#AREA JPA~ #VERSION 1 #AUTHOR Vegeta~ #RANGES 0 65 0 65 $ #FLAGS 1 #ECONOMY 0 340365 #CLIMATE 2 2 2 #MOBILES #251 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 #252 Saiyan Warrior~ a Saiyan Warrior~ A large Saiyan is standing here ready to train the Newbies. ~ ~ 3 0 0 C 1 0 0 0d0+0 0d0+0 0 8000 112 112 1 5 5 5 5 5 5 5 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 0 0 0 0 > greet_prog 100~ sa If you think your strong enough then try your luck! taunt $n ~ > death_prog 100~ mpmload 252 ~ | #253 Morgue Guard~ Morgue Guard~ The Morgue Guard is standing here retrieving corpses. ~ ~ 67108867 0 0 S 101 0 0 0d0+0 0d0+0 0 100000000 112 112 0 > bribe_prog 5000000~ say Here you go $n. bodybag $n yes drop $n drop $n drop $n ~ > greet_prog 100~ tell $n Hello, if you'd like me to retrieve your corpse just give 5000000 coins Morgue. ~ > speech_prog p i need a keycard~ if clan($n) == the syndicate mpoload 10482 give keycard $n else endif ~ | #271 Trainer~ A Trainer~ A Trainer is standing here ~ ~ 67108867 0 0 S 1 0 0 0d0+0 0d0+0 0 100000000 112 112 0 > greet_prog 100~ sa Hello $n sa Ready for your lessons? ~ > speech_prog p hi~ if rand(5) say WOOT! else endif ~ | #292 Female Receptionist~ The Female Receptionsist~ The Female Receptionsist is standing here. ~ ~ 67108867 0 0 S 1 0 0 0d0+0 0d0+0 0 0 112 112 0 > greet_prog 100~ sa Welcome to the Hotel. I hope you enjoy your stay. sa If you need any information, just say so. smile ~ > speech_prog p white key~ mpforce $n give 100 coins female mpoload 252 give white $n ~ > speech_prog p grey key~ mpforce $n give 100 coins female mpoload 253 give grey $n ~ > speech_prog p green key~ mpforce $n give 100 coins female mpoload 254 give green $n ~ > speech_prog p yellow key~ mpforce $n give 100 coins female mpoload 304 give yellow $n ~ > speech_prog p orange key~ mpforce $n give 500 coins female mpoload 312 give orange $n ~ > speech_prog p brown key~ mpforce $n give 500 coins female mpoload 314 give purple $n ~ > speech_prog p purple key~ mpforce $n give 500 coins female mpoload 314 give purple $n ~ > speech_prog p cyan key~ mpforce $n give 500 coins female mpoload 318 give cyan $n ~ > speech_prog p pink key~ mpforce $n give 500 coins female mpoload 317 give pink $n ~ > speech_prog p gold key~ mpforce $n give 1000 coins female mpoload 325 give gold $n ~ > speech_prog p silver key~ mpforce $n give 1000 coins female mpoload 324 give silver $n ~ > speech_prog p bronze key~ mpforce $n give 1000 coins female mpoload 328 give bronze $n ~ > speech_prog p i need information~ nod sa To the east is the Elevator sa To the west you'll find the Dining Room sa And to the south are the Restrooms and the Entrance smile sa If you'd like to see what rooms are available and sa their prices, just look at the sign. ~ > speech_prog p black key~ mpforce $n give 500 coins female mpoload 315 give black $n ~ | #300 last mob~ a newly created last mob~ Some god abandoned a newly created last mob here. ~ ~ 3 0 0 S 1 0 0 0d0+0 0d0+0 0 0 112 112 0 #327 Young Man~ A Young Man~ A Young Man is standing here ~ ~ 67108867 0 0 S 1 0 0 0d0+0 0d0+0 0 0 112 112 0 > greet_prog 100~ sa What are you doing in my room!? GET OUT! mpat $n mpforce $n west ~ | #0 #OBJECTS #231 first obj~ a newly created first obj~ Some god dropped a newly created first obj here.~ ~ 13 1073741824 0 0 0 0 0 1 0 0 #232 Wall~ a Wall~ &zA wall covered in etchings is here infront of you.&D~ ~ 12 0 0 0 0 0 0 10000 0 0 #251 first obj~ a newly created first obj~ Some god dropped a newly created first obj here.~ ~ 13 0 0 0 0 0 0 1 0 0 #252 White Key~ &WWhite Room Key~ &WA small White Key has been left here.~ ~ 18 0 1 302 0 0 0 1 0 0 #253 Grey Key~ &zGrey Room Key~ &zA small Grey Key has been left here~ ~ 18 0 1 301 0 0 0 1 0 0 #254 Green Key~ &GGreen Room Key~ &GA small Green Room Key has been left here~ ~ 18 0 1 305 0 0 0 1 0 0 #300 last obj~ a newly created last obj~ Some god dropped a newly created last obj here.~ ~ 13 0 0 0 0 0 0 1 0 0 #304 Yellow Key~ &YYellow Key~ &Y A small Yellow Key has been left here~ ~ 18 0 1 304 0 0 0 1 0 0 #311 Brown Key~ &OBrown Room Key~ &OA small Brown Room Key has been left here~ ~ 18 0 1 311 0 0 0 1 0 0 #312 Orange Key~ &OOrange Room Key~ &OA small Orange Room Key has been left here.~ ~ 18 0 1 312 0 0 0 1 0 0 #314 Purple Key~ &pPurple Room Key~ &p A small Purple Key has been left here~ ~ 18 0 1 314 0 0 0 1 0 0 #315 Black Key~ &zBlack Room Key~ &zA small Black Key has been left here~ ~ 18 0 1 315 0 0 0 1 0 0 #317 Pink Key~ &PPink Room Key~ &PA small Pink Key has been left here~ ~ 18 0 1 317 0 0 0 1 0 0 #318 Cyan Key~ &cCyan Room Key~ &cA small Cyan Key has been left here~ ~ 18 0 1 318 0 0 0 1 0 0 #324 Silver Key~ &wSilver Room Key~ &wA small Silver Key has been left here~ ~ 18 0 1 324 0 0 0 1 0 0 #325 Gold Key~ &YGold Room Key~ &YA small Gold Key has been left here~ ~ 18 0 1 325 0 0 0 1 0 0 #326 Wall~ a Wall~ &CA wall covered in etchings is here infront of you.&D ~ ~ 12 0 0 0 0 0 0 1 0 0 #328 Bronze Key~ &OBronze Room Key~ &OA small Bronze Key has been left here~ ~ 13 0 1 328 0 0 0 1 0 0 #334 Whiskey's House Key~ &YWhiskey's House Key&D~ &YWhiskey's House Key is lying on the ground.&D~ ~ 8 0 16385 0 0 0 0 1 0 0 #335 Carmelo's House Key~ &YCarmelo's House Key&D~ &YCarmelo's House Key is lying on the ground.&D~ ~ 8 0 16385 0 0 0 0 1 0 0 #336 Russell's House Key~ Russell's House Key~ Some god dropped a newly created Russell's House Key here.~ ~ 8 0 16385 336 0 0 0 1 0 0 #337 Hector's House Key~ Hector's House Key~ Some god dropped a newly created Hector's House Key here.~ ~ 8 0 16385 337 0 0 0 1 0 0 #338 Heineken's House Key~ &YHeineken's House Key&D~ &YHeineken's House Key is lying on the ground.&D~ ~ 8 0 16385 0 0 0 0 1 0 0 #339 Maul's House Key~ &YMaul's House Key&D~ &YMaul's House Key is lying on the ground&D~ ~ 8 0 16385 0 0 0 0 1 0 0 #0 #ROOMS #231 Residential Avenue~ While sightseeing throughout Junction Point Alpha, it appears that you've made your way to Residential Avenue. Various houses line the streets, some looking rather shabby, and others looking very suave. A few of these dwellings even appear to belong to some of the warriors of the Dragonball Z Universe. ~ 0 1073741824 1 D0 ~ ~ 25166887 334 334 D1 ~ ~ 0 -1 232 D2 ~ ~ 25166887 335 335 D3 ~ ~ 0 -1 284 S #232 Residential Avenue~ While sightseeing throughout Junction Point Alpha, it appears that you've made your way to Residential Avenue. Various houses line the streets, some looking rather shabby, and others looking very suave. A few of these dwellings even appear to belong to some of the warriors of the Dragonball Z Universe. ~ 0 1073741824 1 D0 ~ ~ 25166887 336 336 D1 ~ ~ 0 -1 233 D2 ~ ~ 25166887 337 337 D3 ~ ~ 0 -1 231 S #233 Residential Avenue~ While sightseeing throughout Junction Point Alpha, it appears that you've made your way to Residential Avenue. Various houses line the streets, some looking rather shabby, and others looking very suave. A few of these dwellings even appear to belong to some of the warriors of the Dragonball Z Universe. ~ 0 1073741824 1 D0 ~ ~ 25166887 338 338 D1 ~ ~ 25166887 341 341 D2 ~ ~ 25166887 339 339 D3 ~ ~ 0 -1 232 S #234 Carmelo's Additional House Room 1~ This is your desc. You can edit this with HOUSE DESC. ~ 0 1049608&4 0 D4 ~ ~ 0 -1 335 S #235 &RMaul's Gravity Room~ This room has a Gravity Machine here. The gravity machine has a dial that reads between 1 and 5000 Time to train.... BITCH ~ 0 1049608&4 0 D1 ~ ~ 0 -1 339 S #236 &RMaul's Room~ &r This is Maul's room He has a 74 Inch Flatscreen Plasma HD TV Surround Sound A Sony DVD Player A King-Size Bed An Xbox-360 And stuffs On the wall somebody spraypainted "Maul Rocks" Under it somebody spraypainted "Maul you owe me 2.6mil gold" And under that somebody spraypainted "No i don't, you GAVE it to meh" ~ 0 1049608&4 0 D0 ~ ~ 0 -1 339 S #237 Floating in a void~ ~ 0 1073741828 1 S #238 &CA dull light hallway~ &WYou get the weird feeling that being in the place isn't one of the best places to be right now. You think its a good idea to powerup and head back the way you came. ~ 0 1049608&4 0 D1 ~ ~ 0 -1 338 S #240 Residential Avenue~ While sightseeing throughout Junction Point Alpha, it appears that you've made your way to Residential Avenue. Various houses line the streets, some looking rather shabby, and others looking very suave. A few of these dwellings even appear to belong to some of the warriors of the Dragonball Z Universe. ~ 0 1073741824 1 D3 ~ ~ 0 -1 237 S #245 Floating in a void~ ~ 0 1073741828 1 S #251 &GJunction Point Alpha~ You find yourself in a brightly lit hallway. As you look around you notice several small circular windows. A sign tells you that you are located on a place that is apparently named 'Junction Point Alpha'. Judging by the fact that all you can see is rock from the asteroid, and that this station is built on and stars, you reckon that the nearest center of life must be at least millions of lightyears away. To the north you notice the Newbie Building. To the west you notice the recently built JPA Dome, a small residential area where people can buy their houses after acquiring enough money. You might want to have a look around and spot some prospective property. Somebody spraypainted "Goku was here" on The wall... &GFuture&W &gSomebody spraypainted &W"&bD&BBZ&WU&B" &gon The Wall... ~ 0 4 1 D0 ~ ~ 0 -1 252 D3 ~ ~ 0 -1 3609 D4 ~ ~ 0 -1 332 D6 ~ ~ 0 -1 284 S #252 A Hallway~ This long rectangular hallway is streamed with lights, illuminating it along each of its walls. As you look around, it appears that you have no choice but to keep going North. There seems to be a large building waiting for you at the end. The portal to the South is basically a large sphere, that has a silverish liquid which is flowing frequently. To continue type: 'North' ~ 0 0 1 D0 ~ ~ 0 -1 253 D2 ~ ~ 0 -1 251 S #253 Entrance to the Newbie Complex~ You now stand before two large doors which have an engraving above it. It's a small complex now that you look at it from this perspective. The large doors open slowly as if they were reading your mind. The engraving above the doors read: "Only by training, you will unlock your true power". To continue into the complex type 'North' ~ 0 0 1 D0 ~ ~ 0 -1 254 D2 ~ ~ 0 -1 252 S #254 Inside the Newbie Complex~ Upon entering the room you look around to see computer terminals, and blinking lights all around you. There is a hologram to your left that has some words that is displaying, "All movement is based on the compass directions. You can go North, South, East, West, Northeast (NE), Southwest (SW), Southeast (SE), Northwest (NW), Up and Down. To move in one of these directions, simply type the direction you wish to move in (I.E, North or N for North, South or S for South, etc). Well, now that we've covered the basics, go North and meet your next teacher." With that being said, he bows and disappears in a brilliant display of light. ~ 0 0 1 D0 ~ ~ 0 -1 255 D2 ~ ~ 0 -1 253 S #255 Between Lesson Rooms~ You find yourself between all the rooms which teach different lessons that are very helpful in this MUD. The hallway seems to be the same size and it has the same illumination of the rest of it. You find yourself on the middle of the Newbie Complex. There is a &Yhologram &gwhich is displayed in the middle of the room. ~ 0 0 1 D0 ~ ~ 0 -1 258 D1 ~ ~ 0 -1 257 D2 ~ ~ 0 -1 254 D3 ~ ~ 0 -1 256 D4 ~ ~ 0 -1 259 D5 ~ ~ 0 -1 260 E hologram~ &z============================================================================= &REast: &CHow to Practice your skills. &RWest: &CUses of the Score Command. &RDown: &CInformations on all the races. &RNorth: &CTransporters. &z============================================================================= ~ S #256 Score Command~ As you enter the room, the only thing you notice is the large hologram that activates as the computer sensed your movement. The hologram reads as the following : Using the Score command: By typing "Score" it will inform you of your race, energy, lifeforce, powerlevel, blessscore, attributes, gold, and other things that will be helpful to play on this MUD. Like age and hours you have played. And other things like your current position, fighting style and your PKILL data once you reaced a certain PL. ~ 0 0 1 D1 ~ ~ 0 -1 255 S #257 How To Practice~ As you enter the room, the only thing you notice is the large hologram that activates as the computer sensed your movement. The hologram reads as the following: Practicing skills: Type Slist and you will get a list of the skill you can learn and what powerlevel you need to practice them. Typing practice will inform you of what skills you know, and whow proficient you are at them. To learn a skill out of a trainer, just type Practice <Skill> and you will automatically learn them, but you will need to train them on your own if you want to succeed everytime you use them. Type Alist to bring up a list of abilities unique to your race. ~ 0 0 1 D3 ~ ~ 0 -1 255 S #258 Below the Training Facility~ Walking down the hallway, you notice a small spiral case that leads upwards from the hallway. It looks like that up there, all the combat training goes on. Since you can hear all the fighting sounds from where you are standing. As you look to your North, you notice that it's the Transporter zone. ~ 0 0 1 D0 ~ ~ 0 -1 269 D2 ~ ~ 0 -1 255 D4 ~ ~ 0 -1 270 S #259 Speech Therapy Room~ As you walk into this room you see the same motif that you saw earlier. Various monitors are displayed along the walls, and an intercom playing annoying elevator music are all around you. As you come to the center of the room, a fairly new looking android walks up to you and begins to talk to you. He says "So you've make it this far? I am suprrised that such an inferior creature has lasted this long. Although it is against my better judgement, I will teach you how to converse with the rest of the world. To talk to those within the same room as you, use the say command (typing say <message> will say something). There are other channels that you can master, all of which involve typing the channel name, and then your message. There is the chat channel, shout, war, racetalk and newbiechat (for newbie questions). Should you find any bugs in the MUD feel free to use bug <message> to inform the DBZU staff. I think I have taught you enough to function properly." With that said he walks off. ~ 0 0 1 D5 ~ ~ 0 -1 255 S #260 Between Race Information Rooms~ Upon entering of the room, you look at all the diffrent race choices that you can pick from. Up from here, will take you back to the Newbie Complex. There is a &Yhologram &g displaying in the center of the room showing the diffrent rooms of each race. You should take a look at it so it can be easier to enter the race of your choice. ~ 0 0 1 D0 ~ ~ 0 -1 261 D1 ~ ~ 0 -1 262 D2 ~ ~ 0 -1 268 D3 ~ ~ 0 -1 263 D4 ~ ~ 0 -1 255 D6 ~ ~ 0 -1 264 D7 ~ ~ 0 -1 265 D8 ~ ~ 0 -1 266 D9 ~ ~ 0 -1 267 E Hologram~ &Y ----------------------------------------------- North - Namek Information Room East - Human Information Room South - Halfbreed Information Room West - Saiyan Information Room Up - Between Lessons Room Northeast - Android Information Room Northwest - Icer Information Room Southeast - Mutant Information Room Southwest - Biodroid Information Room ----------------------------------------------- ~ S #261 Namek Information Room~ Nameks are a strange alien race from a planet of the same name. They have green skin, with sections of pink, ribbed flesh on their arms and legs. They tend to be peaceful, but above all else they are very wise. Their abilities are diverse, ranging from healing those who have been injured, to extending limbs to attack from a distance. They can regenerate these limbs if they are severed, and are even rumored to be the originators of the dragonballs. Despite their peaceful tendencies, they are strangely suited to the arts of war, given their many abilities, and some of their race do indeed take advantage of this. ~ 0 0 1 D2 ~ ~ 0 -1 260 S #262 Human Information Room~ Humans have the potential to possibly be as strong as the most powerful Saiya-Jin. Humans have the innate ability to improve themselves in a short period of time, resulting in a faster gain of power than any other race! As if this wasn't enough, if humans push themselves enough, they are able to achieve a state of being known only as "Super Human". In this stage, their power increases by a huge magnitude, making them a formidable opponent in battle. ~ 0 0 1 D3 ~ ~ 0 -1 260 S #263 Saiyan Information Room~ A brutal, primitive race, the Saiya-Jins were a race of bandits on Planet Plant. Their long time rivals, the Tsufuru-jin, managed to keep the physically strong race in check with their technology. However, the Saiya-jins took over the planet when Plant had its first full moon in a long time. The planet was renamed Vegeta, and the Saiya-jins adopted Tsufuru-jin machines for themselves. Ignorance brought the downfall of their race when they refused to heed Bardock's warning about Frieza. Their home world was smashed to bits, and only a handful of Saiya-jins survived. All members of their race (even half-bloods) possess the ability to become Oozaru, though few reach the level of Super Saiyan. ~ 0 0 1 D1 ~ ~ 0 -1 260 S #264 Android Information Room~ Androids are beings that consist mostly or sometimes entirely of mechanical parts. Yet they still maintain the appearance of a human. Androids are made of artificially by a mad scientist in the Red Ribbon Army. These super machines often have minds of their own, though some merely have basic programming. Most of them are programmed to destroy a certain target at any cost. They possess the ability to draw power from a target. Being made with advanced technology, they may analyze a target far more accurately than a scouter. Also, they may take technological components and install them, upgrading or healing their body. ~ 0 0 1 D9 ~ ~ 0 -1 260 S #265 Icer Information Room~ Icers are a race of mostly evil, arrogant, destructive beings. Upon first glance, Icers appear to be relatively weak, possibly even child-like. But make no mistake. Icers are among the most feared creatures in the galaxy. Even the weakest Icer possesses the ability to transform itself, boosting its PL to double what it once was. Furthermore, truly powerful icers are able to transform to greater froms, boosting their powerlevel to heights that are unimaginable to the normal person. A powerful Icer, transformed, could easily annihilate an entire planet, reducing it to mere cinders. Icers are also very technologically advanced. The scouter is based on their designs, as any Icer foot-soldier will tell you. ~ 0 0 1 D8 ~ ~ 0 -1 260 S #266 Mutant Information Room~ Mutants are a strange and unique race. Even their individual members are unique, often looking completely diffrent from one another. All Mutants possess the ability to mutate their body further than they already are, granting them abilities, and often making them stronger or quicker as well. Some are able to mutate so much that they look completely diffrent from their original form. Rumor has it that there have been members of the Ginyu Force that were Mutants. ~ 0 0 1 D7 ~ ~ 0 -1 260 S #267 Biodroid Information Room~ Biodroids are biologically engineered androids. They are made of cells of a large variety of races. This makes it possible that they have the skills of many races combined. Biodroids are known for their unusual way of training. When a bioandroid kills someone who is close to his/her own pl, or higher they have the ability to absorb biomass from the victim. When a biodroid gathered enough biomass they transform to another stage. Unlike other races biodroids don't lose powerlevel when they die. However they do lose a part of their gathered biomass. When you die to often you can go back a stage, however you will lose the higher mod that the stage gave until you get enough biomass again. ~ 0 0 1 D6 ~ ~ 0 -1 260 S #268 Halfbreed Information Room~ Half-Breeds are not a simple mix of just any two races. They are, more specifically, half Human, and half Saiyan. Half-Breeds, for the most part, live on Earth. Like Saiyans, they are born with a monkey tail also, like their Saiyan parents, they have the ability to become a Super Saiyan, as well as transform into the giant monkey-beast known as Oozaru, though the latter is only possible if their tails are still attached during a full moon. Rumor has it that Half-Breeds are incapable of attaining as high of a level of Super Saiyan, though this is hard to prove, since so few attain such unheard-of power. ~ 0 4 1 D0 ~ ~ 0 -1 260 S #269 Entrance to Capsule Corp Jump Gates~ At the end of the hallway, you notice that you are between what it seems to be the transporter rooms. These transporters will most likely transfer you to the different planets they exist on this universe. Once you are transported, you are able to get back to this place by activating them from the other side. ~ 0 4 1 D0 ~ ~ 0 -1 275 D1 ~ ~ 0 -1 276 D2 ~ ~ 0 -1 258 D3 ~ ~ 0 -1 277 S #270 Combat Training Facility~ As you enter this room, you see a completely diffrent looking room. It resembles a lush green field of grass and flowers. As you spin around and look at your surroundings you notice a large ring in the middle of the field. As you walk to the ring you see a large strong Saiyan, apparently awaiting your arrival. Once you step into the ring, he tells you that this is your last lesson to learn, and to prepare for a fight. When you are ready type 'nod' to begin your battle. As you prepare for your battle, a vortex appears above you and a rope drops down from the vortex, allowing you to go through it. To fight the Saiyan, type 'Kill <Target>' In this caseit would be Kill Saiyan. ~ 0 4 1 D0 ~ ~ 0 -1 271 D1 ~ ~ 0 -1 272 D2 ~ ~ 0 -1 274 D3 ~ ~ 0 -1 273 D4 ~ ~ 0 -1 251 D5 ~ ~ 0 -1 258 S #271 The Trainers Room~ The room is somewhat well maintained and has adequate lighting for what goes on here. Oddly, there are no windows nor doors in this room. The room is designed as a large square with a tall, muscular man standing calmly in the middle. In each of the four corners of the room is a small ring where one can train and practice their newly aquired skills. ~ 0 2097156 1 D2 ~ ~ 0 -1 270 S #272 Healing Chamber~ Entering the room, you first notice that it is completely dark, this helps the wounded who are inside the healing chamber, sleeping, able to recover faster than normal, so they can get back in action. There are some first-aid kits attached to the walls, and there are many chambers in lines scattered across the room. ~ 0 36 1 D3 ~ ~ 0 -1 270 S #273 Gravity Room~ Entering the room, you first notice the large machine in the middle of the room, which probably controls the room's gravity. The floor is made out of strong resistant red tiles which can support a large amount of weight. The only exit to the outside, is the same way that you came. &R*** &YTraining Higher than you should, Will result in Death. &R*** ~ 0 4&1 1 D1 ~ ~ 0 -1 270 S #274 Sparring Chambers~ This room is completely blank, it's white tiles are made out of strong resistant tiles. The only exit available is the one to your North, which is the way you came in here. This room, is specialized since you can spar other players and just stun them, not kill them. &R*** &YDo not use Energy Attacks while sparring in this room. &R*** ~ 0 4&2 1 D0 ~ ~ 0 -1 270 S #275 &R Planet Earth Transporter~ Entering a rather arge grey room standing before a small platform, a machine upon it beeps from time to time labeled "Earth Transporter", and there seems that there is no other exit, other than the one you came into this large room. >o use this transporter, say transport me ~ 0 4 1 D2 ~ ~ 0 -1 269 > speech_prog p Transport me~ mea $n _yel A burst of energy explodes from the transporter and takes you away mer $n _yel $n steps into the transporter and vanishes. mptrans $n 1700 mpat $n mpforce $n look ~ | S #276 Between Transporter Halls~ Walking through the jump gate area, people scurry to and from the many diffrent halls where bright blue flashing lights can be seen above each hall there is a sign stating where the destination is. Capsule Corp logs can be seen hanging from banners above your head. ~ 0 4 1 D0 ~ ~ 0 -1 278 D1 ~ ~ 0 -1 279 D2 ~ ~ 0 -1 280 D3 ~ ~ 0 -1 269 S #277 Between Transporter Halls~ Walking through the jump gate area, people scurry to and from many diffrent halls where bright blue flashing lights can be seen above each hall there is a sign stating where the destination is. Capsule Corp logs can be seen hanging from banners above your head. ~ 0 4 1 D0 ~ ~ 0 -1 281 D1 ~ ~ 0 -1 269 D2 ~ ~ 0 -1 283 D3 ~ ~ 0 -1 282 S #278 &R Planet Namek Transporter~ Entering a rather arge grey room standing before a small platform, a machine upon it beeps from time to time labeled "Namek Transporter", and there seems that there is no other exit, other than the one you came into this large room. >o use this transporter, say transport me ~ 0 4 1 D2 ~ ~ 0 -1 276 > speech_prog p Transport me~ if race($n)==Namek mea $n _yel A burst of energy explodes from the transporter and takes you away mer $n _yel $n steps into the transporter and vanishes. mptrans $n 801 mpat $n mpforce $n look else mea $n ACCESS DENIED!! You are not a Namek endif ~ | S #279 &R Planet Myuutanto Transporter~ Enter a rather arge grey room standing before a small platform, a machine upon it beeps from time to time labeled "Myuutanto Transporter", and there seems that there is no other exit, other than the one you came into this large room. >o use this transporter, say transport me ~ 0 4 1 D3 ~ ~ 0 -1 276 > speech_prog p Transport me~ if race($n)==Mutant mea $n _yel A burst of energy explodes from the transporter and takes you away mer $n _yel $n steps into the transporter and vanishes. mptrans $n 400 mpat $n mpforce $n look else mea $n ACCESS DENIED!! You are not a Mutant endif ~ | S #280 &RPlanet Vegeta Transporter~ Enter a rather arge grey room standing before a small platform, a machine upon it beeps from time to time labeled "Vegeta Transporter", and there seems that there is no other exit, other than the one you came into this large room. >o use this transporter, say transport me ~ 0 4 1 D0 ~ ~ 0 -1 276 > speech_prog p Transport me~ if race($n)==Saiyan or race($n)==Halfbreed mea $n _yel A burst of energy explodes from the transporter and takes you away mer $n _yel $n steps into the transporter and vanishes. mptrans $n 10201 mpat $n mpforce $n look else mea $n ACCESS DENIED!! You are not a Saiyan or Halfbreed! endif ~ | S #281 &R Android Station Transporter~ Enter a rather arge grey room standing before a small platform, a machine upon it beeps from time to time labeled "Android Transporter", and there seems that there is no other exit, other than the one you came into this large room. >o use this transporter, say transport me ~ 0 4 1 D2 ~ ~ 0 -1 277 > speech_prog p Transport me~ if race($n)==Android mea $n _yel A burst of energy explodes from the transporter and takes you away mer $n _yel $n steps into the transporter and vanishes. mptrans $n 753 mpat $n mpforce $n look else mea $n ACCESS DENIED!! You are not an Android endif ~ | S #282 &RPlanet Freezar Transporter~ Entering a rather arge grey room standing before a small platform, a machine upon it beeps from time to time labeled "Freezar Transporter", and there seems that there is no other exit, other than the one you came into this large room. >o use this transporter, say transport me ~ 0 4 1 D1 ~ ~ 0 -1 277 > speech_prog p Transport me~ if race($n)==Icer mea $n _yel A burst of energy explodes from the transporter and takes you away mer $n _yel $n steps into the transporter and vanishes. mptrans $n 630 mpat $n mpforce $n look else mea $n ACCESS DENIED!! You are not an Icer! endif ~ | S #283 &RGerok Planet Transporter~ Entering a rather arge grey room standing before a small platform, a machine upon it beeps from time to time labeled "Gerok Transporter", and there seems that there is no other exit, other than the one you came into this large room. >o use this transporter, say transport me ~ 0 4 1 D0 ~ ~ 0 -1 277 > speech_prog p Transport me~ if race($n)==Biodroid mea $n _yel A burst of energy explodes from the transporter and takes you away mer $n _yel $n steps into the transporter and vanishes. mptrans $n 501 mpat $n mpforce $n look else mea $n ACCESS DENIED!! You are not a Biodroid endif ~ | S #284 &C Path to the Hotel~ A path this size and extraordinary is normally uncommon when approaching a hotel. Trees and other foliage line the path on either side that demand anyone's attention. Everything seems almost picture perfect and very serene. A few people can be seen walking to or from the hotel. A light grumble of some kind of machinery is heard somewhere north. ~ 0 4 1 D1 ~ ~ 0 -1 231 D3 ~ ~ 0 -1 342 D6 ~ ~ 0 -1 285 D9 ~ ~ 0 -1 251 S #285 &CA Large Path~ A path this size and extraordinary is normally uncommon when approaching a hotel. Trees and other foliage line the path on either side that demand anyone's attention. Everything here seems almost picture perfect aside from the noise from what sounds like a large machine. The woman groundskeeper tends to the flowers and trees, keeping everything in tip top shape. ~ 0 4 1 D0 ~ ~ 0 -1 286 D9 ~ ~ 0 -1 284 S #286 &CA Large Path~ Trees and other beautifully well kept foliage continues to follow the path on either side. The hotel to the north is unbelieveable. From what can be seen of it, beautiful would be an understatement. Its massive and detailed size is simply incredible. Towards the south an almost inaudible sound of some machinery can be heard, but at a nice distance. ~ 0 4 1 D0 ~ ~ 0 -1 287 D2 ~ ~ 0 -1 285 S #287 &C Main Lobby~ An enormous chandalier hangs from the ceiling of the lobby. It shines with a brilliance second to none. The beautifully designed carpet covers from the entrance to the front desk and is easily recognizable as nothing cheap. To the north is the front desk where a young lady sits awaiting arrivals. To the west are the restrooms and to the south is the Hotel's outside path. ~ 0 4 1 D0 ~ ~ 0 -1 292 D2 ~ ~ 0 -1 286 D3 ~ ~ 0 -1 288 S #288 &CHallway~ This hallway leads to the first floor restrooms. On either side, the walls are painted a spicy red color adding an almost jazzy feeling on top of the soft jazz music coming from the almost invisible speakers on the ceiling. Small, yet bright lights shine down, lighting the hallway and the shiny, spotless, black and white tiled floor. ~ 0 4 1 D1 ~ ~ 0 -1 287 D3 ~ ~ 0 -1 289 S #289 &CHallway~ On the west wall, a beautiful painting is hung adding flavor to the area. Soft music is heard coming from either of the restrooms located to the north and south of here. The floor here is tiled black and white and is absolutely spotless. A small yet beautiful chandalier hangs from the ceiling lighting the hallway. ~ 0 4 1 D0 ~ ~ 0 -1 290 D1 ~ ~ 0 -1 288 D2 ~ ~ 0 -1 291 S #290 &P Ladies Restroom~ Light music plays in the background and echoes throughout the room. The light pink and white tile flooring is incredibly shiny and clean, as if it's brand new. Beautiful paintings hang on all walls in this restroom, leaving very little actual wall space. A baby changing station is located on the west wall under a few pictures. ~ 0 4 1 D2 ~ ~ 0 -1 289 > entry_prog 100~ if sex($n)==2 mpecho Welcome to the ladies room else mpat $n mpecho You fall backwards as a lady slams the door in your face!!!! mpat $n mpforce $n s endif ~ | S #291 &B Mens Restroom~ Light music plays in the background and the first thing noticeable sends a smile to any man walking in. Two fairly large flat screen TV's hang on the wall on either side of the restroom, one above the sinks and the other on a wall across from the door. The entire room is spotless and the color of a light blue with white tiles. ~ 0 4 1 D0 ~ ~ 0 -1 289 > entry_prog 100~ if sex($n)==1 mpecho Welcome to the Mens room. else mpat $n mpecho You are not a man. Get OUT!!! mpat $n mpforce $n n endif ~ | S #292 &Cthe Front Desk~ A circular desk sits in this room with a receptionist behind it. Pamphlets and other travel info sit on top of the counter. In the center of the desk is a large key-rack where the keys to each room hang. A telephone rings and the young woman begins to take a reservation. A large sign hangs above the desk with information about the Hotel. ~ 0 4 1 D1 ~ ~ 0 -1 295 D2 ~ ~ 0 -1 287 D3 ~ ~ 0 -1 293 E sign~ &z===================================================== &YPricing&O: &CSecond Floor&c: &RWhite Room Key &W100 &RGrey Room Key &W100 &RGreen Room Key &W100 &RYellow Room Key &W100 &CThird&c: &ROrange Room Key &W500 &RBrown Room Key &W500 &RBlack Room Key &W500 &RPurple Room Key &W500 &RCyan Room Key &W500 &RPink Room Key &W500 &CSuite&c: &RGold Room Key &W1000 &RSilver Room Key &W1000 &RBronze Room Key &W1000 &z===================================================== ~ S #293 &CHallway~ This hallway is like most other hallways with music in the background and the uncommon figure walking briskly past. Towards the north, laughter and chatter can be heard along with the clatter of dishes and the wonderful aroma of freshly made food. A large couch in the corner of the hallway seems very inviting to most anyone who must wait in line. ~ 0 4 1 D0 ~ ~ 0 -1 294 D1 ~ ~ 0 -1 292 S #294 &ODining Room~ Large parties seem to fill the room with noise, laughter and a constant chatter. The floor is carpeted and a few chandaliers hang from an all marble ceiling. Each table is made out of an expensive looking wood along with its chairs. Waiters and waitresses walk briskly around waiting their tables and refilling drinks. The aroma of food is very strong here, and everything smells wonderful. ~ 0 4 1 D2 ~ ~ 0 -1 293 S #295 &RElevator &w- &YFloor 1~ This elevator is one of the fanciest elevators ever made. Mirrors cover the walls from floor to ceiling, each engraved with an intricate design. Soft music plays in the background, not the normal elevator music but soft soothing music. A &wPanel &gis built into the wall with a list of floor choices. ~ 0 4 1 D3 ~ ~ 0 -1 292 E panel~ &wBy looking at the panel, an automated screen flips on. It read: &r========================================== &GYou are currently on: &rFloor one &CSay: &g'Floor 2' &CTo go to: &gFloor 2 &g'Floor 3' &CTo go to: &gFloor 3 &g'Floor 4' &CTo go to: &gFloor 4 &YPlease enjoy your stay here at the Hotel. &r========================================== ~ > speech_prog p Floor 2~ mea $n _yel You take the elevator to the second floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 296 mpat $n mpforce $n look ~ > speech_prog p Floor 3~ mea $n _yel You take the elevator to the third floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 309 mpat $n mpforce $n look ~ > speech_prog p Floor 4~ mea $n _yel You take the elevator to the fourth floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 322 mpat $n mpforce $n look ~ | S #296 &RElevator &w- &YFloor 2~ This elevator is one of the fanciest elevators ever made. Mirrors cover the walls from floor to ceiling, each engraved with an intricate design. Soft music plays in the background, not the normal elevator music but soft soothing music. A &wPanel &gis built into the wall with a list of floor choices. ~ 0 4 1 D0 ~ ~ 0 -1 297 E panel~ &wBy looking at the panel, an automated screen flips on. It reads: &r========================================== &GYou are currently on: &rFloor Two &CSay: &g'Floor 1' &CTo go to: &gFloor 1 &g'Floor 3' &CTo go to: &gFloor 3 &g'Floor 4' &CTo go to: &gFloor 4 &YPlease enjoy your stay here at the Hotel. &r========================================== ~ > speech_prog p Floor 1~ mea $n _yel You take the elevator to the first floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 295 mpat $n mpforce $n look ~ > speech_prog p Floor 3~ mea $n _yel You take the elevator to the third floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 309 mpat $n mpforce $n look ~ > speech_prog p Floor 4~ mea $n _yel You take the elevator to the fourth floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 322 mpat $n mpforce $n look ~ | S #297 &YHallway~ The floor is made entirely of wood with an old, yet very fancy rug on top of it. The hallway itself looks very clean yet worn due to its constant use. Small yet powerful lights with a glass case around them light each section of the hallway well enough. An occasional 'bang' from younger kids in one of the rooms is heard. ~ 0 4 1 D0 ~ ~ 0 -1 300 D1 ~ ~ 1 -1 299 D2 ~ ~ 0 -1 296 D3 ~ ~ 1 -1 298 S #298 &YCheap Room~ This is a fairly small room with a small window on the west wall. Two double beds take up one side of the room while the bathroom, desk and television take up the rest. Aside from its cheap-ness, the room still looks very cozy and inviting. With a closer look, the room looks very clean and tidy. ~ 0 4 1 D1 ~ ~ 0 -1 297 S #299 &YCheap Room~ This is a fairly small room with a small window on the east wall. Two double beds take up one side of the room while the bathroom, desk, and television take up the rest. Aside from its cheap-ness, the room still looks very cozy and inviting. With a closer look, the room looks very clean and tidy. ~ 0 4 1 D3 ~ ~ 33 -1 297 S #300 &YHallway~ The floor here is made entirely of wood with an old, yet very fancy rug on top of it. The hallway looks very clean yet worn due to its constant use. Small yet powerful lights with a glass case around them light each section of the hallway well enough. An occasional 'bang' from younger kids in one of the rooms is heard. ~ 0 4 1 D0 ~ ~ 0 -1 303 D1 ~ ~ 7 253 301 D2 ~ ~ 0 -1 297 D3 ~ ~ 7 252 302 S #301 &wGrey Room~ This is a fairly small room with a small window on the east wall. Two double beds take up one side of the room while the bathroom, desk and television take up the rest. Aside from its cheap-ness, the room still looks very cozy and inviting. With a closer look, the room looks very clean and tidy. ~ 0 0 1 D3 ~ ~ 6 253 300 S #302 &WWhite Room~ This is a fairly small room with a small window on the east wall. Two double beds take up one side of the room while the bathroom, desk and television take up the rest. Aside from its cheap-ness, the room still looks very cozy and inviting. With a closer look, the room looks very clean and tidy. ~ 0 0 1 D1 ~ ~ 6 252 300 S #303 &YHallway~ The floor here is made entirely of wood with an old, yet very fancy rug on top of it. The hallway itself looks very clean yet worn due to its constant use. Small yet powerful lights with a glass case around them light each section of the hallway well enough. An occasional 'bang' from younger kids in one of the rooms is heard. ~ 0 4 1 D0 ~ ~ 0 -1 306 D1 ~ ~ 7 254 304 D2 ~ ~ 0 -1 300 D3 ~ ~ 7 304 305 S #304 &YYellow Room~ This is a fairly small room with a small window on the east wall. Two double beds take up one side of the room while the bathroom, desk and television take up the rest. Aside from its cheap-ness, the room still looks very cozy and inviting. With a closer look, the room looks very clean and tidy. ~ 0 4 1 D3 ~ ~ 7 304 303 S #305 &GGreen Room~ This is a fairly small room with a small window on the west wall. Two double beds take up one side of the room while the bathroom, desk and television take up the rest. Aside from its cheap-ness, the room still looks very cozy and inviting. With a closer look, the room looks very clean and tidy. ~ 0 4 1 D1 ~ ~ 7 254 303 S #306 &YHallway~ The floor here is made entirely of wood with an old, yet very fancy rug on top of it. The hallway itself looks very clean yet worn due to its constant use. Small yet powerful lights with a glass case around them light each section of the hallway well enough. An occasional 'bang' from younger kids in one of the rooms is heard. ~ 0 4 1 D1 ~ ~ 0 -1 308 D2 ~ ~ 0 -1 303 D3 ~ ~ 0 -1 307 S #307 &YMain Lounge &W- &B 2nd Floor~ Though this room is small, it seems very cozy. A few older yet comfortable couches and chairs sit facing towards an older television set. A single book shelf full of books sits in the corner with a few magazines on top of it. The carpet here looks clean yet worn as if its been used frequently. A few floor lamps light the room. ~ 0 4 1 D1 ~ ~ 0 -1 306 S #308 &YSnack Bar &W- &B 2nd Floor~ A few people are sitting at the numerous tables in this room. Its nothing fancy but the food looks good. The counter is in a circular shape in one corner of the room with the grill behind it. Faint music plays in the background but its hard to hear over the customers. Everyone here seems to be enjoying themselves. ~ 0 4 1 D3 ~ ~ 0 -1 306 S #309 &RElevator &W- &YFloor 3~ This elevator is one of the fanciest elevators ever made. Mirrors cover the walls from the floor to ceiling, each engraved with an intricate design. Soft music plays in the background, not the normal elevator music but soft soothing music. A &wpanel &g is built into the wall with a list of floor choices. ~ 0 4 1 D0 ~ ~ 0 -1 310 E panel~ &wBy looking at the panel, an automated screen flips on. It reads: &r========================================== &GYou are currently on: &rFloor Three &CSay: &g'Floor 1' &CTo go to: &gFloor 1 &g'Floor 2' &CTo go to: &gFloor 2 &g'Floor 4' &CTo go to: &gFloor 4 &YPlease enjoy your stay here at the Hotel. &r========================================== ~ > speech_prog p Floor 1~ mea $n _yel You take the elevator to the first floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 295 mpat $n mpforce $n look ~ > speech_prog p Floor 2~ mea $n _yel You take the elevator to the second floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 296 mpat $n mpforce $n look ~ > speech_prog p Floor 4~ mea $n _yel You take the elevator to the fourth floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 322 mpat $n mpforce $n look ~ | S #310 &YHallway~ The hallway is carpeted with a pretty plain design but is very well kept none the less. Small yet powerful lights with a glass covering, light each section of the hallway, each almost chandalier like. The sound of TVs can be heard further down the hall along with an occasional 'boom' from the children on the floor below. ~ 0 4 1 D0 ~ ~ 0 -1 313 D1 ~ ~ 7 311 311 D2 ~ ~ 0 -1 309 D3 ~ ~ 7 312 312 S #311 &O Brown Room~ This room is a little above average and contains everything one would need. A mini-fridge sits under a small sink and counter with a small microwave and coffee maker sitting on top. A comfortable couch and two smaller chairs with a TV in the center makes the living room. In the next room is the entrance to the bathroom and two twin beds. A fairly large window opens up to a nice view of the forest. ~ 0 4 1 D3 ~ ~ 7 311 310 S #312 &O Orange Room~ This room is a little above average and contains everything one would need. A mini-fridge sits under a small sink and counter with a small microwave and coffee maker sitting on top. A comfortable couch and two smaller chairs with a TV in the center makes the living room. In the next room is the entrance to the bathroom and two twin beds. A fairly large window opens up to a nice view of the forest. ~ 0 4 1 D1 ~ ~ 7 312 310 S #313 &Y Hallway~ The hallway is carpeted with a pretty plain design but is very well kept none the less. Small yet powerful lights with a glass covering light each section of the hallway, each almost chandalier like. The sound of TVs can be heard further down the hall along with an occasional 'boom' from the children on the floor below. ~ 0 4 1 D0 ~ ~ 0 -1 316 D1 ~ ~ 7 314 314 D2 ~ ~ 0 -1 310 D3 ~ ~ 1 315 315 S #314 &p Purple Room~ This room is a little above average and contains everything one would need. A mini-fridge sits under a small sink and counter with a small microwave and coffee maker sitting on top. A comfortable couch and two smaller chairs with a TV in the center makes the living room. In the next room is the entrance to the bathroom and two twin beds. A fairly large window opens up to a nice view of the forest. ~ 0 4 0 D3 ~ ~ 7 314 313 S #315 &z Black Room~ This room is a little above average and contains everything one would need. A mini-fridge sits under a small sink and counter with a small microwave and coffee maker sitting on top. A comfortable couch and two smaller chairs with a TV in the center makes the living room. In the next room is the entrance to the bathroom and two twin beds. A fairly large window opens up to a nice view of the forest. ~ 0 4 1 D1 ~ ~ 1 315 313 S #316 &YHallway~ The hallway is carpeted with a pretty plain design but is very well kept none the less. Small yet powerful lights with a glass covering light each section of the hallway, each almost chandalier like. The sound of TVs can be heard further down the hall along with occasional 'boom' from the children on the floor below. ~ 0 0 1 D0 ~ ~ 0 -1 319 D1 ~ ~ 7 317 317 D2 ~ ~ 0 -1 313 D3 ~ ~ 7 318 318 S #317 &P Pink Room~ This room is a little above average and contains everything one would need. A mini-fridge sits under a small sink and counter with a small microwave and coffee maker sitting on top. A comfortable couch and two smaller chairs with a TV in the center makes the living room. In the next room is the entrance to the bathroom and two twin beds. A fairly large window opens up to a nice view of the forest. ~ 0 0 1 D3 ~ ~ 7 317 316 S #318 &c Cyan Room~ This room is a little above average and contains everything one would need. A mini-fridge sits under a small sink and counter with a small microwave and coffee maker sitting on top. A comfortable couch and two smaller chairs with a TV in the center makes the living room. In the next room is the entrance to the bathroom and two twin beds. A fairly large window opens up to a nice view of the forest. ~ 0 0 1 D1 ~ ~ 7 318 316 S #319 &Y Hallway~ The hallway is carpeted with a pretty plain design but its very well kept none the less. Small yet powerful lights with a glass covering light each section of the hallway, each almost chandalier like. The sound of TVs can be heard further down the hall along with an occasional 'boom' from children on the floor below. ~ 0 0 1 D1 ~ ~ 0 -1 320 D2 ~ ~ 0 -1 316 D3 ~ ~ 0 -1 321 S #320 &Y Snack Bar &w- &B3rd Floor~ There are no tables in this small snack bar except for the counter. Five brand new bar stools line the counter with a comfortable padded seat on each. Everything in the small bar seems well kept and tidy. A small radio sitting on the counter softly plays a familiar old tune that most anyone would recognize. Though the bar isn't used very often, its great for a late night snack. ~ 0 0 1 D3 ~ ~ 0 -1 319 S #321 &Y Main Lounge &w- &B3rd Floor~ Though this lounge is small, it seems very inviting. Plush couches and chairs lay spread about the room. The walls are lined with small book shelves and magazine stands for anyone to read. Soft music plays in the background keeping everyone in a mellow mood. Two TVs hang from the wall on either side of the room. Both TVs are on political channels and are muted but with subtext to show what is being said. ~ 0 0 1 D1 ~ ~ 0 -1 319 S #322 &RElevator &w- &YFloor 4~ This elevator is one of the fanciest elevators ever made. Mirrors cover the walls from floor to ceiling, each engraved with an intricate design. Soft music plays in the background, not the normal elevator music but soft soothing music. A &wPanel &gis built into the wall with a list of floor choices. ~ 0 0 1 D0 ~ ~ 0 -1 323 E panel~ &wBy looking at the panel, an automated screen flips on. It reads: &r========================================== &GYou are currently on: &rFloor Four &CSay: &g'Floor 1' &CTo go to: &gFloor 1 &g'Floor 2' &CTo go to: &gFloor 2 &g'Floor 3' &CTo go to: &gFloor 3 &YPlease enjoy your stay here at the Hotel. &r========================================== ~ > speech_prog p Floor 1~ mea $n _yel You take the elevator to the first floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 295 mpat $n mpforce $n look ~ > speech_prog p Floor 2~ mea $n _yel You take the elevator to the second floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 296 mpat $n mpforce $n look ~ > speech_prog p Floor 3~ mea $n _yel You take the elevator to the third floor. mer $n _yel walks into the elevator and the doors close behind him. mptrans $n 309 mpat $n mpforce $n look ~ | S #323 &Y Hallway &w- &RVIP &YFloor~ This is the top floor to the hotel and the most extravagant. Each door has its own name plate engraved with the name of the current occupant. The ceiling is made of glass allowing the sun to warm and light the hall. The floor is covered in a beautifully designed carpet looking very expensive and well kept. A few maids and bellhops walk past keeping this VIP floor spotless. ~ 0 0 1 D0 ~ ~ 0 -1 326 D1 ~ ~ 7 324 324 D2 ~ ~ 0 -1 322 D3 ~ ~ 1 325 325 S #324 &RVIP &YSuite &w- &WSilver Suite~ This has got to be one of the most fabulous suites ever created for anyone. A built in big screen TV is the most noticeable feature. The furnishings are absolutely gorgeous, maticulous detail has been done to every piece. The bathroom is almost as big as the hotel's main bathroom and much fancier. A paging service is listed on a panel towards the west wall with a list of the VIP's Butler, Maid and Bellhop. ~ 0 0 1 D3 ~ ~ 7 324 323 S #325 &RVIP &YSuite &w- &YGold Suite~ This has got to be one of the most fabulous suites ever created for anyone. A built in big screen TV is the most noticeable feature. The furnishings are absolutely gorgeous, maticulous detail has been done to every piece. The bathroom is almost as big as the hotel's main bathroom and much fancier. A paging service is listed on a panel towards the west wall with a list of the VIP's Butler, Maid and Bellhop. ~ 0 0 1 D1 ~ ~ 1 325 323 S #326 &YHallway &w- &RVIP &YFloor~ This is the top floor to the hotel and the most extravagant. Each door has its own name plate engraved with the name of the current occupant. The ceiling is made of glass allowing the sun to warm and light the hall. The floor is covered in a beautifully designed carpet looking very expensive and well kept. A few maids and Bellhops walk past keeping this VIP floor spotless. ~ 0 0 1 D0 ~ ~ 0 -1 329 D1 ~ ~ 3 -1 327 D2 ~ ~ 0 -1 323 D3 ~ ~ 7 328 328 S #327 &RVIP &YSuite~ This has got to be one of the most fabulous suites ever created for anyone. A built in big screen TV is the most noticeable feature. The furnishings are absolutely gorgeous, maticulous detail has been done to every piece. The bathroom is almost as big as the hotel's main bathroom and much fancier. A paging service is listed on a panel towards the west wall with a list of the VIP's Butler, Maid and Bellhop. ~ 0 0 1 D3 ~ ~ 33 -1 326 S #328 &RVIP &YSuite &W- &OBronze Suite~ This has got to be one of the most fabulous suites ever created for anyone. A built in big screen TV is the most noticeable feature. The furnishings are absolutely gorgeous, maticulous detail has been done to every piece. The bathroom is almost as big as the hotel's main bathroom and much fancier. A paging service is listed on a panel towards the west wall with a list of the VIP's Butler, Maid and Bellhop. ~ 0 0 1 D1 ~ ~ 39 328 326 S #329 &Y Hallway &w- &RVIP &YFloor~ This is the top floor to the hotel and the most extravagant. Each door has its own name plate engraved with the name of the current occupant. The ceiling is made of glass allowing the sun to warm and light the wall. The floor is covered in a beautifully designed carpet looking very expensive and well kept. A few maids and bellhops walk past keeping this VIP floor spotless. ~ 0 4 1 D1 ~ ~ 0 -1 331 D2 ~ ~ 0 -1 326 D3 ~ ~ 0 -1 330 S #330 &PMaid's &YLounge~ Mops, sweepers and any other type of cleaning machine or items fill this room. Three large wash/dry machines stand surrounded by linen in one corner of the room while a few loads finish running. A table with a few stacks of playing cards sit in the center of the room alongside a fairly large TV. ~ 0 4 1 D1 ~ ~ 0 -1 329 S #331 &RVIP &YLounge~ The room is split into two diffrent sections seperated by a wall and is much bigger then one would expect. The first section is very quiet with inviting furniture placed all around the room. The walls are lined with books of many diffrent kinds and sizes, waiting to be read. The second section has no less then 20 TV's each tuned to a diffrent channel. Headsets lie on a center table labeled for each TV. Large windows in both sections show a spectacular view of the grounds. ~ 0 4 1 D3 ~ ~ 0 -1 329 S #332 Hall of the Player Killers~ As you enter the room, you notice a very neat, furnished area. Trophies and certificates cover all the walls. In front of you, the wall has etchings all over it. As you look closer you can see all of the Pkillers ranked by their pkills. ~ 0 4 1 D0 ~ ~ 0 -1 333 D5 ~ ~ 0 -1 251 S #333 Hall of the Roleplayers~ As you enter the room, you notice a very neat, furnished area. Trophies and certificates cover all the walls. In front of you, the wall has etchings all over it. As you look closer you can see all of the Roleplayers ranked by their rplevel. ~ 0 4 1 D0 ~ ~ 0 -1 340 D2 ~ ~ 0 -1 332 S #334 Whiskey's House~ This is your desc. You can edit this with HOUSE DESC. ~ 0 1074791432&4 0 D2 ~ ~ 25166887 334 231 S #335 Carmelo's House~ This is your desc. You can edit this with HOUSE DESC. ~ 0 1074791432&4 0 D0 ~ ~ 25166887 335 231 D5 ~ ~ 0 -1 234 S #336 &CRussell's Vault~ &rMy Vault ~ 0 1074791432&4 0 D2 ~ ~ 25166887 336 232 S #337 &OHector's Labrinth~ ~ 0 1074791432&4 0 D0 ~ ~ 25166887 337 232 S #338 &CALCHOHOL~ &WYour presence in this room has been logged ~ 0 1074791432&4 0 D2 ~ ~ 25166887 338 233 D3 ~ ~ 0 -1 238 S #339 &rMaul's Storage Room~ &rThere is an assortment of items here.... from special armor.... to yardran scouters and sensu beans ~ 0 1074791432&4 0 D0 ~ ~ 25166887 339 233 D2 ~ ~ 0 -1 236 D3 ~ ~ 0 -1 235 S #340 Junction Point Alpha - Morgue~ gett'em and leave ~ 0 4 1 D2 ~ ~ 0 -1 333 S #341 &bGa&zbri&bel's &zL&bai&zr&D~ &RThis is my house nuff said.&D ~ 0 1074791432&4 0 D3 ~ ~ 25166887 341 233 S #342 Residential Avenue~ While sightseeing throughout Junction Point Aplha, it appears that you've made your way to Residential Avenue. Various houses line the streets, some looking rather shabby, and others looking very suave. A few of these dwellings even appear to belong to some of the warriors of the Dragonball Z Universe. ~ 0 1073741828 1 D1 ~ ~ 0 -1 284 D3 ~ ~ 0 -1 343 S #343 Residential Avenue~ While sightseeing throughout Junction Point Aplha, it appears that you've made your way to Residential Avenue. Various houses line the streets, some looking rather shabby, and others looking very suave. A few of these dwellings even appear to belong to some of the warriors of the Dragonball Z Universe. ~ 0 1073741828 1 D0 ~ ~ 25166887 344 344 D1 ~ ~ 0 -1 342 D2 ~ ~ 3 -1 345 S #344 Ghilly's House~ This is your desc. You can edit this with HOUSE DESC. ~ 0 1074791436&4 0 D2 ~ ~ 25166887 344 343 S #345 Empty House~ ~ 0 1073741828 1 D0 ~ ~ 3 -1 343 S #346 Floating in a void~ ~ 0 1073741828 1 S #351 Floating in a void~ ~ 0 1073741828 1 S #0 #RESETS M 0 327 1 327 M 0 292 1 292 D 0 326 1 1 M 0 252 1 270 M 0 271 1 271 O 1 232 1 332 O 1 326 1 333 M 1 253 1 251 D 0 341 3 2 D 0 233 0 2 D 0 233 1 2 D 0 233 2 2 S #SHOPS 0 #REPAIRS 0 #SPECIALS S #$