DBZu/area/
DBZu/area/imc/
DBZu/boards/
DBZu/clans/
DBZu/color/
DBZu/councils/
DBZu/deity/
DBZu/doc/mudprogs/
DBZu/gods/
DBZu/log/
DBZu/notes/
DBZu/player/a/
DBZu/player/backup/c/
DBZu/player/backup/k/
DBZu/player/c/
DBZu/player/d/
DBZu/player/j/
DBZu/player/k/
DBZu/player/o/
DBZu/player/r/
DBZu/player/s/
DBZu/player/t/
DBZu/player/v/
DBZu/player/w/
DBZu/player/z/
#AREA   NRRA~



#VERSION 1
#AUTHOR Goku~

#RANGES
0 0 0 0
$

#FLAGS
1

#ECONOMY 2 1188527

#CLIMATE 2 2 2

#MOBILES
#2700
first mob~
a newly created first mob~
Some god abandoned a newly created first mob here.
~
~
3 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#2701
NRRA Officer~
An NRRA Officer~
An NRRA Officer is standing here.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 100000000
112 112 0
15 13 13 13 20 13 20
0 0 0 0 0
6 3 0 0 1 1 1
0 0 0 0 0 0 0 0
> death_prog 100~
if mobcount(2720) == 0
mpmload 2701
mpoload 2701 1
endif
~
|
#2702
NRRA Guard~
The NRRA Guard~
The NRRA guard is standing here.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
700 100000000
112 112 0
15 13 13 13 13 13 15
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> death_prog 100~
if mobcount(2724) == 0
mpmload 2702
mpoload 2702
endif
~
|
#2703
Dreamer Mob~
Dreamer Mob~
A Dreamer mob is here you dumb bitch.
~
~
75497475 0 0 S
1 0 0 0d0+0 0d0+0
0 100000
112 112 0
> act_prog p deep sleep.~
mpforce $n wake
mptransfer $n 2727
mpat $n mpforce $n look
mpat $n mea $n _blu You close your eyes and fall asleep. As you begin to
mpat $n mea $n _blu dream, you find yourself in a strange city, standing
mpat $n mea $n _blu infront of a tall building.
~
|
#2704
NRRA Officer~
An NRRA Officer~
An NRRA Officer is standing here.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
900 50000000
112 112 0
14 13 13 13 13 13 13
0 0 0 0 0
1 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> greet_prog 100~
smirk $n
~
> death_prog 100~
if mobcount(2730) == 0
mpmload 2704
endif
~
|
#2705
Robo Beast~
Robo-Beast~
Robo-Beast is standing here.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
1400 120000000
112 112 0
10 13 13 13 13 13 20
0 0 0 0 0
6 3 0 0 1 1 2
0 0 0 0 0 0 0 0
> greet_prog 100~
growl $n
~
> death_prog 100~
if mobcount(2742) == 0
mpmload 2705
mpoload 2707
endif
~
|
#2706
NRRA Shopkeeper~
The NRRA Shopkeeper~
The NRRA Shopkeeper is standing here.
~
~
67108867 0 0 S
1 0 0 0d0+0 0d0+0
100000 500000
112 112 0
> speech_prog p I found some~
if carryingvnum($n) 2507
mpmset nrra gold 50000
mpforce $n give bullion shop
give 50000 coins $n
mpjunk bullion
else
say YOU LIE!!!!
endif
~
> greet_prog 100~
say Psst... got any of that Gold Bullion floating around...?
say I'll pay kindly for it, just say you found some.. and I'll
say give it a quick inspect.
smirk
~
|
#2707
NRRA Cook~
The NRRA Cook~
The NRRA Cook is standing here.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
1450 65000000
112 112 0
10 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> death_prog 100~
if mobcount(2749) == 0
mpmload 2707
endif
~
|
#2708
NRRA Chef~
The NRRA Chef~
The NRRA Chef is standing here
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
1500 68000000
112 112 0
10 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> greet_prog 100~
say Get out of the Kitchen! Your not suppose to be here!
emote wields his knife
say OUT!
~
> death_prog 100~
if mobcount(2750) == 0
mpmload 2708
endif
~
|
#2709
NRRA Manager~
The NRRA Manager~
The NRRA Manager stands here infront of his desk.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
1600 70000000
112 112 0
12 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> death_prog 100~
if mobcount(2752) == 0
mpmload 2709
mpoload 2708 1
endif
~
|
#2710
NRRA VIP~
The NRRA VIP~
The NRRA VIP is standing here.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
1800 100000000
112 112 0
10 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> death_prog 100~
if mobcount(2756) == 0
mpmload 2710
mpoload 2709 1
endif
~
|
#2711
NRRA President~
The President of NRRA~
The President of NRRA is standing here.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
3200 110000000
112 112 0
12 13 13 13 13 13 17
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> greet_prog 100~
say What do you want?..Im a busy man.
emote gazes out the window.
cackle
~
> death_prog 100~
if mobcount(2760) == 0
mpmload 2711
endif
~
|
#0


#OBJECTS
#2701
NRRA Keycard~
An NRRA Keycard~
An NRRA Keycard lies on the floor.~
~
9 0 1
0 0 0 0
1 0 0
#2702
NRRA Keycard~
A NRRA Keycard~
A NRRA keycard is sitting here on the ground.~
~
9 0 1
0 0 0 0
1 0 0
#2703
NRRA Pants~
&cA Pair of NRRA Pants&D~
A pair of NRRA pants are folded up on the ground.~
~
9 0 33
0 3 3 0 5000000 125000000
1 18869 1886
#2704
NRRA Jacket~
&cAn NRRA Jacket&D~
A blue jacket rests here on the ground.~
~
9 0 1025
0 3 3 0 5000000 125000000
1 19898 1989
#2705
NRRA Wrist Watch~
&cAn NRRA Multi-Purpose Wristwatch&D~
A multi-purpose wrist watch is on the ground.~
~
9 0 4097
0 2 2 0 5000000 125000000
1 20000 2000
#2706
NRRA Elevator Key 1~
a newly created NRRA Elevator Key 1~
Some god dropped a newly created NRRA Elevator Key 1 here.~
~
9 0 0
0 0 0 0
1 0 0
#2707
NRRA Silver Keycard~
A NRRA Silver Keycard~
A NRRA Silver Keycard is on the ground here before you.~
~
9 0 1
0 0 0 0
1 0 0
#2708
NRRA Platinum Keycard~
An NRRA Platinum Keycard~
An NRRA Platinum Keycard lies on the ground here before you.~
~
9 0 1
0 0 0 0
1 0 0
#2709
NRRA Gold Keycard~
An NRRA Gold Keycard~
A NRRA Gold Keycard is on the ground here before you.~
~
9 0 1
0 0 0 0
1 0 0
#2710
A5 Blueprint~
&BA5 Blueprint&D~
&BA blueprint of some sort seems to be on the ground here.&D~
~
69 0&16 1
0 0 0 0
1 0 0
#0


#ROOMS
#2700
&CHidden Passage~
&cYou've just crossed the threshold of a hidden door. The sounds here are
almost deafening. Machines powered by unknown power sources work their
designed tasks, and the lights above flicker from time to time. The
passage itself looks as it it was made of a single piece of metal, shaped
to fit the station perfectly. Assuming that you're deeper inside the
station than you've been before, you start off in search of what there is
to find. 
~
0 0 1
D0
~
~
0 -1 2701
D1
~
~
0 -1 754
S
#2701
&CBefore a Set of Stairs~
&cComing to the end of the hidden passage, you find yourself standing
before a huge gaping hole that's been cut into the floor. Looking inside
you can make out a faint red light, barely illuminating the room. There
are hand and foot holds for you to climb down with.
~
0 0 1
D2
~
~
0 -1 2700
D5
~
~
0 -1 2702
S
#2702
&CThe Generator Room~
&cThe main generator of the station is impressive, though not as impressive
as the room that holds it. Tiny worker droids scurry about, reading
gauges, changing settings, and monitoring the generator in general. Most
might refer to this as the heart of the station, though some know
differently. There seems to be a door to the south with the word exit
written on it. 
~
0 0 1
D2
~
~
0 -1 2703
D4
~
~
0 -1 2701
S
#2703
&CStill in the Generator Room~
&cThe main generator of the station is impressive, though not as impressive
as the room that holds it. Tiny worker droids scurry about, reading
gauges, changing settings, and monitoring the generator in general. Most
might refer to this as the heart of the station, though some know
differently. There is a door to the south with the word exit written on
it. 
~
0 0 1
D0
~
~
0 -1 2702
D2
~
~
0 -1 2704
S
#2704
&CIn the Center of the Station~
&cYou are now standing in the center of the station. As you would expect, 
there is no one to be found, alive or artifical. Ages of dust have
accumulated on the floor, and all but one of the lights has long since
burned out. There's a small map on the wall. As you brush what might be a
bucket full of grime off, you realize it's a very vague blueprint of the
station, with a red dot in the center. Beside it reads 'You are here.' 
~
0 0 1
D0
~
~
0 -1 2703
D2
~
~
0 -1 2705
S
#2705
&CA Poorly Maintained Corridor~
&cThis corridor isn't much cleaner than the last one. In fact it's dirtier,
if that can be possible. At least there's signs of life here, foot prints
in the dust. Besides those, nothing mars the thick coat of grime covering
the rarely used hall. To the south is a round door, shut tight. It seems
to be operated by the keypad positioned on the wall to the left of it. 
~
0 0 1
D0
~
~
0 -1 2704
D2
~
airlock~
3 -1 2706
> entry_prog 100~
mpforce $n close airlock
~
|
S
#2706
&CAn Airlock~
&cThe air lock, now shut, is the cleanest place you've seen while in the
belly of the station. There's no dust, as none can get in while the doors
are closed. There are to large circular doors at either end, locking this
room away from the rest of the station. Whatever lies past the airlock
must be important enough to keep away from the sight of the rest of the
station. 
~
0 0 1
D0
~
airlock~
3 -1 2705
D2
~
airlock~
3 -1 2707
> entry_prog 100~
mpforce $n close airlock
mpforce $n close s
~
|
S
#2707
&CEntrance to the NRRA Headquarters~
&cYou're standing in a newer part of the station. If not newer, at least
much cleaner. The walls and floor have an off metallic glimmer to them,
and long lights hang from the ceiling. On the wall to the right, a large
banner hangs, the words 'New Red Ribbon Army' written on it. Far to the
south, you can make uot what appears to be a statue.  
~
0 0 1
D0
~
~
3 -1 2706
D2
~
~
0 -1 2708
> entry_prog 100~
mpforce $n close n
~
|
S
#2708
&CWithin the Walls of the NRRA~
&cStanding within the walls of the NRRA headquarters, you're reminded of a
military base. Anyone moving about walks with a purpose, anyone sitting is
working on something. Almost as if they have something planned. You can
see the statue to the south a little more clearly now, but you still can't
quite make out what it is. To the west appears to be an equipment shop. 
~
0 0 1
D0
~
~
0 -1 2707
D1
~
~
0 -1 2709
D2
~
~
0 -1 2711
D3
~
~
0 -1 2710
S
#2709
&CA Shabby Room~
&cA low ranking NRRA member's room. From the condition it's in, a very low
ranking member. There's only a bed, and a small table. It's clean though.
Set into one of the walls is a small screen which is showing news of
current events. There's something else about this room that's odd. There's
no door.  
~
0 0 1
D3
~
~
0 -1 2708
S
#2710
&CNRRA Equipment Shop~
&cA small androids sits on a chair, watching a computer screen. It barely
looks up as you enter. Hanging from walls, or in display cases are various
pieces of equipment the NRRA uses, or parts of their uniform which are for
sale. There's an unattended counter with a register on the corner. Where
you pay for your purchases, of course. 
~
0 0 1
D1
~
~
0 -1 2708
S
#2711
&CStanding in Front of a Statue~
&cYou can finally make out the statue. It stands well over nine feet tall,
and has been carved out of solid stone. It's a man, though only just
barely. He's been altered with robotic parts, to the point where you can
barely call him a man. At the base of the statue is a small plaque.
There's another NRRA member's room to the west, and a collection of
healing pods to the east. A sign to the south reads: stairs. 
~
0 0 1
D0
~
~
0 -1 2708
D1
~
~
0 -1 2712
D2
~
~
0 -1 2714
D3
~
~
0 -1 2713
S
#2712
&CAdvanced Healing Unit~
&cVarious makes and models of healing pods line the room here. All
controled by a single computer stationed in the center of the room. They
all seem to have one similar feature, however. NRRA has been painted in
bright red letters on the doors of each. There's a single light hanging
from the ceiling that sways as each person enters or leaves the room. 
~
0 1056 1
D3
~
~
0 -1 2711
S
#2713
&CA Slightly Better Maintained Room~
&cThis room belongs to someone of a higher rank than the last, though not
by much. There's the same hard bed, table and chairs, but a bigger screen
has been fixed into the wall, and the room itself must be at least a foot
or two longer along each wall. There does not seem to be a door to this
room either. 
~
0 0 1
D1
~
~
0 -1 2711
S
#2714
&CStairs Deeper Into the Headquarters~
&cYou're standing at the top of the stairs leading to the lower level of
the NRRA headquarters. In the upper corner someone has installed a
security camera, which follows your movements. From below you can hear the
sounds of people talking and machines working. 
~
0 0 1
D0
~
~
0 -1 2711
D5
~
~
0 -1 2715
S
#2715
&CAt the Bottom of the Stairs~
&cYou're standing at the bottom of the stairs leading to the upper level of
the NRRA headquarters. Looking up you can see light reflect off the
security camera installed at the top of the stairs. Each step has been
fitted with a strange black, gritty paper to prevent slippage. 
~
0 0 1
D0
~
~
0 -1 2716
D4
~
~
0 -1 2714
S
#2716
&CDeep Inside the NRRA Headquarters~
&cIn the lower area of the NRRA headquarters, there are very few people
moving about, or doing their daily tasks. There's the odd dormitory to
either side, and what appears to be a control center further up ahead. On
one of the walls, someone has painted the words: NRRA Forever! a small
worker droid scrubs furiously to remove it. 
~
0 0 1
D0
~
~
0 -1 2719
D1
~
~
0 -1 2717
D2
~
~
0 -1 2715
D3
~
~
0 -1 2718
S
#2717
&CSomeone else's Room~
&cThis is someone else's room. Chairs, a table, bed, couch, what you'd
usually expect to find in the average person's room. but something doesn't
quite fit. It may be the 'Terrorism for Dummies' book beside the bed, or
the various explosive devices scattered around the room. It may be a good
idea to leave before the owner of the room arrives. 
~
0 0 1
D3
~
~
0 -1 2716
S
#2718
&CSomeone's Room~
&cNot much here. In fact, there's nothing, besides the screen that comes
installed in every room. Whoever this room belongs to must be moving out,
or in. Either way you decide there must be more interesting things here to
look at. 
~
0 0 1
D1
~
~
0 -1 2716
S
#2719
&CDrawning Near a Dead End~
&cAhead you can see where the hall comes to an end. This hall, unlike the
others found within the walls of the NRRA headquarters, has a room with a
door. The words 'control room' have been painted neatly on it. The door
itself appears to be unlocked, but you are fairly certain that whatever's
inside is well guarded. 
~
0 0 1
D0
~
~
0 -1 2721
D1
~
~
0 -1 2720
D2
~
~
0 -1 2716
S
#2720
&CControl Center~
&cFrom the looks of it, this room is conrtolling the entire headquarters.
There are many computers and unknown machines, doing their various tasks
as usual. Sitting in a chair monitoring it all is a tall lanky android
wearing an NRRA uniform.
~
0 0 1
D3
~
~
0 -1 2719
S
#2721
&CA Dead End~
&cThis is it. You've come to the end of the hall, and you can't make out
any stairs or doors that lead to any other parts of the station. Wherever
you're supposed to go from here, the answer probably won't be found while
standing at a dead end, staring at a brick wall. Brick? Putting that
thought out of your mind, you decide to explore some more.  
~
0 0 1
D0
~
wall~
7 2701 2722
D2
~
~
0 -1 2719
> entry_prog 100~
mpforce $n close n
mpforce $n lock north
~
|
S
#2722
&CThrough the Hidden Door~
&cAmazingly enough, the hidden door you just passed through shut and locked
behind you. There is a keyhole though, so you can leave. This area of the
headquarters is slightly less buisy than the last. There's thick cables
running through the walls and along the ceiling, powering whatever lies to
the east. The floor has changed from the shimmering metal, to a dull grey,
though the walls remain the same, provifing whatever light is required. 
~
0 0 1
D1
~
~
0 -1 2723
D2
~
wall~
7 2701 2721
> entry_prog 100~
mpforce $n close s
mpforce $n lock south
~
|
S
#2723
&CIn the Hidden Passage~
&cResembling the last passage, this one has a sligh twist. Actually, it's a
turn. From the south, you can make out the sounds of guards talking and a
door closing shut. Located in the center of the room is a tall column with
a small plaqe set into it. It reads: Warning! Those found tresspassing
will be dealt with in a most unpleasant fashion. 
~
0 0 1
D2
~
~
0 -1 2724
D3
~
~
0 -1 2722
S
#2724
&CGuard Outpost~
&cThere's a guard leaning against the wall, half asleep. To his left is a
tall metal door, locked of course. Besides that, and a chair, this part
ofthe passage is completly empty. Gathering up your courage, you get ready
to take the key from the guard, with force if you must.   
~
0 0 1
D0
~
~
0 -1 2723
D1
~
~
7 2702 2725
S
#2725
&CAn Almost Empty Room~
&cYou're standing in a room filled beyond belief with strange pods, filled
with people who appear to be sleeping. These pods do not look like your
everyday healing pods, however. They each have thick cables trailing from
their backs, leading into a large computer stationed against the far wall.
Looking around you see that there is only one empty pod.
~
0 0 1
D1
~
~
3 -1 2726
D3
~
~
7 2702 2724
> entry_prog 100~
mpforce $n close w
mpforce $n lock w
~
|
S
#2726
&CInside The Pod~
&cInside the pod, you feel warm and safe. As if no harm could ever come to
you while you stay inside. There's soft music playing, luring you into
sleep. Perhaps you should just give in and experience what the other
people in the pods outside are doing.  
~
0 0 1
D3
~
~
3 -1 2725
> entry_prog 100~
mpforce $n close w
~
|
S
#2727
&COutside a Tall Building~
&cOpening your eyes almost immediatly after falling asleep, you find
yourself in a strange city. One that you've never seen, nor heard of
before. Ahead of you is a talll building, with big red letters reading
&RNRRA&c. To the east appears to be a park, while the rest of the city
lies to the west. A little voice in the back of your head reminds you that
if you wish to wake, just say 'wake up.'
~
0 0 1
D0
~
~
0 -1 2743
D1
~
~
0 -1 2728
D3
~
~
0 -1 2733
> speech_prog p wake up~
mea $n _red You give yourself a little shake and force yourself to wake up.
mptransfer $n 2726
~
|
S
#2728
&CTowards the Park~
&cYou are nearing the park of NRRA. Many tree's line the pathway
up to the park.You can hear the birds chirping. The breeze against
your face makes you feel relaxed, you feel the urge to  head
towards the park. West will take you back to the Tall Building.
Heading Northeast will take you inside the park.
~
0 0 1
D3
~
~
0 -1 2727
D6
~
~
0 -1 2729
S
#2729
&CInside the Park~
&cYou are inside the park of NRRA, you can smell the fresh grass
as the wind picks up. The sun is shining, its a very peaceful
day out today. Looking up you notice the sky is a perfect blue,
not a cloud can be seen. The park is shaped in a large circle. Maybe
you should take a walk around. Many people are walking back and
forth, going about their daily affairs.
~
0 0 1
D0
~
~
0 -1 2730
D1
~
~
0 -1 2732
D9
~
~
0 -1 2728
S
#2730
&CInside the Park~
&cYou are inside the park of NRRA, you can smell the fresh grass
as the wind picks up. The sun is shining, its a very peaceful
day out today. Looking up you notice the sky is a perfect blue,
not a cloud can be seen. The park is shaped in a large circle. Maybe
you should take a walk around. Many people are walking back and
forth, going about their daily affairs.
~
0 0 1
D1
~
~
0 -1 2731
D2
~
~
0 -1 2729
S
#2731
&CInside the Park~
&cYou are inside the park of NRRA, you can smell the fresh grass
as the wind picks up. The sun is shining, its a very peaceful
day out today. Looking up you notice the sky is a perfect blue,
not a cloud can be seen. The park is shaped in a large circle. Maybe
you should take a walk around. Many people are walking back and
forth, going about their daily affairs.
~
0 0 1
D2
~
~
0 -1 2732
D3
~
~
0 -1 2730
S
#2732
&CInside the Park~
&cYou are inside the park of NRRA, you can smell the fresh grass
as the wind picks up. The sun is shining, its a very peaceful
day out today. Looking up you notice the sky is a perfect blue,
not a cloud can be seen. The park is shaped in a large circle. Maybe
you should take a walk around. Many people are walking back and
forth, going about their daily affairs.
~
0 0 1
D0
~
~
0 -1 2731
D3
~
~
0 -1 2729
S
#2733
&CAn Odd City~
&cHeading deeper into the city, away from the park, you can faintly hear
the sounds of bells and shistles, and other game-related sounds. A sign
has been driven into the ground, directing you to the arcade. As always in
this city, if you let your gaze wander skyward, you can see the NRRA
building blocking out a good portion of the sky.
~
0 0 1
D1
~
~
0 -1 2727
D7
~
~
0 -1 2734
S
#2734
&COn the Street~
&cStanding on the sidewalk, facing the arcade, you wonder what could be
inside that would cause so many people to flock into it every day. The
sign on the door says that it's always open. One of the first things
people see upon entering the city is the shirt little building, but there
seems to be other things, of various importance further north.
~
0 0 1
D0
~
~
0 -1 2735
D8
~
~
0 -1 2733
S
#2735
&COn the Street~
&cContinuing through the city, you find yourself standing before an
resturant which may be even odder than the rest of the city. It's
called 'Clear Beard's Pirat Shanty.' Deciding that you have no time
for foolery such as that, you ignore the eatery. The street you're
standing on continues west, but something catches your eye to the
~
0 0 1
D1
~
~
0 -1 2736
D2
~
~
0 -1 2734
S
#2736
&CA Dark Alley~
&cYou're behind the NRRA building. It's pretty dark in here, though as you
might expect to find undesirable types hiding in an alley such as this,
it's empty. It's also very clean. In fact, you havn't seen one speck of
dust, dirt, grime or filth since setting foot in the city. Whoever runs
this place must have a very good cleaning company.
~
0 0 1
D1
~
~
0 -1 2737
D3
~
~
0 -1 2735
S
#2737
&CEnd of the Alley~
&cStanding at the end of the alley, you realize there's nothing here.
Whatever was here moments ago is now gone, and you can find no trace of
it. There's a back door to the NRRA building, but it's securly locked and
bolted. Whatever was here didn't leave through there. And for some reason
you can't put your finger on, you can hear the sound of rushing water.
~
0 0 1
D3
~
~
0 -1 2736
D5
~
~
0 -1 2738
S
#2738
&CIn The Sewers~
&cAmazingly enough, even the sewers here are clean. Crystal clear water
runs knee deep through the tube big enough for you to stand in, pushing
you gently along it's path. The odd piece of garbage floars by, but
nothing that would make you rush to the corner and retch. There are even
lights dangling just above your head, lighting your way.
~
0 0 1
D3
~
~
0 -1 2739
D4
~
~
0 -1 2737
S
#2739
&CIn The Sewers~
&cAmazingly enough, even the sewers here are clean. Crystal clear water
runs knee deep through the tube big enough for you to stand in, pushing
you gently along it's path. The odd piece of garbage floars by, but
nothing that would make you rush to the corner and retch. There are even
lights dangling just above your head, lighting your way.
~
0 0 1
D1
~
~
0 -1 2738
D2
~
~
0 -1 2740
S
#2740
&CIn The Sewers~
&cAmazingly enough, even the sewers here are clean. Crystal clear water
runs knee deep through the tube big enough for you to stand in, pushing
you gently along it's path. The odd piece of garbage floars by, but
nothing that would make you rush to the corner and retch. There are even
lights dangling just above your head, lighting your way.
~
0 0 1
D0
~
~
0 -1 2739
D1
~
~
0 -1 2741
S
#2741
&CIn The Sewers~
&cAmazingly enough, even the sewers here are clean. Crystal clear water
runs knee deep through the tube big enough for you to stand in, pushing
you gently along it's path. The odd piece of garbage floars by, but
nothing that would make you rush to the corner and retch. There are even
lights dangling just above your head, lighting your way. To the east you
see a door. Just a plain door, probably leading to the sewage control
room.
~
0 0 1
D1
~
~
0 -1 2742
D3
~
~
0 -1 2740
S
#2742
&CA Strange Room~
&cThis is no control room! It looks like... something has been living here
for a short time. Whatever it is has amassed quite the collection of
useless junk, and piled it all into one corner. Turning around, you find
it, huddled against a wall, glaring at you. In one of it's hands is a
shiny keycard, stamped with the NRRA name and logo.
~
0 16777216 1
D3
~
~
0 -1 2741
> act_prog p finds some~
mpoload 2710
give A5 $n
~
|
S
#2743
&CIn The Lobby~
&cYou're standing in the lobby of the NRRA office building, though how an
organization like them has a building such as this is hard to believe. The
floor has been covered with a lush red carpet, muting the sound of you
walking up to the main desk. Behind that sits a short secretary, with
strange eyes, and metal hands. Off to the west is the washroom, in case
you need to freshen up before any meetings you may have.
~
0 0 1
D0
~
~
0 -1 2744
D2
~
~
0 -1 2727
S
#2744
&CWaiting for the Elevator~
&cWhile waiting for the elevator, you take a moment to get your bearings.
On almost every piece of furniture NRRA has stamped their logo, claiming
it as theirs. On the walls hang paintings created by some of the finest
artists available. There's also a plaque set into the far wall. After what
seemed like an hour, the elevator finally reaches this floor, ready to
take you wherever you wish to go in the building.  
~
0 0 1
D0
~
~
0 -1 2745
D2
~
~
0 -1 2743
S
#2745
&CThe Elevator~
&cBright lights and cheesy elevator music. Not very origional, but then
again you are dealing with a major terrorist group. The floor remains a
single piece of dull metal. There are three buttons in a row beside the
door, which will take you to their corresponding floor. You notice another
oddity. There were people waiting with you for the elevator, but as you
entered, they remained on the ground level. A sign has also been fixed to
the wall. 
~
0 0 1
D2
~
~
0 -1 2744
E
sign~
&CTo use the elevator, say:
Level one for first floor
Level two for second floor
Level three for third floor
~
> speech_prog p level one~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2747
~
> speech_prog p level two~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2753
~
> speech_prog p level three~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2757
~
|
S
#2747
&CThe Elevator (Floor 1)~
&cBright lights and cheesy elevator music. Not very origional, but then
again you are dealing with a major terrorist group. The floor remains a
single piece of dull metal. There are three buttons in a row beside the
door, which will take you to their corresponding floor. You notice another
oddity. There were people waiting with you for the elevator, but as you
entered, they remained on the ground level. A sign has also been fixed to
the wall.
~
0 0 1
D2
~
~
7 2707 2748
E
sign~
&CTo use the elevator, say:
Level two for second floor
Level three for third floor
Ground level for main floor
~
> entry_prog 100~
mpforce $n close s
mpforce $n lock s
~
> speech_prog p ground level~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2745
~
> speech_prog p level three~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2757
~
> speech_prog p level two~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2753
~
|
S
#2748
&CA Hallway~
&cYour footsteps echo omniously through the wide hallway. Shadows
and distorted reflections dance about the metal floor. The walls
are lined with wooden panels. Fading music can be heard in the
distance, through the soft humming of the air conditioning.East
will take you to the dinning room. South will take you further
down the hallway.
~
0 0 1
D0
~
~
7 2707 2747
D1
~
~
0 -1 2749
D2
~
~
0 -1 2751
> entry_prog 100~
mpforce $n close n
mpforce $n lock n
~
|
S
#2749
&CBefore The Kitchen~
&cYou are before the Kitchen of NRRA. You hear evil laughs coming
from the north. You see chefs walking in and out of the Kitchen
doors, handing out food to those who have ordered. North will
take you into the Kitchen. West will take you back to the hallway.
~
0 0 1
D0
~
~
0 -1 2750
D3
~
~
0 -1 2748
S
#2750
&CThe Kitchen~
&cYou are in the Kitchen of NRRA. You hear soup boiling and the
smell of old food lingers. A large chef stands here, glaring
at you, making you feel uneasy. There is lots of chefs walking
in and out, giving out orders. South will take you to the Dinning
Room.
~
0 0 1
D2
~
~
0 -1 2749
S
#2751
&CA Hallway~
&cYour footsteps echo omniously through the wide hallway. Shadows
and distorted reflections dance about the metal floor. The walls
are lined with wooden panels. Fading music can be heard in the
distance, through the soft humming of the air conditioning.
South will take you to the Meeting room of NRRA. West will take
you into the Doctor's Office.
~
0 0 1
D0
~
~
0 -1 2748
D2
~
~
0 -1 2752
S
#2752
&CMeeting Room~
&cThis large room has a high ceiling, a beamer hanging down from
it. At the far side, a large white projection screen covers
most of the wall. A large u-shaped conference table and matching
chairs dominate the center of the room. The table is empty,
except for a single vase with a yellow rose in it, a red ribbon
tied about it.If you wish to leave, head north, and it will
take you back to the hallway.
~
0 0 1
D0
~
~
0 -1 2751
S
#2753
&CThe Elevator (Floor 2)~
&cBright lights and cheesy elevator music. Not very origional, but then
again you are dealing with a major terrorist group. The floor remains a
single piece of dull metal. There are three buttons in a row beside the
door, which will take you to their corresponding floor. You notice another
oddity. There were people waiting with you for the elevator, but as you
entered, they remained on the ground level. A sign has also been fixed to
the wall.
~
0 0 1
D2
~
~
7 2708 2754
E
sign~
&CTo use the elevator, say:
Level one for first floor
Level three for third floor
Ground level for main floor
~
> entry_prog 100~
mpforce $n close south
mpforce $n lock south
~
> speech_prog p ground level~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2745
~
> speech_prog p level one~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2747
~
> speech_prog p level three~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2757
~
|
S
#2754
&CA Hallway~
&cYour footsteps echo omniously through the wide hallway. Shadows
and distorted reflections dance about the metal floor. The walls
are lined with wooden panels. Fading music can be heard in the
distance, through the soft humming of the air conditioning.
South will take you towards the end of the hallway.
~
0 0 1
D0
~
~
7 2708 2753
D2
~
~
0 -1 2755
> entry_prog 100~
mpforce $n close n
mpforce $n lock n
~
|
S
#2755
&CA Hallway~
&cYour footsteps echo omniously through the wide hallway. Shadows
and distorted reflections dance about the metal floor. The walls
are lined with wooden panels. Fading music can be heard in the
distance, through the soft humming of the air conditioning.
You hear laughter coming from the VIP Room to the east.
~
0 0 1
D0
~
~
0 -1 2754
D1
~
~
0 -1 2756
S
#2756
&CThe VIP Room~
&cThis is the VIP Room, many people are sitting here, around
a large table thats shaped in a circle. A lot of talking is
going on here, it makes you wonder what they are arguing about.
Maybe the future of NRRA?  You look closer at the men around
the table..in the chairs, their all dressed up in formal attire
sitting in comfortable chairs near by. These men must be very
important.A smug man from the far end looks at you in a somewhat
unsatisfied way, and walks towards you!
~
0 0 1
D3
~
~
0 -1 2755
S
#2757
&CThe Elevator (Floor 3)~
&cBright lights and cheesy elevator music. Not very origional, but then
again you are dealing with a major terrorist group. The floor remains a
single piece of dull metal. There are three buttons in a row beside the
door, which will take you to their corresponding floor. You notice another
oddity. There were people waiting with you for the elevator, but as you
entered, they remained on the ground level. A sign has also been fixed to
the wall.
~
0 0 1
D2
~
~
7 2709 2758
E
sign~
&CTo use the elevator, say:
Level one for first floor
Level two for second floor
Ground Level for main floor
~
> entry_prog 100~
mpforce $n close s
mpforce $n lock s
~
> speech_prog p ground level~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2745
~
> speech_prog p level one~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2747
~
> speech_prog p level two~
mea $n _blu After stating your destination and pushing the correct button,
mea $n _blu the elevator begins it's ascent to the ground level.
mptransfer $n 2753
~
|
S
#2758
&CA Hallway~
&cYour footsteps echo omniously through the wide hallway. Shadows
and distorted reflections dance about the metal floor. The walls
are lined with wooden panels. Fading music can be heard in the
distance, through the soft humming of the air conditioning.South
will take you further down the hallway.
~
0 0 1
D0
~
~
7 2709 2757
D2
~
~
0 -1 2759
> entry_prog 100~
mpforce $n close n
mpforce $n lock n
~
|
S
#2759
&CA Hallway~
&cYour footsteps echo omniously through the wide hallway. Shadows
and distorted reflections dance about the metal floor. The walls
are lined with wooden panels. Fading music can be heard in the
distance, through the soft humming of the air conditioning.South
will take you to the President's Office, be beware, he isn't
the nicest man you could meet.
~
0 0 1
D0
~
~
0 -1 2758
D2
~
~
0 -1 2760
S
#2760
&CPresident's Office~
&cWhile walking into the room, you notice it's like any other
office. A heavy looking desk sits parallel to the door, with
a few papers lying on it. From a dark corner of the room, you
can see a large man gazing outside a window, laughing at the
gloomy city below him. Could this be the president of NRRA?
~
0 0 1
D0
~
~
0 -1 2759
S
#2787
Floating in a void~
~
0 4 1
S
#0


#RESETS
D 0 2722 2 2
M 1 2702 1 2724
D 0 2724 1 2
D 0 2725 1 1
D 0 2725 3 2
M 1 2703 1 2726
D 0 2726 3 1
M 1 2704 1 2730
M 1 2706 1 2710
G 1 2703 1
G 1 2704 1
G 1 2705 1
M 1 2701 1 2720
D 0 2747 2 2
D 0 2748 0 2
M 1 2708 1 2750
M 1 2709 1 2752
D 0 2753 2 2
D 0 2754 0 2
M 1 2710 1 2756
D 0 2758 0 2
D 0 2757 2 2
M 1 2711 1 2760
M 1 2705 1 2742
M 1 2707 1 2749
B 1 2742 1073741827 16777216
D 0 2721 0 2
S


#SHOPS
 2706    0 41  0  0  0   120  90         0 23    ; The NRRA Shopkeeper
0


#REPAIRS
0


#SPECIALS
S


#$