here too, although it is a wee bit different from the usual. We don't have a dealer here, instead all the players are let into a large chicken pen, full of chicken and hens.&lt;br /&gt;
Each of these fowl have a card, so you kill as many as you can and collect the cards. Then you put together the best poker hand you can from what you have got, junk the rest of the cards and return to the Casino, where each in turn gives his hand to the Poker Master, who looks at them and decides who the winner is. The Poker rules are the same as always, and there is a list of winning hands posted in the room in case you forgot the rules.&lt;br /&gt;
You will need an imm/hero/helper to open the door to the chicken pen and supervise the game, and it won't be started up unless there are at least 3 players.&lt;br /&gt;
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==== The Newbie Arena ====&lt;br /&gt;
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Like most things in 4D, the Newbie Training Arena has four parts, one for each Dimension. You can start in any of them, but the easiest is Pre Historic, and then they gradually get harder. Built by Lonewolf, one of the most experienced players of 4D, this zone not only provides good hunting grounds for low levels, but also a good introduction to the special culture of 4D, with several easy Quests where you can train your brain for larger challenges to come. Also this zone holds some special equipment for Newbies, with rather good stats. If you start your career in 4D with the Quest Academy and this zone, you stand a better chance than most Newbies of mastering the Game.&lt;br /&gt;
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==== Realms of the Traders ====&lt;br /&gt;
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Tired of hack and slash? Want to do something more creative with your spare time? Learn a useful trade, perhaps? The Realms of the Traders will provide you with these options. They are spread over the 4 Dimensions, but with the main centerpoint in the Medieval Dimension.&lt;br /&gt;
The Trader's Office in the 4D Traveling Agency will provide more information.&lt;br /&gt;
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Around Old Yorke, you'll find:&lt;br /&gt;
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8 fields for Farming&lt;br /&gt;
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8 plots for Gardening	West Trade Road&lt;br /&gt;
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Crafter's Alley	Northeast of Old Yorke&lt;br /&gt;
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The Chicken Farm	North Wall Road&lt;br /&gt;
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The Orchard and the Dairy	South Wall Road&lt;br /&gt;
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Several sub-contractors	To help develop the products.&lt;br /&gt;
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In Old West, you'll find:&lt;br /&gt;
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The Ranch - raise your own herd!	South of The Range, west of Dodge City&lt;br /&gt;
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The Old Gold Mine	West of the Range&lt;br /&gt;
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Main entrance to the big Mine	Type 'help Mine' to get directions&lt;br /&gt;
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Prospecting and gold panning	Stake your own claim!&lt;br /&gt;
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The GoldMiners Office	Dry Gulch&lt;br /&gt;
3 Trading Posts and 3 Cattle Pens	Main trail between Dodge and Tombstone&lt;br /&gt;
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Goldmining and Farming	Fort Sutter, in California&lt;br /&gt;
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Goldpanning and Prospecting	Creeks and rocky terrain everywhere&lt;br /&gt;
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Trapping and skinning	In The Wild, south and east of Legend&lt;br /&gt;
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In Future, you'll find:&lt;br /&gt;
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A well developed trading system	Alpha Centauri and Whotvar System&lt;br /&gt;
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An Alchemy feature	Whotvar System&lt;br /&gt;
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A Mine for alien Minerals	Whotvar System&lt;br /&gt;
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Different natural assets	Alpha Centauri and Whotvar System&lt;br /&gt;
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2 IGTC's to trade the assets	Outer Space Grid&lt;br /&gt;
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Reptile skins to trade	Planet Reptilia&lt;br /&gt;
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In Prehistoric, you'll find:&lt;br /&gt;
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A well developed trading system	Greek Islands, Mainland, Egypt, Kush&lt;br /&gt;
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Exotic fruits, herbs and spices	Greek Mainland, Islands and Egypt&lt;br /&gt;
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Silk cocoons	Greek Mainland, Islands and Egypt&lt;br /&gt;
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Animal skins, ivory, rhino horns	Greek Mainland, Islands, Punt&lt;br /&gt;
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Large forests, exotic logs	Greek Mainland, some Islands, Punt&lt;br /&gt;
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Natural assets and local products	Greek Mainland and all Islands&lt;br /&gt;
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Gold-carrying streams	Find out where yourself!&lt;br /&gt;
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2 Greek Trading Centres	The islands Carpathos and Cyprus&lt;br /&gt;
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5 African Trading Markets	Aswan, Kerma, Napata, Meroe, Khartoum&lt;br /&gt;
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African trading opportunities	Egypt, Kush and Punt&lt;br /&gt;
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Exotic native treasures	Land of Punt&lt;br /&gt;
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==== The Colosseum ====&lt;br /&gt;
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This is the zone that was made for the PK feature The Gladiator Arena. The Colosseum Arena has two parts. The upper, outdoors part is a plain 7x5 grid. Under this arena is a cellar, accessed by two stairs. The cellar is a bit like a maze, with winding, narrow corridors, animal cages and some maintenance rooms. This part is good for ambush, and it also has some extra features and twists. There is a Gladiator School, which works a bit like a Clan hall, and has some supply shops. There is a Healer in one of the Cellar Rooms and another one in Gladiator School. And finally there is a public Area for spectators to view the fights and get some info about the Gladiator Games. You will find the Public part of this zone west of the Map room, all south from Recall. The Arena itself is only accessible with assistance of an imm. For more info check out the link The Gladiator Arena.&lt;br /&gt;
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=== The Prehistoric Dimension ===&lt;br /&gt;
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This dimension is mostly centred around the Mediterranean sea basin, at approximately 1500 BC, and featuring countries like ancient Greece, Egypt, Kush and Punt. The Pre Historic areas can all be reached from the Old Carthage Archaeological Excavation Camp, which is extremely loaded with TimeTraps.&lt;br /&gt;
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As you enter the different excavation trenches, you will be transported to different places within a wide rage of time. You can also access the Mediterranean Sea directly from the harbour of Old Carthage or Carthage Bay.&lt;br /&gt;
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The best way to travel in the PreHistoric World is by ship. You'll find large concentrations of ships near Cape Aulis and at the island Carpathos in the Aegean Sea.&lt;br /&gt;
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Click any of the below zone names for more information.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Old_Carthage|Old Carthage]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-150) || [[#Prehistoric_Forest|Prehistoric Forest]] || Snowbird/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Stone_Age_II|Stone Age II]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Crete|Crete]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Labyrinth_of_Knossos|Labyrinth of Knossos]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Greek_Archipelago|Greek Archipelago]] || Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Trojan_War|Trojan War]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Kolchis_and_The_Amazons|Kolchis and The Amazons]] || Molly || (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Realms_of_Thetis|Realms of Thetis]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#West_Mediterranean_Sea|West Mediterranean Sea]] || Molly || 300 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Odyssey|The Odyssey]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_River_Nile|The River Nile]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Egyptian_Desert|The Egyptian Desert]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Temple_of_Hatshepsut|Temple of Hatshepsut]] || Emory || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Lower_Egypt|Lower Egypt]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Valley_of_Kings|The Valley of Kings]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Realms_of_Hades|The Realms of Hades]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Greek_Mainland|The Greek Mainland]] || Molly || 900 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Aegean_Sea|The Aegean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Greek_Cities_I|Greek Cities I]] || Molly ||100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Mount_Olympus|Mount Olympus]] || Shartrance	|| (under planning)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Mediterranean_Sea|Mediterranean Sea]] || Molly || 500 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Carthage_Bay|Carthage Bay]] || Molly || 100 rooms (grid)&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Aegean_Islands|Aegean Islands]] || Molly || 500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-20) || [[#Ali_Baba's_Cave|Ali Baba's Cave]] || Phantom || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Arabian_Desert|Arabian Desert]] || Echin || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Land_of_Punt|The Land of Punt]] || Mireille || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Upper_Nile|Upper Nile]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Desert_of_Wawat|The Desert of Wawat]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Land_of_Kush|The Land of Kush]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==== Old Carthage ====&lt;br /&gt;
&lt;br /&gt;
When you take the Time Warp to the Pre Historic Dimension you are going to land at the gate of the archaeological excavation camp of Old Carthage.&lt;br /&gt;
This city, that was once the centre of all known world, is now practically loaded with Time Traps. Almost every excavation trench that you enter might land you in distant places and ancient times.&lt;br /&gt;
And since the harbour of Carthage was the meeting place for ships from all over the antique world, the finding places under water in that harbour are not exactly safe either.&lt;br /&gt;
Already several of the archaeologists have mysteriously disappeared. So don't be surprised if the remaining crew treat you with suspicion and distrust.&lt;br /&gt;
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==== The Prehistoric Forest ====&lt;br /&gt;
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The dense, luxuriant jungle is vibrant with life and simmering with moist, steaming heat. Enormous but peaceful Brontosaurs feed from the tops of the trees, and smaller dinosaurs dart in and out between the undergrowth. From the almost impenetrable foliage you hear strange and mysterious sounds, some of them faint - a mere rustle of leaves - but every now and then an ear-shattering roar echoes through the forest, and the earth trembles under the steps of the Tyrannosaurus Rex and the Giganotosaurus. Large flying Pteranodons sail majestically through the air and even the watering hole is teeming with life.&lt;br /&gt;
*** WARNING! ***&lt;br /&gt;
This forest is a VERY dangerous place. If you are not a very powerful traveller who has defeated the toughest of creatures to be found in the 4 Dimensions, fighting the Dinosaurs in this forest is NOT for you... yet.&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the western parts of Old Cartage archeological excavation camp.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== Stone Age II ====&lt;br /&gt;
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In the south European mountains about 9000 years BC two tribes of pre historic men are engaged in a life and death struggle. The Cro Magnon Man, in every way as intelligent and resourceful as modern man, is fighting the older and more primitive race of Neanderthal Man, and step by step the Neanderthal tribe is driven to retreat. In just a few more centuries the Neanderthals will be totally extinct and no more will remain of them than legends of Goblins and Trolls, still lingering until modern time. But the shaman of the Neanderthals has planned a gruesome revenge - and in the very heart of the deep caverns under the Cro Magnon home cave too...&lt;br /&gt;
You will find the entrance to this zone in an excavation trench in the eastern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
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==== Crete ====&lt;br /&gt;
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The island of Crete has a dominant position during the antique period. The rulers of Crete also rule the sea, and since the water ways are the main transportation during this era, they rule the earth. All known countries with the exception of Egypt pay tribute to Crete. And since the Cretans are a decadent people with peculiar and cruel tastes, the main part of that tribute consists of slaves - young men and women destined to dance and die before the Cretan bulls on the bloody sand in the arena. But - at long last there is a faint gleam of hope. Theseus has come to Crete, to organize the Bull Dancers in rebellion against the King Minos, and the monster Minotaurus.&lt;br /&gt;
You will find the entrance to this zone in the harbor, situated in the northern parts of Old Cartage archeological excavation camp.&lt;br /&gt;
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==== Labyrinth of Knossos ====&lt;br /&gt;
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Under the Palace of Knossos lies the famous Labyrinth, once created by the celebrated architect Daidalos. It was built by order of King Minos of Crete, to contain and hide the monster Minotauros, the unfortunate offspring of an unnatural intercourse between Queen Pasiphae and a bull. - (Talk about family skeletons!) - Minotauros has the head, neck and shoulders of a bull and the body of a man, he is uncommonly strong and feeds on human flesh. Only the brave and strong should venture into the Labyrinth, since once in there it may not be so easy to find your way out again. There IS a way out though - in fact there are even two...&lt;br /&gt;
How do you enter this Labyrinth? Well, how do you think? From the cellar vaults of the Palace of Knossos of course...&lt;br /&gt;
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==== Greek Archipelago ====&lt;br /&gt;
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The Greek Archipelago consists of:&lt;br /&gt;
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(10-20) Aegean Sea - 120 rooms (grid)&lt;br /&gt;
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(10-30) Northwest Cyklades - 100 rooms&lt;br /&gt;
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(40-50) Southeast Cyklades - 80 rooms&lt;br /&gt;
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North of the island of Crete lies the Cyclade archipelago, with all the famous classical islands, Thera, Naxos, Paros, Ios, Andros, Mykonos, Delos, where the twins Apollo and Artemis were born, and many many more. On these islands you will meet mythical creatures like titans, fauns, nymphs, centaurs, satyrs, dryads and oreads. The sea too is inhabited by strange beings, like tritons, naiads, sirens and halkyons. Occasionally even some of the Greek Gods descend from heaven, mostly to pursue human youths and maidens - the Greek Gods are infamous for their sexual appetite. Don't anger the Gods though, unless you are prepared to take the consequences - the Greek Gods are infamous for their short temper and long memory too. So worshipping them might be a better choice than attacking them, unless you are very strong and bold. Beware also of the Southeast Cyklades - many perils await the adventurer on those islands - but also rich rewards.&lt;br /&gt;
You will find the entrance to this archipelago in the harbour in the north part of old Carthage; find the wreck of a Greek ship and enter that. You can also get there by sailing east and then north and west from Crete.&lt;br /&gt;
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==== Trojan War ====&lt;br /&gt;
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The siege has lasted for nine years and tension is building up in both sides. Achilleus is sulking in his tenth after a quarrel with the commanding officer, Agamamnon, over a woman captive, Briseis. Without their main warrior, the Greeks aren't doing too good, and there has been some talk among the men about breaking the siege and going home. On the other hand, supplies are getting scarse in the besieged city, and after the long siege many citizens are losing heart. The main thing that is still keeping the defense up is the knowledge of what would happen if the city fell. There would be no end to the looting, killing and raping, since the victors would be merciless, after this long wait. So Troja still stands, but the cunning Odysseus has a plan. Ever heard of the Trojan horse?&lt;br /&gt;
You will find this legendary City east of the Greek Archipelago, on the mainland of Asia Minor. The best way to get there would be to catch one of the ships with reinforcements, that are gathering at the Cape of Aulis. Although the city of Troy is not yet in the game, the Aegean Sea, with all its many islands are.&lt;br /&gt;
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==== Kolchis and The Amazons ====&lt;br /&gt;
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Far east of the Hellespont Strait lies the mythical Kolchis, also called Phrygia, where the Amazons live and where the rivers are said to be filled with gold. This is where Iason went to capture the Golden Fleece. And this is where the chaste Moon Maidens worship the Goddess Artemis, who is known as Bendis in these parts of the world. The Amazons are a folk of women exclusively, they are female warriors that frequently raid the neighbouring countries to get fathers for their children. After performing their task - which they usually do quite willingly - the studs are killed off by the Amazons to keep their race clean.&lt;br /&gt;
According to the myth the Amazons cut off their right breast to be able to draw their bow more easily. Wouldn't you like to know if the myth is true?&lt;br /&gt;
Well - you'll have to wait a bit. This zone is in advanced planning, but not yet in the game.&lt;br /&gt;
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==== Realms of Thetis ====&lt;br /&gt;
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If you succeed in escaping the bulls in the island of Crete, the Mediterranean Sea lies before you, stretching all the way south to the African coast, where countries like Egypt and Arabia are situated, east to the coast of Asia, with countries like Assyria, Babylon, Persia and Palestine and west to the Garden of the Hesperides and the Statues of Heracles (which is now known as the Straits of Gibraltar). And under the surface lies a world of its own, ruled by the mighty Poseidon and his spouse Amphitrite. Rich bounty may await you here, but also sharks an innumerable other dangers. And since the Mediterranean Sea is so vast and perilous, it might be a better idea to head north instead, to the Greek Archipelago, where the dangers of getting lost in a storm or eaten by a shark aren't nearly as great. But then again - the skilled sailor can avoid many of the dangers in his fast ship...&lt;br /&gt;
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==== West Mediterranean Sea ====&lt;br /&gt;
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When Odysseus was on his way back to his home island, Ithaka, after the Trojan War, he was wind-driven and lost his way. And like Odysseus you will be a play-thing for the capricious winds, if you manage to pass the ten-headed monster Skylla to enter these vast and perilous waters. You cannot map the open sea and the winds will blow you any way they like. It took Odysseus ten years to return to his native home - how long will it take you? There are 11 islands in this zone, each presenting its own challenges and its own rewards.&lt;br /&gt;
How many of them will you be able to find? And will you be able to make your way to the island of Ithaka, which is the only way you can leave this maze? One way to enter this part of the sea would be through the strait of Scylla and Charybdis, which you will find west of the rock of Lorelei on the African coast. And that straight isn't exactly safe...&lt;br /&gt;
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==== The Odyssey ====&lt;br /&gt;
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This zone is recreating the wanderings of Odysseus; sailing from island to island, trying to find his way home from the Trojan War. Each island presents a challenge of its own, and on most of them you will find a choice item, making the efforts well worth while. Here is a list of all the islands:&lt;br /&gt;
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Island of Aeolus, where the Master of all Winds resides.&lt;br /&gt;
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Island of the Lotophags, where the inhabitants are lost in dizzy drug dreams.&lt;br /&gt;
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Island Of The Cyclopes, inhabited by titans with a single eye in the forehead.&lt;br /&gt;
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Island Of The Laistrygons, man-eating giants with a very nasty temper.&lt;br /&gt;
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The Statues Of Heracles, also the entrance to Oceanus and the Island Erythia.&lt;br /&gt;
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Island of Aeaea, the home of Circe the sorceress and also the entrance to Hades.&lt;br /&gt;
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Island Of The Sirens, who trap unlucky seamen with their irresistible song.&lt;br /&gt;
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Island of Thrinakia, where the fat cattle of the Sun God Helios graze.&lt;br /&gt;
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Island of Ogygia, where the lovesick nymph Calypso will smother you in love.&lt;br /&gt;
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Island of Scheria, home of the friendly and hospitable Phaeacians.&lt;br /&gt;
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Ithaka, Odysseus' home island, where his wife Penelope is besieged by suitors.&lt;br /&gt;
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How many of these islands in West Mediterranean Sea will you be able to find?&lt;br /&gt;
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==== The River Nile ====&lt;br /&gt;
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Broad and majestic the River Nile floats on its way to the Mediterranean Sea. It is the main artery of life for Egypt, the yearly flooding bringing its gift of nutritious mud to fertilise the fields. But it is also the main transport route, even large ships can sail all the way up to Thebes, where the famous necropolis 'The Valley of Kings' is situated. If you venture up this river you should know that it has its perils of its own - huge and aggressive crocodiles and riverhorses, that can overturn a small boat easily. Which is why using a larger ship for your travel would be a good idea.&lt;br /&gt;
The River Nile is reached from the south-eastern part of the Mediterranean Sea and is the entrance to all Egyptian zones. You can also get here from a Time Trap in Old Carthage. Which one should be pretty obvious.&lt;br /&gt;
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[[#TOP|Back to top]]&lt;br /&gt;
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==== The Egyptian Desert ====&lt;br /&gt;
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The south part of Egypt, known as Upper Egypt or the Red Land, is a barren land. Apart from a narrow stripe along the Nile it consists mostly of desert. Harsh and forbidding is this desert; very few creatures can survive the heat of the day and the cold of the night, and you might find it a deadly task just to traverse it. Yet it is the only way to get to the famous Temple of Hatshetshup, which is situated beyond the Valley of Kings. On your way there you might be lucky enough to find the small shop in the middle of the desert.&lt;br /&gt;
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And talking to the people you will meet by the riverside before venturing into the desert might provide you with some valuable information - if you know how to use it.&lt;br /&gt;
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==== Temple of Hatshepsut ====&lt;br /&gt;
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This great female Pharaoh, who was more successful than many of her male counterparts, made Egypt more prosperous than in many centuries. Her ships sailed all the way to the land of Punt, bringing back immense riches; gold, myrrh and rare and valuable kinds of wood, like the black ebony and the red mahogany. To manifest her many deeds Hatshepsut built this great temple in the desert, where it would be hard to find for those that bear ill will. The temple is truly grand, few have seen the likes of this building or of the treasures harboured behind the pillared walls. But bad men and robbers go everywhere, and it is rumoured that some of the most valuable items have been stolen from the temple...&lt;br /&gt;
The entrance to this zone is from the Egyptian Desert. Good luck in finding it... Muhahaha!&lt;br /&gt;
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==== Lower Egypt ====&lt;br /&gt;
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The north part of Egypt, where the soil is dark and fertile, is known as the Black Land or Lower Egypt. It is a land of agriculture, where the people are totally dependent on the river for survival. It is a land of great social contrast, where the rich people are more prosperous than in most other countries, while the fishermen and the farmers are as poor and insignificant as the dirt on the ground. It is a land of religion, where the Priests hold much of the power and wealth and the Temples hold many of the secrets. It is a land of perils, like the great swamps east of the Nile estuary that only few dare to enter. And it is the land of myths, like the story about Isis and Osiris and the evil Seth, a legend that is a personification of the annual flooding of the river Nile. Perhaps you will become a part of this ancient legend during your travels through the land.&lt;br /&gt;
You will find several entrances to this zone along the River Nile.&lt;br /&gt;
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==== The Valley of Kings ====&lt;br /&gt;
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The Pharaohs of the Old Kingdom built the vast pyramids to contain their mummies, so that they would live for ever. The Pharaoh was buried deep inside the pyramid, surrounded by all the things he would need for the next life. The pyramids could be seen from great distances and were an easy target for thieves, who could break into them at night. The later Pharaohs wanted their burials to be safer, so they cut their tombs deep into rocks in this remote valley, but even so the grave robbers found ways of breaking into them. The passages were filled with enormous stone blocks, the doors were barred and sealed, dire threats were written on the walls to scare off any intruders, the graves were turned into mazes, full of deathtraps. And still the tombs were robbed...&lt;br /&gt;
The burial place of the Pharaos, known as the Valley of Kings, was once the home of a Bedouin tribe, and the members of that tribe didn't take kindly to being forcibly evicted from their ancestral home. They are set on revenge. The entrance to the Valley of Kings lies in the barren desert west of the River Nile, opposite the city known as Thebes in Old Egypt.&lt;br /&gt;
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==== The Realms of Hades ====&lt;br /&gt;
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When the ancient Greeks die, this is where they end up, in the dark Realms, where Hades is King and Persephone Queen. You have to be ferried over the River of Styx to enter this dark land, but if no burial rites have been performed over your corpse, you won't even be allowed in. If you cannot pay the obol that Charon will ask for the passage, you are doomed to wander for ever on the Fields of Shadow, near the groves of Persephone. But once past the Styx, you will reach the Asphodel Fields, the Vales of Mourning and the Plain of Judgement, where the good will be separated from the evil. If you have lead a good life, you will be sent to the Elysean Fields, the land of the happy dead. But the evil souls will be thrown into the pits of Tartaros, where they will be tortured by fire, until they repent and are given a second chance.&lt;br /&gt;
There are several backdoors to the Realms of Hades, but the main entrance is from Circe's island in the West Mediterranean Sea. But you might also end up there if you throw yourself over a precipice somewhere in the Cyclades... or do some other foolish action leading to your untimely death.&lt;br /&gt;
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==== The Greek Mainland ====&lt;br /&gt;
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Ancient Greece, the cradle of civilization and of democracy. There is an old saying; 'Even the ancient Greek...' illustrating how Greece has influenced modern man in many different ways. Warriors, demagogues, athletes, scientists, philosophers, poets, playwrights - the ancient Greeks had many strings on their lyre. You have probably read many of the myths; part history, part fiction. Heracles, Bellerophon, Agamemnon and Clytaimnestra in Mycenae, Helen of Troy, Achilleus and Ajax, Iason and Medea, Theseus and the Minotaur, Orfeus and Euridice, Oedipus of Thebes, Socrates and Platon, Archimedes - real or mythical persons, who have in many different ways influenced our litterature and our science. This is where they all lived, loved, fought and died - Ancient Greece.&lt;br /&gt;
This large zone, 800 rooms big, is mostly a grid, a 'travel zone', which can be regarded as a map over Greece. And it holds the entrances to many of the 'real' zones. However, this 'map' is inhabited with Gods and mortals, beasts and mythical creatures, some peaceful, some aggressive. So don't stray too far off the main track or the more densely populated areas in Argolis, Attica and Boetia, if you want to be reasonably safe from robbers and predators.&lt;br /&gt;
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==== The Aegean Sea ====&lt;br /&gt;
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Many great seafarers have traversed the Aegean Sea. Among the more famous were Jason and the Argonauts, setting out to capture the Golden Fleece; Theseus and Pirithoos, roving adventurers; the Achean fleet, setting out to conquer Troy under the leadership of Agamemnon; home-turning heroes like Odysseus, returning to Ithaka after the siege, and also some of the defeated Trojans like Aneas, who was looking for a new home and found it in Rome. All these famous heroes have sailed in these waters, and also innumerable others, who shall remain nameless. Because during the antique period the sea was the main route of communication, full of perils, but still faster and safer than traveling over land.&lt;br /&gt;
This zone is a travel zone, a 500 room large grid, which will connect you to Crete, the Greek Mainland and the Cyclades Archipelago, Asia Minor with Troy and the land of the Amazons, Macedonia and Thrace in the north, and all the Islands along the coasts. It is not a 'safe' travel zone however, sharks and other large sea creatures may attack and overturn a small boat, so it is best traversed by ship. You will find a small fleet of ships gathered at the cape of Aulis, and the fastest way to get there is by finding the right Time Trap in Old Carthage. Unless of course you want to do it the hard way, and sail there on your own.&lt;br /&gt;
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==== Greek Cities I ====&lt;br /&gt;
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Some of the cities of Peleponnesos in antique times come to life in this zone.&lt;br /&gt;
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- Olympia, where the Olympiad was born, and where the Games are held each fourth year. A prospering city, rich from all the visitors for the Games.&lt;br /&gt;
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- Pisa, the small neighbour city, envious of the prosperity of Olympia, but with a great history of its own. Pelops, who gave his name to the entire peninsula, lived, died and was buried in this city.&lt;br /&gt;
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- Argos, ruled by a tyrant, and with a dark past. Its history is a part of the blood feud between Atreus and Thyestes, sons of Pelops.&lt;br /&gt;
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- Tiryns, the city of Heracles, dedicated to the name of the great Hero, and making a hefty profit from exploiting it to Time Tourists.&lt;br /&gt;
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Olympia and Pisa are situated in the west part of Peloponnesos, Argos and Tiryns in the east.&lt;br /&gt;
More Greek cities are in planning: Sparta, Mycenae, Athens, Thebes and Delphi.&lt;br /&gt;
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==== Mount Olympus ====&lt;br /&gt;
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The Greek Gods were infamous for their adultery, temper tantrums, jealousy and vindictiveness. In fact, the Greek Mythology is like one endless Soap Opera - or even worse, because the Gods, with their immortal powers had options that few mortals enjoy. One of the most notorious was the King of the Olymp, Zeus himself, who had innumerable affairs with different women. He used to pursue them in different disguises; a bull, a swan, a cloud, a fire flame, a shower of gold... And then his jealous spouse, Hera, in turn used to pursue his mistresses and their offspring relentlessly...&lt;br /&gt;
Mount Olympus is where most of the Gods live in comfort and luxury, dining on Nectar and Ambrosia, plotting and scheming, quarrelling and having love affairs.&lt;br /&gt;
Those of you that know Shartrance also know that she is the right person to do justice to a scenario like this.&lt;br /&gt;
You will find the entrance to Mount Olympus in the Northeastern parts of the Greek Mainland, the region known as Pieria. &lt;br /&gt;
When the zone is completed, that is.&lt;br /&gt;
If you see Shartrance around, remind her of it.&lt;br /&gt;
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==== Mediterranean Sea ====&lt;br /&gt;
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All in all the Mediterranean Sea Grid with its groups of islands now contains ca 1300 rooms. Most of the islands can be entered and are smaller or larger zones of their own, an additional 400 rooms.&lt;br /&gt;
The grid may be expanded westwards later, as the known world grows.&lt;br /&gt;
For now the sea Grid consists of the following parts:&lt;br /&gt;
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North Aegean Sea	(North Sporades)	(400 Rooms - level 50-60)&lt;br /&gt;
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Southwest Aegean Sea	(Cyclades)	(120 rooms - level 10-20)&lt;br /&gt;
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Southeast Aegean Sea	(South Sporades)	(105 rooms - level 50-60)&lt;br /&gt;
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Ionian Sea	(Ionian Islands)	(300 rooms - level 40-60)&lt;br /&gt;
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East Central Mediterranean Sea	(Crete)	(185 rooms - level 30-50)&lt;br /&gt;
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East Mediterranean Sea	(Cyprus)	(200 rooms - level 50-60)&lt;br /&gt;
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West Mediterranean Sea	(The Odyssey)	(200 rooms - level 40-60)&lt;br /&gt;
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The entire sea grid is accessible with ships. There are 33 ships available in different locations along the Greek coast, most of them outside Aulis. And an additional 25 are located in harbours around the South Sporades, with Carpathos as the centre point.&lt;br /&gt;
As a general rule the sea is a rather dangerous place, with roaming flocks of sharks, so using a ship when venturing outside the shallow coastal waters is highly recommended.&lt;br /&gt;
Small parts of the sea (the Cyclades and the central sea between Crete and Carthage) are also guarded by the Sacred Shield of Thetis, making these parts reasonably safe from the most aggressives shark flocks.&lt;br /&gt;
If you venture outside the safe parts in a small boat - prepare to die!&lt;br /&gt;
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==== Carthage Bay ====&lt;br /&gt;
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Situated in the northeast part of the Archeological Excavation Camp of Old Carthage is Carthage Bay, a large bay sheltered by a coral reef - and a fence. The archeologists of Old Carthage have decided that they need some help from the visitors in their work, since the native workers have started to desert the Camp in superstitious fear of the Timetraps. So, Time Tourists are allowed to search for artifacts in the Bay. And if you find all the parts of an old item and turn them in to the right expert, you will be well rewarded.&lt;br /&gt;
And if you succeed in assembling them yourself, you'll be even better rewarded. Carthage Bay probably has the best fishing waters in the Realms, with plenty of easy and non-aggressive fish and other sea creatures to hunt. And since the bay is secured from large and aggressive sharks by a fence, many Time Tourists go there just for the safe and abundant fishing.&lt;br /&gt;
For the Questor, this is a very good place to get adjusted to the way questing usually works in 4D. The zone has all the tricks and treats of the high level zones, but without the dangers.&lt;br /&gt;
And it has these features to a much higher degree. While in a hard Quest zone you might have to search around 50 rooms before you find anything interesting, in Carthage Bay there is something hidden in almost every room. But HIDDEN is of course the key word, don't expect the pieces to lie out in the open.&lt;br /&gt;
You'll find the entrance to Carthage Bay if you go all north and then follow the fence east in Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== Aegean Islands ====&lt;br /&gt;
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There are 4 Main Island Groups in the Aegean Sea:&lt;br /&gt;
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- The Cyclades (which form zone 6P called Greek Archipelago).&lt;br /&gt;
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- The North Sporades, with the islands Euboea, Sciathus, Parapethus and Scyros.&lt;br /&gt;
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- The Thracian Archipelago, with the islands Thasos, Imbros, Lemnos, Tenedos, the somewhat isolated island Lesbos and the peninsula Athos.&lt;br /&gt;
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- The South Sporades or Dodecanese, with the islands Chios, Samos, Icaria, Calydnos, Calymne, Lebinthos, Astypalea, Cos, Anaphe, Nisyrus, Syme, Carpathos and Rhodes.&lt;br /&gt;
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- And far to the east in the Mediterranean Sea lies the isolated island Cyprus.&lt;br /&gt;
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Trading is abundant in all the Greek islands, and almost every island has some valuable asset that can be traded somewhere else. It is possible to travel among the islands in a small boat, but if you leave the coastal waters or the archipelagos a ship is recommended, due to the flocks of sharks. Apart from the perils of the sea, most of the islands are comparatively safe, as long as you don't break the peace yourself. The exceptions from this rule are Tenedos, where a guerilla war is raging, and Icaria, which is possessed by pirates.&lt;br /&gt;
The enterprising Trader would be advised to start out on Carpathos, northeast of Crete, where you can get access to Sea Charts and Trading Charts.&lt;br /&gt;
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==== Ali Baba's Cave ====&lt;br /&gt;
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You have probably heard about Ali Baba and the 40 thieves, and the hidden cave with all the legendary treasures they collected on their raids to the Sultan's palace. Now is your chance to find out if these legends are true.&lt;br /&gt;
Of course, you need to get through the desert to find the cave first...&lt;br /&gt;
And then figure out how to get into the cave...&lt;br /&gt;
But that shouldn't be too hard for a smart guy like you.&lt;br /&gt;
This zone is mainly for those who just left the Newbie zones, and are looking for something a bit more challenging, but still not too hard. It was created by one of the Helpers, so it has some easy quests, designed to teach you some of the things that are special for this Mud. Things like listening, smelling, looking behind and under things and so on...&lt;br /&gt;
You will find the zone just east of the Gate that leads to the Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== Arabian Desert ====&lt;br /&gt;
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This is the link between Europe, Africa and the Orient. Situated east of Egypt, this vast and arid desert is a dangerous place, and most people crossing it prefer to travel in groups or caravans. The heat alone could kill you, but there are also raiders, poisonous snakes, locust and other plagues. And yet people manage to live in this desert, nomad tribes, living in tents made of Oryx hide. There are a few oasises, where you can find shadow and water. And also there are some tales of a mysterious forest in the heart of the desert.&lt;br /&gt;
Is it just a mirage? Is it the confused ramblings of exhausted travelers on the verge of heat stroke? What is the truth about the mysterious forest?&lt;br /&gt;
You can enter this desert from the southeast corner of the Mediterranean Sea.&lt;br /&gt;
Or from the time trap in the northernmost excavation trench on West Path in Old Carthage.&lt;br /&gt;
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==== The Land of Punt ====&lt;br /&gt;
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The legendary Land of Punt... This is the place where Queen Hatshepsut sent her famous expedition that brought exotic and rare treasures back to Egypt.&lt;br /&gt;
Since then others have followed in her footsteps, but few have returned. The way to Punt is long and full of perils, and once there you might find that the land itself is equally perilous. Even though the natives are mostly friendly, you'll have to deal with the large animals of the jungle and the savannah - lions, leopards, elephants, giraffes, not to mention several breeds of poisonous snakes... And if you think that the jungle is perilous, this is nothing compared to the limestone caves that you will find in another part of Punt. There are also mythical creatures, of which even the natives speak with fear and awe, like the Dzunkwa, who is said to feed on small children.&lt;br /&gt;
And still many people find it worth while braving the hardships and perils, just for the exotic treasures and the trading opportunities. To find the Land of Punt, you need to travel up the Nile, past the Land of Kush and the swamp where the pygmies live. But if you expect to have any success in trading with the natives, you'd better learn the language or find some kind of translating device that works.&lt;br /&gt;
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==== Upper Nile ====&lt;br /&gt;
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While the Lower Nile flows broad and lazy through a fertile cultivated valley, the Upper Nile has a different character. The current is swifter, the river is much narrower, and the surrounding landscape, with the exception of a narrow green basin along the river shores, is much harsher. Through a long part of its course, the Upper Nile flows through the vast and inhospitable Sahara desert, where not many life forms can survive. But along the river basin civilization has developed, and the cities, temples and graveyards of Kush are just as amazing as those of Egypt.&lt;br /&gt;
Situated along the upper Nile are also the famous temples of Philae and Abu Simbel, which were erected by the Egyptians.&lt;br /&gt;
There are six cataracts between Aswan and Khartoum, and these make sailing more difficult, since you have to drag the ships past the rapids. At Khartoum the Nile splits in two arms, one emanating from the Abyssinian highlands, the other from the steaming jungles and swamps of Central Africa. And somewhere along its course you'll find the legendary Land of Punt.&lt;br /&gt;
The Upper Nile is mainly a Travel zone, which connects Egypt with the Land of Kush, and beyond that the legendary Land of Punt, but it also has its own challenges and quests. Above all it is a Trading zone, and you'll find Trading Markets in several places along its course. And if you are headed for Punt, it might be a good idea to keep your eyes and ears open along the way, because both the Egyptians and the Kushites seem fascinated by that country. To get to the Upper Nile zone you need to travel upstream from the estuary, through the lower Nile and past Aswan.&lt;br /&gt;
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==== The Desert of Wawat ====&lt;br /&gt;
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The northern parts of the vast Sahara desert is known as Wawat, or Lower Kush. It is an arid, desolate country, where only a few nomad tribes can survive with their herds. No wonder that the Egyptians mostly refer to Kush as 'The wretched Lands'. But Wawat also has a very strategic location, and several goldmines.&lt;br /&gt;
The Egyptians and the Kushites constantly fight for power over the territory, although the two countries officially are at peace and have close and frequent trading contacts.&lt;br /&gt;
Wawat is also a place that attracts archaeologists, because of the many nomad graves, and because of the treasures lost by caravans and other travellers that have perished in the sand and the heat.&lt;br /&gt;
This 200 room grid zone should be a good levelling place for reasonably strong players, because it has the unique feature of loading mobs that are adapted to your level and tier when you enter 6 special rooms.&lt;br /&gt;
It also has several quests, some pretty easy, some very hard. Helping the nomad people of Wawat could be one vocation, but you might instead prefer to assist the Egyptian garrisons in the forts along the Nile.&lt;br /&gt;
The Desert of Wawat is situated at the northern part of the Upper Nile, between Aswan and Kerma.&lt;br /&gt;
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==== The Land of Kush ====&lt;br /&gt;
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Few people know about it today, but the civilization in Kush, which is also known as Nubia, is the oldest one in Africa, and just as advanced as that of ancient Egypt. There are in fact more pyramids in the Land of Kush than you can find in all Egypt. Names like Kerma, Napata, Meroe and Khartoum are well known to both travellers and historians.&lt;br /&gt;
Religion and the belief in a Life after Death was as important to the Kushites as to the Egyptians, and they shared many of the deities. The Kushites were known for their exquisite handicraft, in particular pottery, patterned cloth and bronze weapons. But most of the artwork was created as grave goods, and was buried in the tombs to make life on the other side easier for the dead.&lt;br /&gt;
The main city, Kerma, is actually two cities, where The City of the Dead is a mirror of The City of the Living. At Napata, where the Kings of Kerma are crowned and buried, you'll find not only the large burial ground of Nuri, but also the famous mountain Gebel Barkal, with its row of temples hewn into the rock proper.&lt;br /&gt;
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=== The Medieval Dimension ===&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
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|(10-50) || [[#Olde_Yorke_City|Olde Yorke]] || Molly || 250 rooms&lt;br /&gt;
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|(10-20) || [[#The_Tournament_Place|Tournament Place]] || Molly || 50 rooms&lt;br /&gt;
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|(20-40) || [[#The_Robber_Baron_Castle|Robber Baron Castle II]] || Molly || 100 rooms&lt;br /&gt;
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|(10-50) || [[#Sherwood_Forest_and_Nottingham_City|Sherwood Forest]] || Molly || 200 rooms&lt;br /&gt;
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|(20-50) || [[#The_Viking_Ship_and_Green_Fen_Village|Viking Ship]] || Molly || 100 rooms&lt;br /&gt;
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|(10-50) || [[#Pirate_Galley|Pirate Galley]] || Molly || 100 rooms&lt;br /&gt;
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|(40-50) || [[#The_Convent_and_Nunnery|Convent and Nunnery]] || Molly || 100 rooms&lt;br /&gt;
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|(30-50) || [[#Camelot_and_Durmandle|Camelot]] || Molly || 190 rooms&lt;br /&gt;
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|(30-50) || [[#Castle_of_Mirkheim|Castle of Mirkheim]] || Lanseril || 85 rooms&lt;br /&gt;
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|(30-50) || [[#The_Elven_Forest|Elven Forest]] || Malfeasor/Sonya || 100 rooms&lt;br /&gt;
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|(30-45) || [[#Metropolis_of_the_Elves|Metropolis of the Elves]] || Fallacy/Sonya || 100 rooms&lt;br /&gt;
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|(10-30) || [[#Sanctuary_Haze|Sanctuary Haze]] || Kelixa/Sonya || 100 rooms&lt;br /&gt;
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|(10-50) || [[#The_High_Mountains_and_the_Tower_of_Rapunzel|Tower of Rapunzel]] || Molly || 100 rooms&lt;br /&gt;
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|(30-50) || [[#Troll_Forest|Troll Forest]] || Zsijn || 100 rooms&lt;br /&gt;
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|(30-50) || [[#Osten_Ard|Osten Ard]] || Moonstar/Molly || 100 rooms&lt;br /&gt;
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|(20-40) || [[#The_Ice_Castle|Ice Palace]] || Niketh/Molly || 100 rooms&lt;br /&gt;
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|(30-50) || [[#Mount_Winter|Mount Winter]] || Kristen/Molly || 100 rooms&lt;br /&gt;
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|(40-50) || [[#The_Temple_of_the_Damned|The Temple of the Damned]] || Nicoli/Lonewolf || 100 rooms&lt;br /&gt;
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|(30-50) || [[#Dun-Shivaar|Dun-Shivaar]] || Remington || 100 rooms&lt;br /&gt;
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|(10-20) || [[#The_Serf_Village|The Serf Village]] || Molly || 100 rooms&lt;br /&gt;
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|(30-50) || [[#The_Township_of_Odessin|The Township of Odessin]] || Crystal || 200 rooms&lt;br /&gt;
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|(50-60) || [[#The_Lostlands|The Lostlands]] || Molly || 80 rooms&lt;br /&gt;
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|(40-50) || [[#Fenezia|Fenezia]] || Molly || 80 rooms&lt;br /&gt;
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|(30-50) || [[#A_Rip_in_Time|A Rip in Time]] || Crystal || 400 rooms&lt;br /&gt;
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|(30-50) || [[#Mother_Goose|Mother Goose]] || Shartrance || 180 rooms&lt;br /&gt;
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|(40-50) || [[#The_Midlands|The Midlands]] || Soulstar || 150 rooms&lt;br /&gt;
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|(30-50) || [[#Dragon_Island|Dragon Island]] || Lonewolf || 100 rooms&lt;br /&gt;
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|(30-50) || [[#Enchanted_Lands|Enchanted Lands]] || Seraphine || 200 rooms&lt;br /&gt;
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|(30-50) || [[#City_of_the_Tulipek|City of the Tulipek]] || Seraphine || 55 rooms&lt;br /&gt;
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|(45-50) || [[#Mount_Kuromeru|Mount Kuromeru]] || Seraphine || 55 rooms&lt;br /&gt;
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|(10-50) || [[#The_Citadel_of_Thandar|The Citadel of Thandar]] || Durgan || 100 rooms&lt;br /&gt;
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|(30-50) || [[#The_Town_of_Ta-Beneth|The Town of Ta-Beneth]] || Durgan || 70 rooms&lt;br /&gt;
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|(50-150) || [[#The_Dragon_Caves|The Dragon Caves]] || Sonya || 100 rooms&lt;br /&gt;
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|(10-30) || [[#The_Royal_Forest|The Royal Forest]] || Alabastor || 100 rooms&lt;br /&gt;
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|(25-40) || [[#The_NightDragon_Realms|The NightDragon Realms]] || Kvetch || 200 rooms&lt;br /&gt;
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|(25-50) || [[#The_Land_of_Avalon|The Land of Avalon]] || Molly || 65 rooms&lt;br /&gt;
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|(40-150) || [[#The_Mountain_Village_of_Gelindril|The Village of Gelindril]] || Tocharaeh || 100 rooms&lt;br /&gt;
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|(50-150) || [[#The_Flying_Fortress|The Flying Fortress]] || Tocharaeh || 100 rooms&lt;br /&gt;
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|(25-50) || [[#The_Dragon_Forest|The Dragon Forest]] || Angel/Kvetch || 100 rooms&lt;br /&gt;
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==== Olde Yorke City ====&lt;br /&gt;
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This large town with narrow and winding streets is the first that meets you when you take the Time Warp to the Medieval Dimension. Surrounded by its broad moat and protecting town wall, guarded by archers from the ten defence towers, the City of Olde Yorke is the natural centre of the blooming eastern parts of medieval England. Here you will find shops, banks, Inns and Pubs, to fulfil all your needs, here also the Administration and Law of the Eastern Realms is situated in the impressive Town Hall. And the Cathedral is said to be the largest and most beautiful in all England. You will be quite safe in this city as long as you don't break the peace. But if you do - beware of the Cityguards...&lt;br /&gt;
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==== The Tournament Place ====&lt;br /&gt;
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Situated just east of Olde Yorke, the Tournament Arena offers the most popular form of divertissement during Medieval time. Almost every day the gallant knights of the country encounter each other in mortal combat or playful joust in this Arena, while the nobles of the country watch the games from the gallery, and the peasants and sundry mill and throng outside the fence to catch a glimpse of their favourite knight. The first Sunday of every month the famous &amp;quot;Knight of the Month&amp;quot; Tournament is held, to decide who is the most powerful knight of the Realms. If you want to measure your strength against other players without registering as PKiller, you can go one step down from the center of this arena, to the Gladiator Pit, where you can fight without risking to lose your corpse or get a KILLER Flag. You could also go to the &amp;quot;Arena&amp;quot; of 4 Dimensions, another place where you can meet other players in mortal combat, regardless of whether you are registered as a &amp;quot;Pkiller&amp;quot; or not. You need an imm to start the Arena, whereas the much smaller Gladiator Pit is accessable at all time.&lt;br /&gt;
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==== The Robber Baron Castle ====&lt;br /&gt;
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The Robber Barons are the disgrace of feudal England. Oppressing and abusing their unfortunate tenants, ambushing innocent travellers, taking hostages and claiming enormous ransoms from their poor relatives, they gather their illegitimate riches, always expanding their powers to add more land and properties to their already enormous domains. The walls of their castles are thick and impenetrable, the dungeons deep and dark - he who dares enter this castle does so at his own peril. You will find the Robber Baron's castle in the eastern Realms, just east of the Tournament Place.&lt;br /&gt;
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==== Sherwood Forest and Nottingham City ====&lt;br /&gt;
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The Road to Nottingham passes through the infamous Sherwood Forest, where Robin Hood and his merry men defy the Law of feudal England. As soon as you leave the comparatively safe road and venture into the woods, a green-coated archer may lurch behind every tree. You may risk your purse, if not your life, when you enter this forest, and it isn't necessarily the green-coats that present the greatest peril. The Sheriff's men have been known to attack innocent travellers too. But if you make it safely to the small town of Nottingham, some of the best shops in the territory await you there. Sherwood Forest is situated in the eastern Realms, east of the Tournament Place and the Robber Baron's castle. Just follow Tournament Road, Dirt Road and Nottingham Road, and you will soon be there.&lt;br /&gt;
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==== The Viking Ship and Green Fen Village ====&lt;br /&gt;
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The rough and uncouth warriors from the distant Northern countries regard the eastern coast of England as their own private playground. Every year a Viking Ship hits the lush and marshy coast near the small village Green Fen. But while the farmers of the coastal area complain bitterly about the ravaging Vikings, the resourceful villagers have adjusted to the situation.&lt;br /&gt;
Green Fen has developed from a poor fisherman's village, to a prospering Tourist Centre, offering the visiting Vikings all sorts of accommodation and services - mostly in the form of licensed houses (the Vikings like to hit the booze between battles). To find Green Fen, just follow the road leading eastwards from Olde Yorke until you reach the east coast.&lt;br /&gt;
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==== Pirate Galley ====&lt;br /&gt;
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If The Vikings are a pain in the butt to the coastal inhabitants, the Pirates from the Mediterranean sea are an even worse plague. In a small, natural harbour on the east coast a Pirate Galley Ship is hiding, while the crew raids the neighbourhood. Having gathered priceless treasures in several countries before arriving at this remote coast, the Galley Ship presents a rich prize for an enterprising adventurer, who has the timing of hitting it while the main part of the crew is ashore looting the countryside.&lt;br /&gt;
The easiest way to find the Pirate galley might be to follow the river Tain north- and eastwards from the bridge of Nottingham, and then go north at the estuary.&lt;br /&gt;
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==== The Convent and Nunnery ====&lt;br /&gt;
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Surrounded by impenetrable high walls, the adjacent Monastery and Nunnery present a sanctuary as well as a challenge. Somewhere inside those walls a very powerful item has been hidden - hidden so well that so far nobody has succeeded in finding it. The two convent orders share the same church - and as the attentive explorer will discover, they also have a lot of other things in common. In fact there are more secret passages between those two convents than you would ever dream of. Oh well, even monks and nuns are entitled to some fun, aren't they? The twin Convents are situated just northeast of the Tournament Place in the Eastern Realms.&lt;br /&gt;
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==== Camelot and Durmandle ====&lt;br /&gt;
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The West Trade Road that leads from Olde Yorke To Camelot is long and full of perils. But once you get your first glimpse of that golden citadel from the rolling hills east of Durmandle, you realise that the road is well worth travelling. Don't forget to actually LOOK at the castle, to behold its true grandeur. The gallant knights of King Arthur's Round Table await you there. And further west, past the Crystal Mountains and the elven forests maybe a ship will be waiting one day at Land's End, to take you to new and unexplored continents...&lt;br /&gt;
You will find Camelot far off in the Western realms,but beware! - Only the truly good are allowed to enter Camelot Castle.&lt;br /&gt;
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==== Castle of Mirkheim ====&lt;br /&gt;
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West of Olde Yorke loom the Svalich woods, dark and dangerous. And hidden in these dark woods sits the even darker castle of Mirkheim. The rumour has it, that the inhabitants of that castle are all vampires. And very few of those that dared enter this castle of death ever came out alive again. But those that did, tell about a rich loot, that made up for the perils and horrors of this infamous castle. If you are strong enough and brave enough to defy the dangers, maybe you'll even encounter and defeat the dreaded Lord Mirkheim himself.&lt;br /&gt;
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==== The Elven Forest ====&lt;br /&gt;
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Even though most of the elves have left England by now, there still are some elven strongholds far off in the western parts of the country. This majestic Beech forest may look like an ordinary wood to those that are not attentive of their surroundings. But high over the ground, in the dense and mysterious crowns of the trees, there is a secret world of its own, where the elves lead their lives hidden from all human eyes. To get to the elven countries, just follow West Trade Road past Durmandle. But if you dare enter it - beware! The elves object to intrusion and they are aggressive and formidable warriors when riled. And finding the key to their Realms might not be so easy...&lt;br /&gt;
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==== Metropolis of the Elves ====&lt;br /&gt;
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In the northern parts of the Elven Forests, the lucky wanderer may find the secret portal, which will take him to the hidden and almost forgotten Metropolis of the Elves. The very few that have found the way to this grand city speak with awe of the many mysterious and powerful items you can find in the shops of this magnificent metropolis. Here also the great elven Poet Taliesin resides, a man known and respected by bards all over the country for his sonnets. You might want to join in the yearly Poet Contest, where Bards from every part of the land congregate to test their skills with the feather pen against each other.&lt;br /&gt;
But once again - take care... The elves are not particularly fond of visitors of foreign races, and natural enemies like Dwarves and Drows they may attack on sight.&lt;br /&gt;
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==== Sanctuary Haze ====&lt;br /&gt;
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Under the floor of the magnificent Yorke Cathedral lies a secret world of its own. Dark and mysterious crypts await you, an eerie and dark graveyard, haunted by the ghosts of long time gone inhabitants of a once grand and luxurious manor. In this world of darkness all your worst nightmares may spring into reality and the fiends and imaginations of some sick and feverish mind spring to life to plague and torture your body and soul. Enter this dark world, and you may loose your own mind...&lt;br /&gt;
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==== The High Mountains and the Tower of Rapunzel ====&lt;br /&gt;
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North of Olde Yorke some high and perilous mountains tower over the plains. The north Trade Road passes through those mountains, but the merchants using it tend to stick together in large caravans, and make the passage as quickly as possible, for fear of the wolves and highway robbers that infest those desolate places. So even if many of the travellers wonder about the high, lonely tower, that you can discern from the distance, not many have dared to explore it. And very few of those that did have lived to tell the story. For there IS a story about that old tower - and a secret. And there are treasures beyond your imagination to win for anybody who succeeds to solve the mystery of the Tower of Rapunzel...&lt;br /&gt;
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==== Troll Forest ====&lt;br /&gt;
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This is a pretty nasty zone, designed by one of our strongest and most evil players to be a challenge to all the best characters in the game. You should not even THINK of going there if you are below level 50. And even at that level, trying to mess with the one called Jaih would probably give you nothing but grief. And if you think Jaih is a tough cookie - try the Dreadlord...&lt;br /&gt;
Perhaps you think the equipment is worth all the effort and dangers? Well, in the Troll Forest you might very likely ending up LOSING all your equipment, instead of gaining it. And the perils in Dunshade Manors ar no less.&lt;br /&gt;
You will find the entrance to this zone somewhere along the West Trade Road, near the Halfway House. But be warned: This is not a zone for the weak or craven or feeble-minded.&lt;br /&gt;
Watch out for Jaih - and the deathtraps...&lt;br /&gt;
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==== Osten Ard ====&lt;br /&gt;
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The realms of Osten Ard are large, and many adventures await a visitor to this distant part of Old England. In the city of Hayholt a struggle between good and evil goes on, after the good King John died. On the surface all may seem calm and peaceful, but in the deep and dark dungeons and mines underneath the castle dark forces rule. West of the little city of Hayholt lies the Aldehorte Forest, where the proud and beautiful Sithi people reside, and if you choose to travel eastwards you will pass a small Troll Village, the Keep of Naglimund and eventually reach the cold and desolate country around the StormSpike, where the evil Norns reside.&lt;br /&gt;
The legends say that a Stranger will save the City of Hayholt in its greatest hour of need. Perhaps you are that stranger?&lt;br /&gt;
To get to Osten Ard you must travel northwards from Olde Yorke, past the High Mountains and the Gypsy Camp.&lt;br /&gt;
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==== The Ice Castle ====&lt;br /&gt;
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Way up north in the Northern realms, where the snow never melts, you will find this magnificent castle, built entirely of snow and ice. Here reside King Lachdanan and Queen Adia, guarded by Snowman Guards and ruling a land of eternal winter. Their hearts are as cold and cruel as ice too, and they show little mercy to any travellers that break the peace in their ice cold domains. But still warm love and hot feelings exist in this land of eternal cold and snow, an unexpected romance between a poor and humble poet and the richest and most powerful woman in the Realms.&lt;br /&gt;
You will find the road leading north to this castle in the eastern part of Osten Ard past the City of Hayholt and the Keep of Naglimund, so even getting here will take some effort.&lt;br /&gt;
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==== Mount Winter ====&lt;br /&gt;
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A gigantic mountain, covered with eternal snow, towers ominously over the town of Winterville. In spite of the always present threat of avalanches, the citicens of this small town spend their lives quite happily, skating on the icerink and making a good profit from selling supplies to those that come here with the sole purpose of climbing that high mountain. Maybe you are one of those brave mountaineers too? If so, beware, the paths leading up the mountain are icy and treacherous - one false step and you are a gonner...&lt;br /&gt;
And what if you meet Big Foot up there?&lt;br /&gt;
You will find this mountain in the Northern realms, east and north of Osten Ard, and north of the large forest where the Ice Castle is situated.&lt;br /&gt;
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==== Temple of the Damned ====&lt;br /&gt;
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Buried deep in unfamiliar woods lies an unknown entrance to a long-forgotten temple of a legendary cult, once known for its vile and horrific human sacrifices. Ancient tomes that have long ago fallen to dust, once spoke about an evilness that lives - nay thrives - upon the evil of all creatures.&lt;br /&gt;
Innumerable adventurers have lost their souls trying in vain to rid the realm of this evil presence. Ever-growing, ever-feeding upon evil deeds and thoughts, this temple will continue spreading its influence till all creatures submit... or die. Be forewarned: None who have entered has ever returned from where upon they left. You will find the entrance to this temple in the dark and dangerous Svalich Woods.&lt;br /&gt;
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==== Dun-Shivaar ====&lt;br /&gt;
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Once this was a great and prosperous merchant city, famous for its Elf &amp;quot;Academet&amp;quot; and its grand Park of the Golden Bunny. But lately some dark and mysterious curse seems to have crept in on the city, draining the life and willpower from its citizens, spreading like the black plague in wider and wider circles. Already travellers are avoiding the city, giving it a wide berth rather than entering the tall gates. Already rumours and strange tales are being spread in taverns and inns all over the Eastern Realms. Few people dare visit Dun-Shivaar today - even fewer return from the visit to tell their story. The city is still there, at the end of the trail leading south through Sherwood Forest. But only the strongest and bravest - or the most foolhardy? - travel there now, in search of the vast treasures that also are said to be found there. And since few ever return, maybe the time soon will come, when Dun-Shivaar sinks into total oblivion?&lt;br /&gt;
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==== The Serf Village ====&lt;br /&gt;
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In a small miserable village the serfs lead their miserable lives, crammed into small ramshackle huts, working 18 hours a day to keep starvation from the door. The serf village is situated south of the Tournament Place, among small and meagre fields, yielding sparse crops of barley, oats and potatoes. A curious detail that a visitor can observe is, that almost all the serf children show an amazing likeness to the Robber Baron Rudolf von Dummkopf, who resides in the large castle nearby. This is due to a medieval custom called 'Droit de Seigneur', which means that the feudal lord has the right to the first night with any young woman among his tenants. In fact the Baron is the father of every single child in that village - except one. And as for that child, there is a secret about his heritage, a scandal that might rock the walls of another great castle once it gets known...&lt;br /&gt;
To get to the Serf village follow River Walk west of the Tournament Place southwards. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== The Township of Odessin ====&lt;br /&gt;
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The zone contains not only the Town of Odessin with its famous shops, but the surrounding countryside as well, with large forests and trackless swamps, haunted by trolls and dark fiends. There is a built-in quest, where you can earn tokens. There is some rather special equip, and no less than four artifacts - if only you can find them. To get to this zone, just follow the Southern Trade Route, from the south gates of Olde Yorke. Some dangers may await you along that road, but they are nothing compared to the perils that you will encounter in the Realms of Odessin - where the name of Alacaurde, the Evil incarnated, is still vividly alive, although he himself is dead...&lt;br /&gt;
Or is he really...? And, if you get to the Keep of Odessin, watch out for Mistress Lydia, the Demoniac. Rumour has it that her tastes are twisted and peculiar, and you might end up as the latest victim of her pleasure...&lt;br /&gt;
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==== The Lostlands ====&lt;br /&gt;
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South of the little fishing village Green Fen on the east coast of old England lies the vast and trackless swamp, locally known as the Lostlands. The name has two meanings. The villagers believe that the souls of sailors perished at sea have drifted in with the wind and are now lost for ever in the dense mists that perpetually cover the swamp. Some people even believe that the mists are FORMED by all those unhappy souls, trapped for ever by a strong spell that prevents them from crossing the river Main to the north. But there is another and more sinister meaning of the name too. Very few people who enter that swamp are ever heard of again. Stories are told about the monstrous swamp goblins and trolls that roam the area, and of their lust for human blood. Stories are told about the ghosts, who also yearn to suck the blood of the living in an attempt to acquire some of that warmth and life for themselves. And often during still nights bloodcurdling screams can be heard from inside the dense mists...&lt;br /&gt;
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==== Fenizia ====&lt;br /&gt;
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The legendary Fenizia, the City of Light and Darkness, is also known as the city of the Poison and the Dagger. It is ruled by six families of nobles, each of them at each other's throat. Superficially it is a city of beauty, with stately palaces lining picturesque canals. But if you are able to penetrate below the bland tourist surface, you will find many a dark secret. Most people visit Fenizia just to view the sights and to acquire the poisons and antidotes available there. But Fenizia is so much more. It's a city full of plots and revenge and murder and hired assassins.&lt;br /&gt;
It is a place where you could just as easily lose your life as your purse.&lt;br /&gt;
So if you really want to know Fenizia, you must dig a lot deeper. You must listen at doors and look under beds and behind paintings, in the search for secret passages and hidden caches. You must use all five senses, and maybe a sixth sense would not be out of place, if you want to unravel all the mysteries of this grand City.&lt;br /&gt;
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==== A Rip In Time ====&lt;br /&gt;
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This area has the feeling of Scotland in the ancient times, but there is also a mystery edge to it. No less than seven castles awaits you to be explored in the vast and perilous Highlands, each with its own mysteries and challenges. Travel the Sea of Illusions and fight against mythical sea monsters - maybe even the legendary Loch Ness monster might find its way here through secret, underground rivers. Take a ferry ride to the mainland and wander the highlands, battling the aggressive creatures that inhabit them. Seek out the castle of riddles and try to solve the puzzles there.&lt;br /&gt;
Or you can soar among the clouds with the creatures of the air and go shopping in a small town located in the sky. You will of course need wings to go there, but those will be provided, if you keep your eyes open.&lt;br /&gt;
Witchcraft rules in the Highlands, but the witches are not all evil, some of them you might find rather helpful - or at least the potions they brew will be.&lt;br /&gt;
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==== Mother Goose ====&lt;br /&gt;
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This is the story of Snow White and the Seven Dwarves, but told like you have never heard that story being told before. Actually the zone contains 7 stories, one for each of the dwarves. In this zone you will learn some new things about Little Red Riding Hood and the Big Bad Wolf, about the Beauty and the Beast, Cinderella and Prince Charming, and some other well known story book characters. But don't expect these tales to be anywhere near those that your mother used to tell you. This version of the good old Mother Goose Bedtime Stories is definitely not for children. You will get lost in dungeons and forests, learn why Happy is so uncommonly happy, find out if Bashful is really as shy as he looks, and hopefully help a few separated couples to get back together - that is IF you are able to solve the pretty nasty problems that Shartrance put in the way of True Love. You will find the entrance to this zone in the Library of Olde Yorke. (The Adult Department). And remember that you have to be above 18 to enter that Department. This story is definitely not for kids!&lt;br /&gt;
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==== The Midlands ====&lt;br /&gt;
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There is a dark threat looming over the Realms. Some evil force is sucking all the magic out of the World into the Underworld. The people in Midlands are worried - even the first Wizard is at a loss about what to do. Maybe you could help? While traveling over the Midlands you'll meet many perils, but also ordinary, friendly people in need of help. The main Quest of this zone is of course to save the World! But you may find that this won't be an easy task. Not much is what it seems to be in this zone. There are many wicked secrets and surprises, so you'll have to watch your step. This is not the place for the weak - or the slow-witted. The rewards may also be great... But remember - illusions can be deadly!&lt;br /&gt;
You will find the entrance to the Midlands somewhere near the Halfway House on West Trade Road - at least that is what the rumour says...&lt;br /&gt;
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==== Dragon Island ====&lt;br /&gt;
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On the eastern coast of old England lies this small island, where the Dragons still rule. In fact the Mayor and the citizens of the small city known as Grumville are really worried that one day the dragons will invade the city and kill all the inhabitants. The city is strongly fortified, but will that really help against flying dragons? The Mayor might ask you for help to defend the city, by finding an object of protection that was lost long ago. But to find this object you must pass the Unforgiving Forest, and venture into the Realms controlled by the dragons. Maybe even enter the dreaded Dragon Tower. Of course - as everybody knows, dragons like to collect treasures of gold and jewels, so it might well be worth your time.&lt;br /&gt;
You will find the Dragon Island near the village Green Fen, outside the estuary of the River Tain, on the east coast.&lt;br /&gt;
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==== Enchanted Lands ====&lt;br /&gt;
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More than five centuries ago the Lands of Shetreleigh were sealed off, after a great and evil peril had been warded off. Now these once grand lands lie almost deserted, although the observant adventurer might discover traces of civilizations long lost, and battles once fought. But there is still hope.&lt;br /&gt;
Though the defenders all perished - well at least ALMOST all - a small group of their descendants has lately returned, mainly to find out what happened to their ancestors, and how the even greater threat still lurking might be averted. The final battle has yet to come. Perhaps with your help the good forces might finally triumph over the evil that lurks beyound Mount Kuromeru.&lt;br /&gt;
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==== City of the Tulipek ====&lt;br /&gt;
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Hidden high and deep in the trees of the Mystical Rainforest lies a village of free, powerful fairy people called the Tulipek. Turned tiny, you fly through the village harmoniously in the trees. Shops and homes lie both inside and on platforms built around the gigantic rainforest trees. Fairies of all colors whisk about you, leaving trails of musty light. Meet Sentries, the rainbow family, and the wise ancient elders of Floreidellis.&lt;br /&gt;
It is peaceful and enchanted, but a sickly tree infested with mysterious rainforest insects threatens the village. What is causing this sudden menace?&lt;br /&gt;
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==== Mount Kuromeru ====&lt;br /&gt;
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Dare you enter the rift that stands between you and the barrier before the sinister Black Mountain? Indescribable fiendish creatures prepare for battle against all that exists in this world. The threat of Shetreleigh attempts to be unleashed again, waiting for the entire shield to drop.&lt;br /&gt;
Atop the mountain of pure shadow stands a tall black tower - The Tower of Abyss, named for the bottomless Abyss that surrounds it, a pit of eternal anguish. The tower reaches high into the red storm clouds, many floors of trick and temptation. Do not be too anxious to enter, a safer road must be available. Find the secret of the shield, the cause of the rift within it, and perhaps you could be the destined mortal to at last avenge the scourge of the Enchanted Lands.&lt;br /&gt;
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==== The Citadel of Thandar ====&lt;br /&gt;
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South of Yorke, somewhere in the Dwarven Mountains, lies one of the doorways into the deep Dwarven mines and the shining citadel known as Thandar. The dwarves welcome the other races with open arms, except for those cursed dark elves, whose city is even further underground. Many of the citizens of Thandar need a little help with some problems and you might get the chance to try your hand at some underground mushroom farming - that is, if the Cook doesn't discover your trespassing and throws you out.&lt;br /&gt;
And it's the King's birthday too, so make sure and get him something he'll like. Oh, and watch out for that dragon, he's a might bit upset right now...&lt;br /&gt;
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==== The Town of Ta-Beneth ====&lt;br /&gt;
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The Town of Ta-Beneth is the home of evil folk known as dark elves. They glory in their vile ways and serve a lich queen who worships a dark Goddess. The town is at war with the Citadel of Thandar, whose goody-goody ways run counter to everything the dark elves believe in.&lt;br /&gt;
But someone has stole the deck of Tarot cards, a very magical source of power, from the Seer of Ta-Beneth. The vile thieves have seperated the deck and hidden each card in a secret place. Finding the cards is only half the battle, for not even the Seer herself can put them back into a whole deck.&lt;br /&gt;
To get to the new zone you need to find the hidden entrance, somewhere in the dwarven tunnels. If you have trouble in finding it, a visit to the girl who runs the New Age Shop in Pleasure Planet might be of assistance. Just don't ask me how. These seers and witches have their own mysterious ways...&lt;br /&gt;
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==== The Dragon Caves ====&lt;br /&gt;
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Somewhere far out in the Sea of Illusions that flows through the Rip in Time is an island where dragons go to rest. There is a warren of tunnels and caves that riddle the ground under the mountain that covers the entire island. Dragon guardians, an elite group of highly skilled warriors, patrol the caves and watch over the dragons while they sleep. The dragons come in many colors, but only one size, HUGE, each with its own set of unique magic or skills. There are rumors that the scales of some of the dragons can be used to enhance mortal items... but rumor is all it is, since so few who go into the caves ever come back out.&lt;br /&gt;
This area is only meant for the strongest of Time Travellers that have defeated the toughest of creatures found throughout the 4 Dimensions.&lt;br /&gt;
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==== The Royal Forest ====&lt;br /&gt;
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The Royal Forest, situated northeast of Olde Yorke, is surrounded by a high wall, to keep the King's deer and sheep that graze there in, and predators and trespassers out. Unfortunately some vermin have been able to slip in anyhow, through cracks in the walls, and there even are rumours about a band of robbers using the forest as a base. The King graciously allows the citizens of Olde Yorke to enter the forest and even forage for berries and nuts, as long as they leave the deer alone and donate to the upkeep of the forest.&lt;br /&gt;
This is a nice hunting ground for new players, who can also help the Game Warden by killing some pests. There's also a mystery about a missing Warden that you might be able to solve, to great advantage for yourself.&lt;br /&gt;
You will find the entrance to this forest at the intersection of North and East Wall Road, just outside the walls of Olde Yorke. Or you can use the shortcut at the west end of Venture Way.&lt;br /&gt;
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==== NightDragon Realms ====&lt;br /&gt;
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For centuries the Kobolds and Goblins of the NightDragon realms have been at war. Their blood-soaked battlefield can't take any more. Traverse in the caves of the kobold, or check out the village of the goblins, either way you'll have to go through centuries of war on the battlefield. To get to the NightDragon Realms, head south on South Trade road just past the Dwarven mountains by Golden Bridge Inn.&lt;br /&gt;
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==== The Land of Avalon ====&lt;br /&gt;
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Avalon is the mysterious land where King Arthur's sword Excalibur was forged.&lt;br /&gt;
For many years the path there has been lost to mankind. The Fairies and Pixies that inhabit the land, have concealed the entrance in swirling mists.&lt;br /&gt;
By now most people have forgotten that the Land of Avalon even existed.&lt;br /&gt;
Only the Druids remember, since Avalon is their home Land.&lt;br /&gt;
Maybe this is just as well. Because although Fairies and Pixies can be very entertaining, they also can be extremely annoying. Sometimes their main purpose in life seems to be to annoy humans.&lt;br /&gt;
But this cannot be all there is to it. In fact, when someone makes a lot of precautions to hide something, it usually means that they have something valuable to hide.&lt;br /&gt;
If you really want to seek out the Land of Avalon, you should perhaps start at the old Cairn, southeast of Durmandle. Some of the locals claim that this is the entrance to Avalon.&lt;br /&gt;
Of course most of the locals also claim that the cairn is haunted and avoid it like the plague. Especially at midnight, and when the moon is full...&lt;br /&gt;
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==== The Mountain Village of Gelindril ====&lt;br /&gt;
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A secluded mountain village, where the old Dane blood still runs cold and fierce. A place for hunters and loggers to call home, and a place for the hearty adventurer to test their limits.&lt;br /&gt;
A great evil has befallen the proud people of Gelindril, to a degree so great that it has almost brought them to their knees. And now they need a hero to their rescue more than ever before.&lt;br /&gt;
You will find the entrance to this village somewhere on the West Trade Road, near the Halfway House. It may be a bit hard to locate, so you might have to search a bit for it. Just as well. This is not a zone for the young or weak.&lt;br /&gt;
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==== The Flying Fortress ====&lt;br /&gt;
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This is a place where great darkness and horror take place to a truly frightening degree. Long damp corridors, teaming with palatable evil, prove to be a true test to any brave soul that might test their fate, and seek out the source of all things unholy there, so that the head of the snake might be severed... For good.&lt;br /&gt;
The Flying Fortress is said to have been sighted somewhere west of Olde Yorke, and is advancing slowly, while threatening all life in its way.&lt;br /&gt;
At present the village of Gellindril is under attack, and you need to help the villagers and gain their trust, if you want a way to enter the Flying Fortress and join the battle between Good and Evil.&lt;br /&gt;
But don't expect that battle to be won easily. Better bring some of your strongest friends...&lt;br /&gt;
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==== The Dragon Forest ====&lt;br /&gt;
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The Dragon Forest is a beautiful and peaceful place, where the majestic dragons have found a safe haven to raise their young and hide from the rest of the world. But all of that peace came at a price, a price that was paid many years ago in the battle that became known as the Dragon Wars. It was a time when Dragons and Dragon Slayers fought for their lives on an immense Battle Field.&lt;br /&gt;
There is a way to get back to those times and perhaps this time you can help in the Dragon's fight for survival and become part of their lore. Or perhaps you would like to change the history and fight with the Slayers to remove the Dragons from the realms.&lt;br /&gt;
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=== The Old West Dimension ===&lt;br /&gt;
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In 2014 Molly did a major update of the Old West Dimension. Introducing Tradepoints, more quests and three new zones.&lt;br /&gt;
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But also three new features:&lt;br /&gt;
- Ranching (Raise, drive and sell your own herd of animals on the Cattle Market)&lt;br /&gt;
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- Trapping (Trap and skin animals, trade skins in the Hudson's Bay Trading Posts)&lt;br /&gt;
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- Goldpanning and Prospecting (can now be done in many places all over the west)&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Dodge_City|Dodge City]] || Ladyhawk/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#The_Range|The Range]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Legend|Legend]] || Kalliste and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Gold_Mine|The Gold Mine]] || Persuter || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#Pueblo|Pueblo]] || Liathia || (not finished)&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Hole_In_The_Wall|Hole In The Wall]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#The_Prairie|The Prairie]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Tombstone|Tombstone]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(25-50) || [[#The_Dirt_Farm|The Dirt Farm]] || Hugh/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Westward_HO!|Westward Ho!]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Llano_Estacado|Llano Estacado]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Dry_Gulch_II|Dry Gulch II]] || Nave/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Buffalo_Bill's_Great_Circus|Buffalo Bill's Circus]] || Gilgamesh || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#The_Racecourse|The Racecourse]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_mine|The mine]] || Molly &amp;amp; Mordecai || 1000 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Ranch|The 4D Ranch]] || Molly &amp;amp; Rynald || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Fort_Sutter_and_Sutter's_Mill|Fort Sutter and Mills]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Sutter's_Mine,_Coloma_River_Valley,_California|Sutter's Mines]] || Solana || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_California_and_Sacramento_Trails|The California Trails]] || Solana || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#San_Francisco_Harbour|San Francisco Harbour]] || Solana || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Victorian_England|Victorian England]] || Amber || 230 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#In_The_Wild|In The Wild]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Railway|The Railroad]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==== Dodge City ====&lt;br /&gt;
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This is the centre town of the Old West Dimension. In this typical western cattle town you will find the usual population of cowboys, cattle barons, shopkeepers, saloon girls, rustlers and drunkards. You will also find the usual supply of shops, saloons and other accommodations. The Sheriff in town, the legendary Matt Dillon, has a hard time keeping pace with the outlaw gangs, that seem to regard the local Bank as their private enterprise. From Dodge City a railway will take you to most of the western areas and towns.&lt;br /&gt;
To get to Dodge City, just go to the Time Guardian and say &amp;quot;Old West&amp;quot;.&lt;br /&gt;
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==== The Range ====&lt;br /&gt;
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In this rich grazing land there is a range war going on. Two large cattle barons, Mr. Greenhorne and Mr. Tinhorne, fight not only each other, but the small homesteaders and farmers in the neighbourhood as well. Much blood has been spilled already, homes have been burnt and gunmen from large parts of the West flock to the Powder River County to earn a fast buck on their gun. But the teenaged offspring of the rivalling ranchers have their own tastes and preferances. Young Love doesn't heed parentage or blood feuds, so there are several &amp;quot;Romeo and Juliet&amp;quot; affairs complicating life for the older generation. If you wish to join in the gunfights you can get there by going west from Dodge City - or, if you are lazy, just take the train and get off at the first watering place.&lt;br /&gt;
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==== Legend ====&lt;br /&gt;
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This small mining town owes its existence not only to the railway but to the silver mines that were discovered north of the once very insignificant settlement. Now it has grown to a flourishing mining town and the owner of the silver mines has earned a small fortune and lives in luxury in a large and vulgar mansion, built from imported Italian Carrara marble. Needless to say the miners, who risk their health and lives extracting the ore from the mines, lead a life in poverty and squalor. Legend is the first real station on the railway between Dodge City and Tombstone.&lt;br /&gt;
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==== The Gold Mine ====&lt;br /&gt;
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The gold rush of 1849 was followed by many others, in different places and at different times, but all fueled by poor laborers who saw a chance to get rich.&lt;br /&gt;
Most of these gold rushes occurred in the West, whether in California or Alaska, and mostly around the foothills of mountains. This mine is a typical successful gold mine, with about twenty to thirty miners, a cook, a foreman, a few dogs, and a lot of gold. It is deep in the outback, and these men are survivalists, who will do anything to protect their gold from thieves, even killing them... ESPECIALLY killing them... To get to this mine either follow the trail westwards from Dodge City, or if you want to do it the easy way; take the train in Dodge and get off it at the watering place in the hills (this will be the next stop after Legend).&lt;br /&gt;
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==== Pueblo ====&lt;br /&gt;
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This mountain town is not yet finished.&lt;br /&gt;
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==== The Hole In The Wall ====&lt;br /&gt;
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In the wild and distant mountains west of Powder River County lies the famous stronghold of the outlaws, the Hole in the Wall. This remote valley can only be entered by a narrow and well guarded ravine, and men of the Law rarely venture in this direction. If you get off the railroad at the deserted watering place in these mountains, you do so at your own peril.&lt;br /&gt;
Butch Cassidy and the Sundance Kid and other members of the Wild Bunch are not men to be trifled with, and even though the pretty Etta Place and Laura Bullion might welcome some company in the lonely huts, they too know how to handle a gun.&lt;br /&gt;
If you REALLY wish to visit these outlaws, get off the train when it stops to fill water after Pueblo.&lt;br /&gt;
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==== The Prairie ====&lt;br /&gt;
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In this remote and wild part of the country, which is traversed by the Dodge City - Tombstone railway, two rivalling Indian tribes live their parallel lives, hunting buffalo and deer and fighting each other. The Apaches and the Comanches are both equestrian folks, superb riders and daring and skilled fighters on horseback. The tribes are natural enemies, and an Apache can rarely encounter a Comanche on the prairie without a fight breaking loose.&lt;br /&gt;
However, they have a common and much more dangerous enemy - the White Man...&lt;br /&gt;
So if you chose to get off the train where it stops to fill water on the prairie, be prepared for some fighting.&lt;br /&gt;
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==== Tombstone ====&lt;br /&gt;
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Situated at the far south-east end of the railway, this Arizona outback town is the last frontier of civilisation. The veneer of civilisation is very thin however, the main part of the population consisting of outlaws, prospectors and rustlers. The Citizen's Committee have engaged the famous Wyatt Earp to clean up in town, and the Official Marshal, John Behan, who generally sides with the local Mafia, the Clanton Gang, isn't too happy about this situation. Nor are the Clantons - the Gunfight at O. K. Corral isn't far away. And with crack shots like the Earp brothers and Doc Holiday on one side of that fight, the local cemetery Boot Hill is likely to get some more inhabitants.&lt;br /&gt;
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==== The Dirt Farm ====&lt;br /&gt;
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Directly east of Dodge City lies this small dirt farm. The road leading to it is not without its perils. And some might think that a small dirt farm isn't really worth the visit, only those who think so will be mistaken.&lt;br /&gt;
This is not one of those ordinary dirt farms. Somehere inside it a rift in the Time Warp will throw you from the nineteenth century right into the twentieth. The farm may still look very much the same - the pigs wallowing in the mud are just as dirty. But somehow there is a difference all the same. And it's not just the television set in the living room. Maybe this is also why some of the stuff you'll find in this farm is better than you'd have expected from the humble surroundings?&lt;br /&gt;
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==== Westward HO! ====&lt;br /&gt;
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Westward ho! is the call of the Wagon Master, as the covered wagons set out on their long journey to the Promised Land. And westwards is where this trail is going to take you, along with all the other hopeful adventurers.&lt;br /&gt;
The trail, known as the Peacemaker Trail, is leading from Dodge City in the east to Tombstone in the west, connecting all the Western zones along the route. It will be a rough and dangerous journey, the dangers increasing as you get further west - and further away from civilization. You are going to encounter wild animals, outlaws and savage Indians, gamblers, cowpunchers, gold-diggers and gunslingers, but also honest and hardworking farmers, trappers and prospectors. At times you may think that you lost the trail, in the wilderness, but there will always be a way to pick it up again. The journey will be a lot safer if you join a wagon train and go in one of the covered wagons called prairie ship. The safest way of all would of course be to go by train - but wouldn't it be a pity to miss all the adventures?&lt;br /&gt;
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==== Llano Estacado ====&lt;br /&gt;
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This desert is not for the weak or the craven. The sun alone can kill you if you move along during daytime. And even if many desert animals are small, an astonishing amount are poisonous too. Then of course there are the Indians, fierce warriors, who guard the Holy Land of their ancestors.&lt;br /&gt;
And last but not least you'll have to deal with the bands of outlaws that pester this desert on the border between Mexico and Arizona. Many have ventured into Llano Estacado only to find their grave out there. They say there are treasures to be found in the burning sand, perhaps treasures buried by dying men. But to find those treasures you first need to find your way through the desert. And that may not ne so easy, since the stakes that gave the desert its name perpetually get moved by robber bands or indians, to lead the travelers astray. Beware! Once you enter the desert it may be hard to get out, so bring plenty of water and food along. They say that Llano Estacado separates the boys from the men...&lt;br /&gt;
You will find the entrance to this desert in the Badlands east of Tombstone.&lt;br /&gt;
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==== Dry Gulch II ====&lt;br /&gt;
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Situated off the beaten track in the northern parts of Powder Valley, there is little distinguishing Dry Gulch from dozens of other cattle towns strewn all over the grazing lands. It has the usual population of thirsty cowboys and ranch-owners, saloon girls, gamblers and badmen. It hasn't got a railroad station, so the cattle have to be driven from here to the track, far off to the south. But the grazing is good here, and some gold has been found in the nearby hills to the southwest. There is a new Gold-miners' Office opened in town. It even has a small newspaper of its own. The town is prospering in spite of the drought. It has been months since it last rained in Dry Gulch...&lt;br /&gt;
To get to this outback town, follow the dirt road from Dodge City until you pass the BAR-X Ranch to the north. Just after the ranch turn north at the road crossing, and you will be there in a few hundred miles.&lt;br /&gt;
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==== Buffalo Bill's Great Circus ====&lt;br /&gt;
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Don't you love the Circus too? The sawdust, the acrobats, the animals - and the clowns...&lt;br /&gt;
So join the crowd at the ticket lines, buy some goodies before the show starts, find your seat in the great circus tent. The band strikes up and there they all are. The Fat Lady, the Strongest Man on Earth, the elephants, the horses, the monkeys - and the clowns...&lt;br /&gt;
This zone was built by a Jester so you can expect some jokes and surprises.&lt;br /&gt;
The circus is touring about a bit, so it might be in any of the bigger cities of the Old West. But its main home base is Dodge City, where it can be found at the south end of Main Street.&lt;br /&gt;
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==== The Racecourse ====&lt;br /&gt;
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This is not a common hack'n'slash area, where you hunt and kill mobs.&lt;br /&gt;
Like the Arena it's a zone for personal contests, to test your skills against other players. But what you test in the Race Course is not your skill as a fighter, but as a rider.&lt;br /&gt;
3-10 players can take part in each race. It is a cross country track, 9300 meters long, and with 12 hurdles that you have to jump.&lt;br /&gt;
Easy, you think? Perhaps not quite as easy as it might seem. Quite a few have ended up flying over the neck of a refusing horse, or jumping the fence by mistake, to end up in the inner field.&lt;br /&gt;
And there are stories going around the Realms about the Ghost at the 11th Hurdle, a horse that once got killed there...&lt;br /&gt;
You need an imm and a minimum of three contestants to start a race, but you can always ride around the race to train by yourself.&lt;br /&gt;
The races will be held regularly and there will be a Challenge Cup in the Hall of Fame, where the winners of each Racing season will have their names engraved.&lt;br /&gt;
You'll find the Racecourse north of where the Timewarp lands you in Dodge.&lt;br /&gt;
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==== The Mine ====&lt;br /&gt;
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This is the zone that becomes exactly what you yourself make it to be.&lt;br /&gt;
The tunnels are all there already, but they get connected by the players tunneling. You can mine for gold or metal ore, search for jewel deposits in the wall and maybe, if you are lucky, you will one day find the Dwarven Treasury, or mine right into the caves of Moria, where the legendary sword Orcrist can be found - the sword that develops...&lt;br /&gt;
To start a Mine you need to find a room with any of the following words in the Room Name: rock, sand, earth, stone, mine, soft, hard, cave.&lt;br /&gt;
You also need a Mining TOOL; a shovel or a pickaxe - or both.&lt;br /&gt;
You can buy basic mining equipment in the Mining Shop at the already existing Gold Mine in Old West Dimension. Later you'll find several sub-terranean shops in the Mine itself. Type help mine_index for a list of all Mine helpfiles.&lt;br /&gt;
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==== The Ranch ====&lt;br /&gt;
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Did you ever want to be a cowboy? Guard the herds on the range in the moonshine, round up the steers and mustangs and drive them to the cattle market, where beef and hide fetches a good price... Thanks to our humping cows, this can now be a profitable pastime. We've opened a zone south of Dodge City, where prospective homesteaders can set up their own ranch. There are some predators roaming the range, so to get a good result you should fence your area in, and clear it from vermin. Then you can just let nature take its course. The animals will breed freely, and your herds will grow from day to day. You can sell them in Tombstone where the price is good, or slaughter them yourself for the meat and the raw materials you use for different handicraft skills. Hides, fleece and wool can be worked into clothes and armor. The cows also yield milk, which you'll be needing for some of the cooking recipes.&lt;br /&gt;
You can find info about ranching and herding the animals in The Rancher's Manual, sold by the Trading Posts, and also from posters on the north and east fence.&lt;br /&gt;
More info about all this is in the Trader's Office near Recall.&lt;br /&gt;
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==== Fort Sutter and Sutter's Mill ====&lt;br /&gt;
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GOLD DISCOVERED IN CALIFORNIA!&lt;br /&gt;
Go West Young Man! Go West... and keep on going till you hit the Coloma River Valley (otherwise known as Sacramento today) in California. They say you can literally pick the gold up off the streets there, and plentiful to be had in any riverbed, stream and hill!&lt;br /&gt;
Situated off the old California and Sacramento Trails, the Fort is Sutter's pride, a hub of bustling activity. Up north off the rivers in the mountains, he operates a functioning lumber mill and grist mill at the mining town of Coloma. Maybe if you ask right, someone might even teach you to pan for gold!&lt;br /&gt;
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==== Sutter's Mine, Coloma River Valley, California ====&lt;br /&gt;
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For the determined moneygrubber -cough- more entrepreneurial spirit, I hear that Sutter set him up some mines up further in the mountains above the Coloma mining town! But beware... while the mines can be extremely lucrative and rewarding, they are chock full of danger... Mining hazards are not uncommon, among them gas pockets, collapses, claim jumpers and explosions... you will most likely find them there! But if you persevere, the reward you can reap will be more than worth the thrill and danger within!&lt;br /&gt;
So whatcha waitin' fer? Get off your tookus, get yer gear together and get ya a horse and head on out!&lt;br /&gt;
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==== The California and Sacramento Trails ====&lt;br /&gt;
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Long and arduous is the overland track to California. Travelers have their choice of routes. They can either traverse the Sacramento Trail on foot or via stage from Tombstone, which passes through the hot Sonora Desert and Death Valley. Alternatively, they can take the northern route on the California Trail from Pueblo, which passes by Salt Lake City and cuts through the high, cold Sierra Nevada Mountains and onto the famed Donner's Pass.&lt;br /&gt;
Either way, the trip is long and tiring and is best to stock up on supplies and lots of water... you're not likely to find much along the way - at least none that would be safe to drink!&lt;br /&gt;
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==== San Francisco Harbour ====&lt;br /&gt;
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Since gold was discovered in California the entire world seems to be traveling there. Not only the hopeful golddiggers, but also all the enterprising people who plan to relieve them of some of their gold. More people actually get rich on selling supplies and tools to the golddiggers than the average golddiggers do themselves.&lt;br /&gt;
Shiploads of supplies arrive every day, and by now the San Francisco harbour has developed into a real hub for seafarers, and is bustling with life.&lt;br /&gt;
Unfortunately many of the ships never reach their intended destination. Storms, currents and the dreaded Bermuda Triangle take their toll. Some think that the Bermuda Triangle is another of these parts of the world that is positively riddled with Timetraps. But to the seasoned Time traveler, this is no big deal.&lt;br /&gt;
As long as you arrive SOMEWHERE, who cares if you suddenly find yourself in Medieval England or ancient Greece instead of the 19th century harbour you set out for?&lt;br /&gt;
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&lt;br /&gt;
==== Victorian England ====&lt;br /&gt;
&lt;br /&gt;
Step back in time to Victorian England, a city living in the shadow of a killer.&lt;br /&gt;
It's London 1888 and a monster known only as the Ripper is on the loose. Women are being slaughtered by this cold blooded killer and the citizens are depending on the famous detective Sherlock Holmes to bring him to justice. Along with Sherlock, meet other famous (or infamous) Victorian characters, Sweeney Todd, Mary Shelley, Dr Jekyll and Mr Hyde amongst them.&lt;br /&gt;
Visit the horrors of a Victorian mental asylum, encounter the problems of being female in a society where women are treated as inferior to men, or stroll on down to Hyde Park and just chill out with your sweetheart on a rug beneath a tree. To enter this zone you can take a steamship from the Harbour of San Francisco. Or you might prefer a shortcut through the hologram version of Madame Tussaud's Wax Cabinet in the FutureMall, where you might be able to find a Timetrap in some of the Tableaux. So.... grab your nanny goat, put on your titfer and use some spit and polish on those yabba-dabba-doo's. Get your khyber pass on over to London and become part of the greatest mystery never to be solved!&lt;br /&gt;
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==== In The Wild ====&lt;br /&gt;
&lt;br /&gt;
East of the Range and south of Legend city lies a relatively untouched wilderness. The east part consists of an open hilly landscape, while the west part is covered by a dense forest. The animal life is rich and varied, and both hunters and trappers frequent this area in their search for game. But this wilderness is not completely untouched. The railway between Dodge City and Tombstone cuts through it like an open wound. And since gold has recently been discovered in the little creek that winds its way through the forest, it has been invaded by golddiggers, who have set up camp beside the creek.&lt;br /&gt;
There is another camp in the forest too, inhabited by a group of Chinese, who former worked as navvies on the railroad and in the Legend Mines.&lt;br /&gt;
But mostly this 400 room zone is populated by animals of all kinds. For those that like collecting tokens and tradepoints, it offers many new possibilities, with the new features; trapping, skinning, goldpanning and prospecting.&lt;br /&gt;
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==== The Railway ====&lt;br /&gt;
&lt;br /&gt;
It has taken many years to complete the railway between Dodge City and Tombstone, and many lives have been spilled during the hard and risky contruction work in trackless wilderness.&lt;br /&gt;
Many of the navvies were imported from China, as cheap labour, and after the project was finished, they found themselves stranded in a foreign land, where they had no rights and few friends. But the Chinese are an industrious people, and even though they are not allowed to own land, they have spread all over the west, always finding a way, not just to survive, but to prosper.&lt;br /&gt;
From the flat, grassy cattle land around Dodge, through the vast forests, over the great mountain range, and down into the wide prairie and badlands around Tombstone, runs the seemingly endless steal track. And with the railway came an equally endless stream of adventurers, fortune hunters, riff raff and scum, taking advantage of the new easy transportation from east to west.&lt;br /&gt;
Others prefer to walk the stretch, finding the railway track a safer and simpler path to follow, than venturing through the wilderness without visible directions. But beware! Even though the railway may seem safe, since it is avoided by most animals, you always run the risk of being run over by a train.&lt;br /&gt;
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=== The Future Dimensions ===&lt;br /&gt;
&lt;br /&gt;
The Future Dimension is based on a large space grid, about 25000 rooms. In some places the grid is 3-dimensional. From this main grid you reach the different planets and spaceships, which are the actual zones.&lt;br /&gt;
You cannot enter Outer Space without a spacesuit, because the lack of air will kill you in a few seconds. To move about in this vast universe, you also need either a spacebike or a spaceship. And even within a spaceship, it's better to keep the spacesuit on, in case the ship is damaged by a meteorite.&lt;br /&gt;
There are several sectors or planet systems, smaller grids that you reach by going down or up from the main grid, in total 800 more grid rooms. Also there are some space stations and spaceships in orbit, or drifting, abandoned.&lt;br /&gt;
Most of the areas in the Future Dimension can be reached by public Space Shuttles or Transporter from the Main Space Port. Here you can also usually buy a spacebike or 'borrow' a spaceship, if you want to explore Outer Space on your own. The best ships can be found on other planets however.&lt;br /&gt;
The Orientation Room, east of where you enter the Main Spaceport, will teach you all that you need about using the spaceships and navigating in open space. It is recommended that you check out the computer in that room, before venturing into space on your own, because there are numerous risks out there. (The main ones being the Suns, which will burn you to a crisp, if you fly your ship into one).&lt;br /&gt;
Some locations, like the Alpha Centauri Planets and the Intergalactic Trading Centers can only be reached using an individual spaceship or a spacebike. Some of the bigger Planets, like Pleasure Planet and Poon, also consist of several zones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Levels&lt;br /&gt;
!Zone Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Utopia|Utopia]] || Snowbird and Molly || 300 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#Future_Golf_Course|Future Golf Course]] || Kenneth/Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(35-50) || [[#Android_Punk_Concert|Android Punk Concert]] || Kalsan/Sonya || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Star Wars]] || Palpatine/Sonya || 210 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-10) || [[#Star_Wars|Planet Endor]] || Palpatine/Sonya ||30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(12-50) || [[#Star_Wars|Planet Dagobah]] || Palpatine/Sonya || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(05-50) || [[#Star_Wars|Planet Tattoine]] || Palpatine/Sonya || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Star_Wars|Planet Hoth]] || Palpatine/Sonya || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Star_Wars|Death Star]] || Palpatine/Sonya || 140 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Necromunda|Necromunda II]] || Slaanesh/Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Spaceship_Titanic|Spaceship Titanic]] || Persuter || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Little_Italy|Little Italy]] || Darkwolf and Annie || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Queltorian_Sector_(former_known_as_Outer_Space)|Queltorian Sector]] || Darkwolf || 130 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Space_Harbour|The Space Harbour]] || Palpatine || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Park|Jurassic Park]] || Drake || 70 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Pleasure_Planet|Pleasure Planet]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#New_Goznemia|New Goznemia]] || MaccabiTa || 50 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Down_Under|Down Under]] || Cali || 220 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Terramort|Terramort]] || Martin || 80 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#The_Outback|The Outback]] || Cali || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Outer_Space_Grid|Outer Space Grid]] || Kalten || 2500 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Corellian_Sector_Grid|Corellian Sector Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Earth_Atmosphere_Grid|Earth Atmosphere Grid]] || Kalten || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Alpha_Centauri_Grid|Alpha Centauri Grid]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Alpha_Centauri_Planets|Alpha Centauri Planets]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#Alpha_Centauri_Planets|Planet Lovenbroy]] || Molly || 35 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Alpha_Centauri_Planets|Planet Slunch]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Alpha_Centauri_Planets|Planet Yalc]] || Molly || 40 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[Alpha_Centauri_Planets|Planet Yudore]] || Molly || 20 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-40) || [[#Alpha_Centauri_Planets|Asteroid 95739-A]] || Molly || 30 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Alpha_Centauri_Planets|Space Utilities]] || Molly || 45 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Planet_Poon|Planet Poon]] || Molly || 400 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-50) || [[#Planet_Poon|Poon Towers]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-40) || [[#Planet_Poon|Poon Ocean]] || Molly || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-50) || [[#Planet_Poon|Poon Underwater]] || Molly || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Quixotica|Quixotica]] || Sonya || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Cosmo_Canyon|Cosmo Canyon]] || Seraphine || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Game_Grid|The Game Grid]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Jurassic_Ocean|Jurassic Ocean]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(20-40) || [[#Planet_Reptilia|Planet Reptilia]] || Gilthoniel || 90 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-30) || [[#The_Orbiter|The Orbiter]] || Durgan || 60 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(50-70) || [[#The_Dark_Planet|The Dark Planet]] || Sonya || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Planet_Whotvar|The Planet Whotvar]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(30-50) || [[#Whotvar_II|Whotvar II]] || Durgan || 85 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#The_Spaceport_Mall|The Spaceport Mall]] || Sonya and Katriel || 200 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(40-60) || [[#Quix_II|Quix II]] || Sonya and Kita || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Fun_Fair|The Fun Fair]] || Gilgamesh, Molly and Diandra || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|(10-50) || [[#Killer_Klowns|Killer Klowns]] || Alabastor, Diandra and Jaros || 100 rooms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Utopia ====&lt;br /&gt;
&lt;br /&gt;
This large and very wonderful city is the centre of New Earth in the year of 3050. It is a vast and fantastic city, where you can have almost all your wishes fulfilled. Under the firm and enlightened rule of the beloved Leader, Big Brother, Utopia prospers and expands. The shops are well stocked, the hotels and restaurants are the best in known Universe. The streets and parks are clean and safe and everybody is happy as hell - or...? There seems to be a discord here somewhere. Maybe it is the bureaucracy, that seems to have grown out of hand? Maybe it's the taxes, that really ARE a bit high?&lt;br /&gt;
Or maybe it is something else... some deeper and more sinister rot...?&lt;br /&gt;
&lt;br /&gt;
The Spaceship &amp;quot;UTOPIA'S PERFECTION&amp;quot; in Bay 1 on level 1 in the Space Harbour will take you to this magnificent and wondrous city.&lt;br /&gt;
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==== The Future Golf Course ====&lt;br /&gt;
&lt;br /&gt;
Isn't it fantastic how some things persist? The game of golf is said to have been invented by a bored Neanderthal man, who started hitting a round stone with a stick. And here you are, in the year of 3012, and there STILL is a golf course around! Of course all the caddies - and even some of the players - are androids from the Android Factory. And of course Man, who is always resourceful and inventive, has created a few ingenious means of assistance.&lt;br /&gt;
But basically the game is the same, only so much better. Didn't you always want a built-in corrector for your unfortunate hook? Well, here you can buy some useful things at the pro shop...&lt;br /&gt;
The space shuttle &amp;quot;Nine Iron&amp;quot; in Bay 2 on level 1 in the Space Harbour will take you to the part of the &amp;quot;Pleasure Planet&amp;quot; where you can get yourself a good old-fashioned game of golf.&lt;br /&gt;
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==== The Android Punk Concert ====&lt;br /&gt;
&lt;br /&gt;
They say androids are almost in every way impossible to separate from humans. They look, talk and act like humans. They even have the same interests in games, music and other pastimes. Of course, the android music taste tends to be a bit nostalgic, going back to the late nineties, when the first androids were created at the newly started Android Factory. So here the NOFX Punk Band of 1998 has been recreated in the year of 3012. The members of the band are all androids and so is most of the audience. Regretful to say, the android teenagers are not a bit better than some human adolescents. They act in a really immature way, shooting drugs, picking fights and generally being a nuisance. So this concert could be a deadly experience...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the &amp;quot;Pleasure Planet&amp;quot; and the Android Punk Concert.&lt;br /&gt;
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==== Star Wars ====&lt;br /&gt;
&lt;br /&gt;
Join the Star Wars between the Empire and the Rebels! Search for the wise Master Yoda on the swamp planet Dagobah, to get the knowledge of how to become a Jedi Knight. Visit the cute Ewoks on the planet of Endor, or travel to the desert planet Tatooine, where Boba Fett awaits you, trapped in the cave guarded by the monstrous tentacles of sarlacc. Or try to rescue Princess Leia from her cruel fate, imprisoned by the monstrous Jabba the Hutt, who forces her to dance before him with the other unfortunate slaves.&lt;br /&gt;
And - if you are strong enough and dedicated enough - you may venture to the Death Star, where Darth Vader, the leader of the evil Jedi Knights, awaits you and young Luke Skywalker, who is the leader of the bright forces in this future World. And May the Force be with you! - You are going to need it!&lt;br /&gt;
Your journey starts at Bay 4 on level 2 in the Space Harbour, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
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==== Necromunda ====&lt;br /&gt;
&lt;br /&gt;
After the apocalypse in 2509 Arconia was inhabitable for many years. The only way to survive was in hermetically closed cities under glass domes, where the atmosphere could be cleansed from radioactive particles and poisonous gas in special filters. Necromunda is one of those artificial towns, on the verge of extinction. It's a closed and confined world, and a hard and merciless world too, where the struggle for survival is what fills most of the time for its inhabitants. Still - there are some compensations. The shops of Necromunda have some of the best weapons in Universe, and there is also the universal famous Library of Necromunda. In it you can find books that give the background to Necromunda's foundation, and the dark threat that is still hanging over it - the Demonic Hordes, the Chaos Lords...&lt;br /&gt;
The space-shuttle &amp;quot;Chaos Lords&amp;quot; in Bay 5 on level 2 of the Space Port will take you to this domed - and doomed - city.&lt;br /&gt;
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==== Spaceship Titanic ====&lt;br /&gt;
&lt;br /&gt;
Drifting helplessly in outer space is this giant wreck of a spaceship, once the pride of the Cartesian space fleet, offering immense luxury to its passengers, now just a dead shell. Most of the levels are decompressed, and almost all life is extinct, except for the giant rats and other mutant creatures, that now present a threat to unsuspecting visitors. Some of the maintenance robots and androids are still working though - so watch out if you enter the Command Central. And some of the robots may be malfunctioning too - after all, what can you expect from a mere machine, after centuries and centuries without any care and maintenance?&lt;br /&gt;
The Space shuttle Explorer in Bay 7 on level 2 of the Space Port might take you to this ship, that is if you pay the captain enough for his trouble.&lt;br /&gt;
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==== Little Italy ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Pleasure Planet&amp;quot; is a small asteroid covered with a transparent dome to maintain a breathable atmosphere. This is the place where all space crews go to seek recreation and entertainment between the space voyages.&lt;br /&gt;
And since most spacemen for some reason like to wallow in Nostalgia, large areas of this asteroid have been recreated to resemble Old Earth in time periods long gone. So if you enter the Video Game Arcade on Nostalgia Street, you can indulge in a game that will send you back to the Mafia period of the 1930s, when the Mob were ruling the city and there was a speakeasy in almost every corner. USA during the Prohibition was a place of crime abundant, so expect to find some major trouble here. This is also the home territory of the Sicilian Clan, who tend to regard this city as their private territory. Only lately some competition has arrived - Don Meatballa, a rivalling Mafia Don with ambitions. All is set for a small Gangster war, in best Mafia traditions.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to the Pleasure Planet and Little Italy.&lt;br /&gt;
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==== Queltorian Sector (former known as Outer Space) ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have spacesuit, will travel&amp;quot;... This is the zone for all of you who think that regular space voyages are for sissies. This is the REAL thing, the endless Outer Space, with all its grandeur, majesty, perils and adventure. Of course you may have to steal a spacesuit in the Service Bay of the Space Port to get there, but since when did little details like that stop any resourceful adventurer? And once out there - the possibilities are almost endless. And so are the dangers. If you manage to stay clear of the dreaded BLACK HOLES there are several planets and asteroids waiting to be explored. And even if the spaceship that's drifting deserted in outer space seems quite a bit damaged, the driving devices are still intact and so is the central computer...&lt;br /&gt;
The ROGER YOUNG TRANSPORT 23 will take you there from the Central Space Harbor, for a modest fee.&lt;br /&gt;
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==== The Space Harbour ====&lt;br /&gt;
&lt;br /&gt;
This is where you start your journey into Outer Space. The Centerpoint Space Harbour on Old Earth has public space shuttles to most of the planet systems, except for the most remote parts of the Galaxy. It also has a small port for private space traffic, with a hangar, a maintenance room for spacecraft and above all a Briefing Room, where you can get all necessary information for trying your luck as your own space pilot. It also holds facilities such as the Esper Guild, the Space Bank and Palpatine's Bar. And the Wide Blue Yonder Bar, reserved for Roleplayers, is the main hangout for the infamous gossip journalist, known to the world only as Tabloid.&lt;br /&gt;
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==== Jurassic Park ====&lt;br /&gt;
&lt;br /&gt;
You have no doubt heard about Jurassic Park, that grand and exciting experiment in gene manipulation, which presented the Star attraction on the Pleasure Planet; a large and exciting Dinosaur Park open to visitors and one of the most popular Holiday destinations. Protected by super-reinforced steel cars the visitors could travel safely through the park, regarding the majestic Brontosaurus bathing in the sea, or the frightening Tyrannosaurus Rex on its hunt for prey. It was a thrilling experience, although totally without danger for the visitors, due to the extensive safety precautions.&lt;br /&gt;
And yet something went wrong. You have no doubt heard all about that too, since the media were filled with it for weeks after the disaster. Jurassic Park is still there. The Dinosaurs are still there. But no visitors go there any more, unless they are very foolish - or foolhardy...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those...&lt;br /&gt;
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==== The Pleasure Planet ====&lt;br /&gt;
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This small world, built on an asteroid without any natural atmosphere, has been created for two reasons only. The official reason is to offer all visitors and tourists a really good time, regardless of their tastes and preferences. The Pleasure Planet has something for everybody. But the more important - and secret - reason is for the owners to make as big a profit as possible. So everything on the Pleasure Planet is appallingly expensive. The Authorities claim that this is necessary, due to the high price of transporting supplies with hyperdrive spaceships, and the high maintenance cost of the airtight domes that are necessary to keep a breathable atmosphere. They may have a point there, but nevertheless they still make a good buck for themselves. The tourists all seem pretty much happy however. Only... Lately there has been some rumors. There is... something ... in the sewers of the asteroid, something that shouldn't really be there. Some mutant perhaps. Anyway, if you go there, better stay out of the sewers and stick to the Pleasure Quarters. Come to think about it, maybe better stay out of the east parts of Pleasure City too...&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you to this Asteroid. Have a fun time!&lt;br /&gt;
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==== New Goznemia ====&lt;br /&gt;
&lt;br /&gt;
The City of Gold and Lead should be perfect for players between level 30 and 40 and can probably be played from level 20 up, if you have decent equipment. It has a great storyline, and I am sure you'll all want to help those unfortunate young humans held enslaved by an alien and cruel race. Especially since these aliens really look repulsive - three eyes, three legs and three tentacles. YUK!&lt;br /&gt;
As you probably already figured out, it is a Future zone, and you will find the space shuttle taking you to it in Docking Bay 8, fourth level of The Space Harbour. Oh - and by the way, maybe it would be a good idea to be a bit careful about watching TV so much in the future, eh? Considering this was the way those Aliens enslaved the human youths of that city in the first place...&lt;br /&gt;
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==== Down Under ====&lt;br /&gt;
&lt;br /&gt;
Ever been to Australia? This zone will take you there - not to present day Australia, but to what it may look like in a not-so-far future...&lt;br /&gt;
This is the funniest zone I have seen for a long time, and the Builder, Cali, won the Builder of the Month award for it.&lt;br /&gt;
But I have to warn you, this is a hard one. And I don't mean hard just in the sense of tough mobs, it's tricky too. You won't be able to get through this zone by brawn alone, you've got to - *gasp* - use your brain too!&lt;br /&gt;
Sure you can have some fun, kill a few tourists and punks, maybe even fall into the odd DT, but to get to the REAL cool, kinky stuff that I know y'all yearn for, you will have to solve quite a few puzzles.&lt;br /&gt;
Yeah, it sucks doesn't it? And I guess you all know just how devious and evil Cali can be...&lt;br /&gt;
So take the jet from level 4 in the Spaceport, have fun and be sure not to miss the Mardi Grass Parade... *snicker*&lt;br /&gt;
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==== Terramort ====&lt;br /&gt;
&lt;br /&gt;
After the third apocalypse the planet lies barren and almost deserted. The human race that once ruled the Earth is extinct, and only a few hardy animal species have survived. Some of them are good and helpful, and have built a safe refuge in the Redwall Abbey in the middle of the large Mossflower Wood. But their sanctuary is threatened by the Vermin, evil and vicious animals - wolves, weasels, ferrets, and rats - who take a pleasure in killing the good and innocent. Which side will you take in this struggle?&lt;br /&gt;
The reward you can get may be dependant on your choice.&lt;br /&gt;
You can reach this world if you take the space shuttle from level 4 in the Space Port - but expect something bad to happen on the way...&lt;br /&gt;
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==== The Outback ====&lt;br /&gt;
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Australia is not just large cities, like Sydney and Melbourne. It's also the Outback, the home of the Aborigines, the trackless wilderness, where you can travel for days without encountering more than a few Kangaroos. It's a land of contrasts, vast eucalyptus forests, rocky mountains, seemingly endless swamps, but also grassland where sheep and cattle graze.&lt;br /&gt;
It's a land of perils, with several kinds of poisonous snakes, aggressive crocodiles - and even the cute Koalas are not as innocent as they look.&lt;br /&gt;
It's a land of legends, mostly unchanged since the Stone Age, legends like the one about the Rainbow Snake, carried from generation to generation by the aborigines and the paintings in caves and on perpendicular cliff faces. It's a land for tough and hardened men, like Crocodile Dundee.&lt;br /&gt;
Are you tough enough to venture out there? The only way to reach it is over Downunder, and you need to find the entrance yourself.&lt;br /&gt;
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==== Outer Space Grid ====&lt;br /&gt;
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This grid is enormous. Like Space itself it has no end. You must travel for years and years in your spaceship to reach the far out Galaxies where riches and adventures await you. Virgin planets and asteroids, ripe to explore and exploit. Galactic Trading Centers, where you can trade your goods. Black holes, blazing Suns, comets, meteors and meteorites are some of the hazards on the galactic odyssey. Fly your own spaceship, engage in fights with other pilots. Maybe you can blast their ship out of existence with your missile launchers and steal their cargo! Maybe the same thing will happen to you. So what? That's life in Outer Space.&lt;br /&gt;
This grid is the entrance to every planet in the future Dimension.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Corellian Sector Grid ====&lt;br /&gt;
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This part of Outer Space holds the planets Endor, Dagobah, Tattooine and Hoth, known to space travel since ages. Around it the Death Star patrols, always on the lookout for the Rebel scum. Now this sector of Space can not only be reach by public transport. You can go their in your own spaceship, engage in real space fights.&lt;br /&gt;
Or a shuttle in Bay 4 on level 2 in the Space Harbour, will take you to the Corellian Centerpoint, and from there you will have to choose different spaceships dependant on your destination.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Earth Atmosphere Grid ====&lt;br /&gt;
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Wrapped around the planet Earth, its atmosphere provides access to five space harbours and is fully accessible for spaceships of all kinds. We Terrans tend to regard us as the center of the Universe - how presumptuous we are! But in this case there is some truth to the belief. Old Earth is really as close to the center of the Space Grid that you can get and from there all the space jorneys start.&lt;br /&gt;
Currently there are 3 landing points on Earth, apart from the Centerpoint Space Harbour: Downunder, Terramort and Goznemia.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== Alpha Centauri Sector Grid ====&lt;br /&gt;
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Five planets and an Asteroid circle the Alpha Centauri Star. The planets all have different nature and different perils. But they also have their own natural assets, that can be exploited and sold at the Intergalacic Trading Centers.&lt;br /&gt;
The Alpha Centauri Planets are: Poon, Lovenbroy, Slunch, Yalc, Yudore and Asteroid 95739-A.&lt;br /&gt;
Currently there is no public space shuttle to this part of the galaxy. You will have to go by your own spaceship.&lt;br /&gt;
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.&lt;br /&gt;
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==== The Alpha Centauri Planets ====&lt;br /&gt;
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The planets in the Alpha Centauri system have very different conditions.&lt;br /&gt;
LOVENBROY is a bucolic planet, mostly known for the famous Bacchus Wine. They say that anyone who ever tasted it, never drinks anything else. The planet has some mineral deposits, but the stubborn natives refuse to exploit them, preferring agriculture to mining. As a consequence Lovenbroy is a most attractive planet, with clean air and happy people.&lt;br /&gt;
SLUNCH is about the most dismal place you could imagine, The cinder storms, the daily mud eruptions, the mudcrabs that eat almost anything solid - the entire planet is grime, mud and slush. It has only one natural asset, the berp-nuts, but the natives are too lazy to grow them in any amounts.&lt;br /&gt;
YALC is known for two things, the Voom Festival and the fantastic glassware produced there. Since the planet's deposits of the silicon sand needed for the production are long since extinct, very small amounts of this glass is exported. All broken glass is recycled or used as decoration on the Temples.&lt;br /&gt;
YUDORE is a forest covered planet, not yet explored, and very little is known about its nature or whether there are any intelligent life forms. In spite of this, two different planets have claimed possession of the planet and an armed conflict is brewing.&lt;br /&gt;
ASTEROID 95739-A is almost completely covered in a deposit of the very valuable material known as collapsed crystal. But don't get your hopes up too high about exploiting it. Two different firms have already staked their claim and a litigation suit is in process.&lt;br /&gt;
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==== Planet Poon ====&lt;br /&gt;
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The Planet Poon is the center of the Alpha Centauri Sector, and by far the largest of the planets. 90 percent of the surface is covered with ocean, and the planet can best be described as underdeveloped. Still it is the centerpoint of the sector and the main focus of interest for all other planets in that part of the Galaxy. It is also the center of cosmic diplomacy and machiavellian intrigue. Why? The explanation is easy: GOLD!&lt;br /&gt;
There is only one snag; the stubborn locals refuse to exploit it, or to allow foreign interests to do so. They prefer fishing and weaving baskets!&lt;br /&gt;
Can you believe it?&lt;br /&gt;
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==== Quixotica ====&lt;br /&gt;
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Mass killings. Destruction. Anarchy. If that's your idea of fun, you'll have to go somewhere else, cause you wont find it here. What you will find among the trees and plants in this beautiful dome are showcases for things of a different nature from across the known, and some questionable, Dimensions. There are shops filled with fabulous finds, restaurants and bars stocked with tempting treats. There is gambling galore, a Lightcycle Racing Grid, you can even take a shot at the Intergalactic Heavyweight Champion, Jaal'ker. If you can't see or do it all in one day, stay overnight at the Shangri-La Hotel where you are sure to find our exclusive holosuites to your liking.&lt;br /&gt;
Not as accessible, but throughout the park, you may find portals to other worlds. Some of these are dangerous, others just strange. To make exploring these worlds and the main dome a bit easier, the management at Quixotica Inc. has made every effort to remove all Death Traps from the areas, so in that respect you may explore safely.&lt;br /&gt;
Quixotica, a place for the bizarre and unusual, can be found on Pleasure Planet, the entrance is from Fat Walk, in the west part of Pleasure City.&lt;br /&gt;
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==== Cosmo Canyon ====&lt;br /&gt;
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On a slowly dying planet, many journey to Cosmo Canyon to seek refuge and gain knowledge of Planet Life. Through ravines of red and gold dry earth many come by vehicle, airship or chocobo to seek the wisdom of the Elders or just be in a relaxing atmosphere. The people of Cosmo Canyon know the importance of Lifestream, the blood of the planet that feeds all living things and are starting to feel a weight of hopelessness as it diminishes.&lt;br /&gt;
On the canyon cliffs homes and buildings are built, and at the highest summit of the canyon is the Bugen Research Center - famous for its earth studying equipment and observatories.&lt;br /&gt;
You can reach Cosmo Canyon in the Sirius system (x;22, y;02), or catch a ride with Cid at the Future Space Harbor, (Docking Bay 12, level 0).&lt;br /&gt;
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==== The Game Grid ====&lt;br /&gt;
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Get pulled into a computer world where binary rules. Make your way through this game grid to eventually reach the MCP who has been taking programs captive as part of his actuarial program. There are a few users on the grid trying to get to him too. Maybe you can beat them there, or even kill them so the MCP can continue to take over the computer world. This low level zone is purely hack n' slash. You can get there by going to the Experience Room, 1 south of the entrance to the Future Spaceport and and entering the laser laboratory to the east there. Or use the shortcut in the east end of Venture Way.&lt;br /&gt;
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==== Jurassic Ocean ====&lt;br /&gt;
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The Jurassic Ocean is in the same dome as Jurassic Park of course. The same geneticists who created the land animals thought it would be interesting to create water animals too. What they were thinking, nobody will ever know since they were the first to die when the dinosaurs took over. The ocean is a dangerous place. So if you are foolish enough to go there, the Ambassador of Pleasure Planet has declared they are not responsible for anything that may happen to you.&lt;br /&gt;
The spaceshuttle &amp;quot;The Wild Rush&amp;quot; in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those foolhardy people... You'll find the entrance to Jurassic Park from Fun Walk in the southwest part of Pleasure City.&lt;br /&gt;
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==== Planet Reptila ====&lt;br /&gt;
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Imagine a planet inhabited solely by reptiles. Slithery, cold, slimy, scaly or warty creatures like snakes, lizards, salamanders, crocodiles, Dragnars, toads and frogs. Well... on second thought there are some other creatures on the planet too, but the reptiles are the dominating species. The rest of the fauna is more or less reptile food. Of course even among the reptiles there are struggles for power too. The amphibians have been driven deep down into the depth of the mountains, where they plot their return and their revenge on the mysterious Reptile King, who few seem to have encountered. Does he even exist?&lt;br /&gt;
The enterprising Traveller could make a few bucks collecting reptile skins and trading them in the shady character Eatzabug's shop.&lt;br /&gt;
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==== The Orbiter ====&lt;br /&gt;
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The Orbiter has a crew of Scientists, from several different planet systems. Since their goal is to study, not to conquer, this ship is a friendly place, which welcomes all visitors, even the most inexperienced ones.&lt;br /&gt;
Due to the vastly different nature and life conditions of its multiplanetary crew, the different decks of the Orbiter offer interesting sites for the visitors.&lt;br /&gt;
The crew will also try to entertain the guests in various ways, since that gives them an extra chance to study their reactions.&lt;br /&gt;
The Orbiter, that circles Planet Earth, can be accessed directly from the Future Space Port, through the Transporter Room, directly south of the Entrance room to the Port.&lt;br /&gt;
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==== The Dark Planet ====&lt;br /&gt;
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This planet, situated in the twisted part of space known as the Queltorian Sector, is an extremely dangerous place. The dying sun hardly provides any light or warmth, and yet some extremely hardy species have adapted to the extreme conditions. Always forced to fight for their existence in the toughest of environments, only the toughest of these monsters have managed to survive, and they are DEADLY. This planet can not be recommended for ordinary Time Tourists. Don't go there unless you are very strong and not afraid to die. The 4D Travel Agency will take absolutely responsibility if you disobey this warning.&lt;br /&gt;
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==== The Planet Whotvar ====&lt;br /&gt;
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Long ago, a rich civilization inhabited the planet Whotvar, but Mother Nature and a certain demon unfortunately had other plans. Now, all that is left are a few natives and some relics of the distant past. Danger, and perhaps rewards, awaits those strong enough to adventure on this lost world.&lt;br /&gt;
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==== Whotvar II ====&lt;br /&gt;
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Getting away with it all... err.. Getting away FROM it all should be the name given to the two planet/asteroids that circle the same star as Whotvar. A soap opera plot as complex as most seen on 4D TV, with everyone trying to find something to make their dreams come true. Can even a head shrinker help the people who live there? Who knows? But most certainly some brave adventurer can help them find the things that they are looking for.&lt;br /&gt;
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==== The Spaceport Mall ====&lt;br /&gt;
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This large Shopping Mall, situated on the level 0 of the Main Spaceport on Planet Earth, has almost anything that a Roleplayer could wish for. Here you'll not only find a Baby Center, complete with Childrens' Doctor, Baby Shop, and a top security Daycare, but also a Wedding Shop and a Luxury Hotel for the Honeymoon. Naturally you'll find lots of other shopping options too. Or you can visit the beauty Salon to get coloured streaks in your hair, have a manicure and painted nails, or maybe a piercing or a tattoo. This is really a Shopper's Paradise.&lt;br /&gt;
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==== Quix II ====&lt;br /&gt;
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Somewhere in Quixotica, in a field of grass, is a ring of mushrooms. Entering it will throw you into a Time and Matter Trap, which doesn't work like the ordinary TimeTraps. It won't transfer you in time or place, but it will shrink you to the size of a mouse, giving a totally different perspective on the world.&lt;br /&gt;
Naturally entering it will need some courage, since at that size you will be just a morsel for creatures that normally would be nothing but small prey to you. This is not a zone for low levels, and some of the Quests in it are not easy to find. But for those who like to get a feeling of what it might be like to be Alice in Wonderland or a pixie or maybe a bug, it will provide some new aspects of life at the grass roots.&lt;br /&gt;
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==== Fun Fair ====&lt;br /&gt;
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Some things never change. Even when placed in the Futuristic setting of the Pleasure Planet, this Fun Fair has the retro feeling of the nineteensixties. It has the usual attractions, like a Giant Ferris Wheel, a Roller Coaster, a Bouncing Castle and a Mirror Maze, and also various games, both skill and luck based. The main attraction is a Haunted House, set up like a giant Snakes and Ladder game.&lt;br /&gt;
In most of the games you can win Coupons, and if you collect enough of those, you can win some very cool prizes. The quickest way to collect the coupons is in the Haunted House, provided you are strong enough to defeat the undead monsters inside. But you can also win coupons in all the games, and if you are lucky, you might find some in the rides as well.&lt;br /&gt;
Even though the owners seem to have gone missing, the Fun Fair is a place where all players can have some fun, regardless of level and strength. So come and join the fun, but don't forget to bring your sunglasses. The zone was built by a bunch of Jesters, so it is colourful - to say the least.&lt;br /&gt;
To get to the Fun Fair, take the shuttle to Pleasure Planet, and go to the airlock to the Rigel Dome, in the north part of Pleasure City.&lt;br /&gt;
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==== Killer Klowns ====&lt;br /&gt;
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Douglas and Gwendolyn Crockerbone scraped and saved their whole life, until finally they had enough to buy their own Fun Fair. And now they have set up business in the former Rigel Dome on Pleasure Planet.&lt;br /&gt;
Unfortunately the Fun Fair has been invaded by a bunch of Space Klowns, and they have more or less taken over the place. People have started to complain about their pranks, even the Mayor is concerned and the owner... Well, he seems to have disappeared completely...&lt;br /&gt;
The Klowns, generally known as Killer Klowns, have a weird sense of humour, so be prepared for practical jokes and some nasty surprises. Still, in spite of their name, the Killer Klowns are more irritating than aggressive. So the Fun Fair should be pretty safe to visit, as long as you stay out of the Haunted House and the Dark Forest, if you are low level with few remorts.&lt;br /&gt;
You will find the Killer Klowns on Pleasure Planet, located in the former Rigel Dome, in the northern part of Pleasure City.&lt;br /&gt;
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		<author><name>Isidora</name></author>	</entry>

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