Urchin Guide

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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.

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)
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)
CLERICGULD (Cleric Guild, Courtyard)
DEBTS (Moot Hall, Debt Collector's)
INN (Raging Thrak Inn, Front Desk)
TABLES (Raging Thrak Inn, Dining 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