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The '''Urchin Guide''' system can be used for quick navigation through towns. Access to the Urchin Guide may be purchased through the [[Simucoin]] Store for 50 simucoins for 30 days of unlimited use. Once purchased, users will gain access to the URCHIN verb. |
The '''Urchin Guide''' system can be used for quick navigation through towns. Access to the Urchin Guide may be purchased through the [[Simucoin]] Store for 50 simucoins for 30 days of unlimited use. Once purchased, users will gain access to the URCHIN verb. |
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==URCHIN (verb)== |
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===Usage=== |
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<pre{{log2}}> |
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Usage: |
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URCHIN GUIDE [PLACE] - Call a local street urchin to guide you to the chosen place. |
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URCHIN PLACES - View places that you can be guided to from your current location. |
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URCHIN STATUS - Check the current status of your access to the urchin guides. |
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</pre> |
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In any town, use '''URCHIN PLACES''' to see the valid destinations. For example, in [[Wehnimer's Landing]]: |
In any town, use '''URCHIN PLACES''' to see the valid destinations. For example, in [[Wehnimer's Landing]]: |
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'''URCHIN PLACES''' |
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<pre{{log2}}> |
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>urchin places<br> |
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Valid places: |
Valid places: |
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BANK (First Elanith Bank, Teller) |
BANK (First Elanith Bank, Teller) |
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PAWN (Kilron's Pawnshop, Front Room) |
PAWN (Kilron's Pawnshop, Front Room) |
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FURRIER (Dakris's Furs, Front Room) |
FURRIER (Dakris's Furs, Front Room) |
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GEMSHOP (Gemcutter's, Front Room) |
GEMSHOP (Gemcutter's, Front Room) |
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ALCHEMY (Alchemist's House, Consignment) |
ALCHEMY (Alchemist's House, Consignment) |
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BOUNTY (Adventurer's Guild, Lobby) |
BOUNTY (Adventurer's Guild, Lobby) |
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JUSTICE (Wehnimer's, Constabulary) |
JUSTICE (Wehnimer's, Constabulary) |
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HEALER (Healer's Tent, Treatment Room) |
HEALER (Healer's Tent, Treatment Room) |
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THRAK (Raging Thrak Inn, Barroom) |
THRAK (Raging Thrak Inn, Barroom) |
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HERBALIST (Herbalist's, Dispensary) |
HERBALIST (Herbalist's, Dispensary) |
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WEAPONS (Tykel's Arms, Showroom) |
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ARMOR (Aznell's Armory, Forge) |
ARMOR (Aznell's Armory, Forge) |
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LOCKSMITH (Locksmith, Backroom) |
LOCKSMITH (Locksmith, Backroom) |
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HELGAS (Helga's Tavern, Barroom) |
HELGAS (Helga's Tavern, Barroom) |
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FRITHS (Frith's Inn, Front Desk) |
FRITHS (Frith's Inn, Front Desk) |
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CHRONOMAGES (Wehnimer's, Shop Cellar) |
CHRONOMAGES (Wehnimer's, Shop Cellar) |
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TEMPLE (Temple, Chapel) |
TEMPLE (Temple, Chapel) |
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MOOT (Moot Hall, Great Lobby) |
MOOT (Moot Hall, Great Lobby) |
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FLETCHER (Quaeta's Fletcher Shop) |
FLETCHER (Quaeta's Fletcher Shop) |
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WAYSIDE (Wayside Inn, Dining Room) |
WAYSIDE (Wayside Inn, Dining Room) |
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BELDRINS (Beldrin's Game Hall, Reception) |
BELDRINS (Beldrin's Game Hall, Reception) |
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EASTTOWER (Land Tower East, Office) |
EASTTOWER (Land Tower East, Office) |
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⚫ | |||
WESTGATE (Wehnimer's, West Ring Rd.) |
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⚫ | |||
TSC (Town Square Central) |
TSC (Town Square Central) |
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HEARTHSTONE (Hearthstone, Front Porch) |
HEARTHSTONE (Hearthstone, Front Porch) |
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BLACKSMITH (Blacksmith, Forge) |
BLACKSMITH (Blacksmith, Forge) |
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WARRIORGUILD (Warrior Guild, Entryway)<br> |
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WARRIORGUILD (Warrior Guild, Entryway) |
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BARDGUILD (Bard Guild, Courtyard) |
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EMPATHGUILD (Empath Guild, Entrance) |
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CLERICGUILD (Cleric Guild, Courtyard) |
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DEBTS (Moot Hall, Debt Collector's) |
DEBTS (Moot Hall, Debt Collector's) |
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⚫ | |||
INN (Raging Thrak Inn, Front Desk) |
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⚫ | |||
COLLECTIBLES (Collectibles Shop) |
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</pre> |
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Once a destination is chosen, use '''urchin guide [destination]''' to travel. |
Once a destination is chosen, use '''urchin guide [destination]''' to travel. |
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'''Example:''' |
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example: |
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<pre{{log2}}> |
<pre{{log2}}> |
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>urchin guide pawn |
>urchin guide pawn |
Revision as of 21:54, 16 November 2019
The Urchin Guide system can be used for quick navigation through towns. Access to the Urchin Guide may be purchased through the Simucoin Store for 50 simucoins for 30 days of unlimited use. Once purchased, users will gain access to the URCHIN verb.
URCHIN (verb)
Usage
Usage: URCHIN GUIDE [PLACE] - Call a local street urchin to guide you to the chosen place. URCHIN PLACES - View places that you can be guided to from your current location. URCHIN STATUS - Check the current status of your access to the urchin guides.
In any town, use URCHIN PLACES to see the valid destinations. For example, in Wehnimer's Landing: URCHIN PLACES
Valid places: BANK (First Elanith Bank, Teller) PAWN (Kilron's Pawnshop, Front Room) FURRIER (Dakris's Furs, Front Room) GEMSHOP (Gemcutter's, Front Room) ALCHEMY (Alchemist's House, Consignment) BOUNTY (Adventurer's Guild, Lobby) JUSTICE (Wehnimer's, Constabulary) HEALER (Healer's Tent, Treatment Room) THRAK (Raging Thrak Inn, Barroom) HERBALIST (Herbalist's, Dispensary) WEAPONS (Tykel's Arms, Showroom) ARMOR (Aznell's Armory, Forge) LOCKSMITH (Locksmith, Backroom) HELGAS (Helga's Tavern, Barroom) FRITHS (Frith's Inn, Front Desk) CHRONOMAGES (Wehnimer's, Shop Cellar) TEMPLE (Temple, Chapel) MOOT (Moot Hall, Great Lobby) FLETCHER (Quaeta's Fletcher Shop) WAYSIDE (Wayside Inn, Dining Room) BELDRINS (Beldrin's Game Hall, Reception) EASTTOWER (Land Tower East, Office) WESTGATE (Wehnimer's, West Ring Rd.) NORTHGATE (Wehnimer's, Land's End Rd.) TSC (Town Square Central) HEARTHSTONE (Hearthstone, Front Porch) BLACKSMITH (Blacksmith, Forge) WARRIORGUILD (Warrior Guild, Entryway) BARDGUILD (Bard Guild, Courtyard) EMPATHGUILD (Empath Guild, Entrance) CLERICGUILD (Cleric Guild, Courtyard) DEBTS (Moot Hall, Debt Collector's) INN (Raging Thrak Inn, Front Desk) TABLES (Raging Thrak Inn, Dining Room) COLLECTIBLES (Collectibles Shop)
Once a destination is chosen, use urchin guide [destination] to travel.
Example:
>urchin guide pawn You flag down a nearby urchin and indicate your desired destination. The urchin nods to you and rapidly guides you through a series of back alleys, side streets, and little-used shortcuts until you reach your destination in mere seconds. [Kilron's Pawnshop, Front Room] This little pawnshop is somewhat cheerier than you would expect, presided over by its well-dressed and well-heeled owner, Kilron. A polished white marble counter is set off by freshly whitewashed walls and a highly varnished wood floor. An antique cabinet on the far wall holds several impressive and equally ancient weapons, some precious trinkets, and several items that you cannot identify, except that they seem to glow in different shades of colored light with different intensities. You also see a slatted wooden case and an oak door. Obvious exits: out