Urchin Guide: Difference between revisions

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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 25 simucoins for 30 days of unlimited use. Once purchased, users will gain access to the URCHIN verb.
==URCHIN (verb)==
==URCHIN (verb)==
===Usage===
===Usage===

Revision as of 00:56, 17 July 2023

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 25 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.
   URCHIN CUSTOM LIST      - View your current custom urchin destinations.
   URCHIN CUSTOM SET       - Add the current room to your custom urchin destinations.
   URCHIN CUSTOM CLEAR     - Remove a custom urchin destination.

In any town, use URCHIN PLACES to see the valid destinations. For example, in Wehnimer's Landing: URCHIN PLACES

Valid places:
ALCHEMY         (Alchemist's House, Consignment)
ARMOR           (Aznell's Armory, Forge)
BANK            (First Elanith Bank, Teller)
BOUNTY          (Adventurer's Guild, Office)
CHRONOMAGES     (Wehnimer's, Shop Cellar)
COBBLING        (Warehouse, Storage Room)
COLLECTIBLES    (Collectibles Shop)
DEBTS           (Moot Hall, Debt Collector's)
DOCKS           (Wehnimer's, North Dock)
FLETCHER        (Quaeta's Fletcher Shop)
FURRIER         (Dakris's Furs, Front Room)
GEMSHOP         (Gemcutter's, Front Room)
GROCER          (Patty's Cakes)
GUARD           (Wehnimer's, Exterior)
HEALER          (Healer's Tent, Treatment Room)
HERBALIST       (Herbalist's, Dispensary)
INN             (Raging Thrak Inn, Front Desk)
JUSTICE         (Wehnimer's, Constabulary)
LOCKSMITH       (Locksmith, Backroom)
LOCKSMITHPOOL   (Land Tower East, Office)
PAWN            (Kilron's Pawnshop, Front Room)
POSTOFFICE      (Scrivener's, Mail Room)
STABLE          (City Stables, Stalls)
TABLES          (Raging Thrak Inn, Dining Room)
TEMPLE          (Temple, Chapel)
TOWNHALL        (Landing Hall, Courtyard)
WEAPONS         (Tykel's Arms, Showroom)
WEDDINGHALL     (Wehnimer's, Parsnips St.)
BARDGUILD       (Bard Guild, Courtyard)
CLERICGUILD     (Cleric Guild, Courtyard)
EMPATHGUILD     (Empath Guild, Entrance)
WARRIORGUILD    (Warrior Guild, Entryway)
BELDRINS        (Beldrin's Game Hall, Reception)
BLACKSMITH      (Blacksmith, Forge)
EASTTOWER       (Land Tower East, Office)
FRITHS          (Frith's Inn, Front Desk)
HEARTHSTONE     (Hearthstone, Front Porch)
HELGAS          (Helga's Tavern, Barroom)
MOOTHALL        (Moot Hall, Great Lobby)
STAR            (Wehnimer's, South Wharf)
THRAK           (Raging Thrak Inn, Barroom)
TSC             (Town Square Central)
WAYSIDE         (Wayside Inn, Dining Room)
WESTGATE        (Wehnimer's, West Ring Rd.)
NORTHGATE       (Wehnimer's, Land's End Rd.)
PREMIUMHALL     (Zephyr Hall, Common Room)

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

See Also