#AREA Soltari City~ #VERSION 252 #AUTHOR Islvin~ #RANGES 0 65 0 65 $ #PLANET 6 #FLAGS 2 #CLIMATE 2 2 2 #MOBILES #60000 Saiyan Royal Guard~ a Saiyan Royal Guard~ A member of the Saiyan Royal Guard stands here at attention. ~ He stands tall, a good two meters in height, attention unwavering as you look at him. On the right side of his face is a large scar that runs just from below his eye down to his jaw. His armor is that of the royal saiyan elite: solid red, trimmed in gold, and engraved with the crest of House Vegeta. ~ 131073 0 0 C 1 0 100 1d20+0 2d5+0 -1 10000000000 112 112 1 100 100 100 100 10 0 0 0 0 0 0 0 0 0 1 1 2 50 25 0 0 0 0 48 0 > fight_prog 10~ final flash ~ | #60001 saiyan bartender~ a saiyan bartender~ A bardender stands behind the bar, one eye peering out at the patrons. ~ Though he appears to be elderly, he still retains much of the muscle mass and general fitness of the saiyan warriors. Unlike them, however, he is quite tidy in appearance -- hair has been neatly arranged, clothes are neatly kept and of upper class. ~ 67108871 0 0 C 1 0 100 1d20+0 2d5+0 -1 1 112 112 0 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 #60002 woman elderly saiyan tailor~ the royal tailor~ A blind, elderly saiyan woman sits behind a desk, sewing at some cloth. ~ She's somewhat shorter than the average saiyan female, and a bit heavier set as well. Her long, grey hair has been pulled back into a neat ponytail, and her dress is that of the upper class from a few decades ago. Unaware that you're looking at her, she continues sewing, eyes shut. ~ 67108871 0 0 C 1 0 100 1d20+0 2d5+0 -1 1 112 112 0 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 #60003 saiyan armourer~ a saiyan armourer~ A dirty, muscular saiyan peers out from behind a wall at you. ~ The wall hides the majority of his features, save for a single arm, his head, and part of his neck. His dark hair is cut short, unkept, and covered in dirt. While his face appears somewhat handsome, the dirt and dust from his work detract from the features. ~ 67108871 0 0 C 1 0 100 1d20+0 2d5+0 -1 1 112 112 0 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 #60004 drunk soldier~ a drunk soldier~ A drunken soldier is passed out on the floor. ~ One of the average low-ranked saiyan warriors. He's passed out here, drool collecting in a small puddle on the floor under his mouth. His armor's been cracked just slightly from the impact with the floor, and he absolutely reeks of alcohol. ~ 67108867 0 0 C 1 0 100 1d20+0 2d5+0 -1 1 112 112 0 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 #60005 drone~ an automated serving drone~ An odd-looking machine is rolling around, checking the inventory. ~ This machine, made of a grey-colored metal, has rolled itself into a sphere about a meter in diameter. It rolls about the floor, stopping at shelves, and extending a scanner to inspect the shelf's contents. When it registers you looking at it, it stops momentarily, extending a scanner, and scans you, then returns to its business. ~ 67108867 0 0 C 1 0 100 1d20+0 2d5+0 -1 1 112 112 0 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 #60006 bartender~ a New Year's bartender~ A bartender is here, dressed in party clothes, guarding a large stack of beer kegs. ~ ~ 67108867 0 0 C 1 0 100 1d20+0 2d5+0 -1 1 112 112 0 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 #60007 sign~ a sign~ A sign with writing on it floats here. ~ It simply reads: Say 'begin' to start the program. Say 'power' to get a report on the mobs' powerlevel. ~ 67108867 0 0 C 1 0 100 1d20+0 2d5+0 -1 1 112 112 0 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 #60008 alpha droid~ an alpha training droid~ An alpha draining droid is standing here in a defensive stance. ~ This droid has been built of the cheapest parts available. It has no artificial skin to cover the metal frame which it has been built upon. Its legs are shaking under the stress of carrying its own weight, but it is still dangerous. ~ 16777219 0&0&64 0 C 1 0 100 1d20+0 2d5+0 -1 200 112 112 0 10 10 10 10 10 0 0 0 0 0 4 4 0 0 1 1 0 0 0 0 0 0 0 0 0 #60009 beta droid~ a beta training droid~ A beta training droid stands here in a defensive stance. ~ Only a step above the alpha series, this droid is a much better design. It can easily support its own weight, and can move around with average agility. While it still lacks any form of artificial skin, its metal structure has been given thin armor to make it more damage resistant. ~ 16777219 0&0&64 0 C 1 0 100 1d20+0 2d5+0 -1 500 112 112 0 10 10 10 10 10 0 0 0 0 0 4 4 0 0 1 1 0 0 0 0 0 0 0 0 0 #60010 gamma droid~ a gamma training droid~ A gamma training droid stands here in a defensive stance. ~ While this droid is a step above the beta series, it is not much superior at all. The droid, physically, is identical to the beta series, with the exception of having double the armor plating. The internal mechanisms, however, have been upgraded to allow this series to move faster, fight harder. ~ 16777219 0&0&64 0 C 1 0 100 1d20+0 2d5+0 -1 750 112 112 0 10 10 10 10 10 0 0 0 0 0 4 4 0 0 1 1 0 0 0 0 0 0 0 0 0 #60011 delta droid~ a delta training droid~ A delta training droid stands here in a defensive stance. ~ The top of the line in saiyan training droids, this droid features state-of-the-art training equipment. It still lacks any skin since it was designed to be destroyed, but its frame has been built solid. Frame armor has been upgraded to a full centimeter thick, and its circuitry and mechanics are designed to respond as fast as possible and fight as hard as possible. ~ 16777219 0&0&64 0 C 1 0 100 1d20+0 2d5+0 -1 1000 112 112 0 10 10 10 10 10 0 0 0 0 0 4 4 0 0 1 1 0 0 0 0 0 0 0 0 0 #60012 weak saibaman~ a weak saibaman~ A weak saibaman crouches here, unsure to attack or flee. ~ This saibaman has a blue skin, with the normal black dots all around. It's of average height for its race--a meter tall, roughly. However, it was not strong enough to make the cut to be used in war, so it has been assigned as training fodder. ~ 16777219 0&0&64 0 C 1 0 100 1d20+0 2d5+0 -1 2000 112 112 0 10 10 10 10 10 0 0 0 0 0 72 72 0 0 1 1 0 0 0 0 0 0 0 0 0 #60013 immature saibaman~ an immature saibaman~ A small saibaman stands here, gritting its teeth. ~ Green skin, black dots. This saibaman is identical to the stereotypical warrior variety, with one major exception. It was too young when it emerged from the growth chambers, and since it could not be put back in, it was sent here so young saiyans could grow stronger from this mistake. ~ 16777219 0&0&64 0 C 1 0 100 1d20+0 2d5+0 -1 5000 112 112 0 10 10 15 10 0 0 0 0 0 0 72 72 0 0 1 1 0 0 0 0 0 0 0 0 0 #60014 standard saibaman~ a standard saibaman~ An average saibaman is crouching here, ready to attack at an instant. ~ This is your stereotypical saibaman--green skin, black polka dots, and downright ugly to the bone. It used to help the saiyans in their raids on other worlds. But due to saiyan successes without saibamen, it has been sent to this training complex to help young saiyans grow. ~ 16777219 0&0&64 0 C 1 0 100 1d20+0 2d5+0 -1 10000 112 112 0 15 10 10 10 0 0 0 0 0 0 72 72 0 0 1 1 0 0 0 0 0 0 0 0 0 #60015 superior saibaman~ a superior saibaman~ A superior saibaman is crouched here, waving its claws slowly. ~ A red saibaman with dark green dots--a rare thing for their race, and a sign of unusual power. This little critter was bred with the purpose of being one of the strongest saibamen around. However, since it is no longer needed on the fronts, it was assigned here to challenge saiyan warriors. ~ 16777219 0&0&64 0 C 1 0 100 1d20+0 2d5+0 -1 20000 112 112 0 15 10 15 10 0 0 0 0 0 0 72 72 0 0 1 1 0 0 0 0 0 0 0 0 0 #60016 boar~ a wild boar~ A boar-like animal is rooting around, looking for food. ~ While not normally hostile, the boar will attack if it feels threatened. It stands just under a meter tall. Its coat is dark brown with patches of black, providing an ideal disguise for hiding in the forest. But the most noticible thing about it is its teeth, some of which are a good ten centimeters long. ~ 1 0 0 C 1 0 100 1d20+0 2d5+0 -1 40000 112 112 0 20 10 15 10 10 0 0 0 0 0 26 26 0 0 1 1 0 0 0 0 0 0 0 1 0 #60017 bear~ a saiyan bear~ An extremely large, furry animal resembling a bear is curled up in a corner. ~ Standing just under a meter tall, this bear is one of the giants of the forest. Its hair is nearly half a meter long, and incredibly thick, as if it came from some planet that was in the middle of an ice age. Due to the shape of its mouth, its bite isn't extremely dangerous, but its razor-sharp claws are another story. ~ 3 0 0 C 1 0 100 1d20+0 2d5+0 -1 80000 112 112 0 25 10 10 10 10 0 0 0 0 0 23 23 0 0 1 1 0 0 0 0 0 0 0 2 0 #60018 ape cat~ an ape-cat~ A creature that appears to be a cat and ape hybrid is stalking in the brush. ~ A native creature of Planet Vegeta and distant cousin to the saiyan race. It bears moderate similarity to the Earth cougar in size, but its shape is another story. While its head and claws are that of a large feline, the hand structure is that of an ape, making it very dangerous with its claws. ~ 1 0 0 C 1 0 100 1d20+0 2d5+0 -1 60000 112 112 0 15 10 20 10 10 0 0 0 0 0 28 28 0 0 1 1 0 0 0 0 0 0 0 3 0 #60019 water serpent~ a water serpent~ A two-headed serpent swims through the water. ~ With a body that's two meters long, three centimeters in diameter, and a weight of roughly one hundred kilos, this serpent is the ruler of the forest's rivers. Making it even more dangerous is the fact that it has two heads, one of which seems to be a slave to the other. ~ 1 0 0 C 1 0 100 1d20+0 2d5+0 -1 30000 112 112 0 15 10 15 10 0 0 0 0 0 0 47 47 0 0 1 1 0 0 0 0 0 0 0 1 0 #60020 forest giant~ a forest giant~ A tall humanoid figure stands next to a poorly built hut. ~ From a distance, this giant could pass for a tall saiyan. However upon closer inspection, you see that it is covered with a layer of fur that is similar to the legendary SSJ4 transformation. It has a longer and larger than average tail, and appears to be somewhat slow yet muscular. Topping it all off is that it only has one eye. ~ 16777219 0 0 C 1 0 100 1d20+0 2d5+0 -1 100000 112 112 0 25 10 10 10 0 0 0 0 0 0 39 39 0 0 1 1 0 0 0 0 0 0 0 16 0 #60021 snow saiyan~ an abominable snow saiyan~ An extremely furry, all white-haired saiyan walks around in the snow. ~ Though only the size of the average saiyan, this beast more closely resembles the famed Oozaru transformation. In fact, it is identical to an Oozaru, except for its longer and perfectly white fur. ~ 1 0 0 C 1 0 100 1d20+0 2d5+0 -1 500000 112 112 0 15 10 25 10 0 0 0 0 0 0 39 39 0 0 1 1 0 0 0 0 0 0 0 0 0 #60022 snow wolf~ a snow wolf~ A wolf with fur as white as the snow is crouched here. ~ This is one of the exotic creatures created by this simulation. The beast is native to an ice world several dozen light years from Vegeta. It stands only half a meter tall, but though built small, it is very quick, and its jaws appear to possess quite a bit of power. Now if only it'd move again so you could figure out where exactly it was... ~ 1 0 0 C 1 0 100 1d20+0 2d5+0 -1 200000 112 112 0 15 10 15 10 0 0 0 0 0 0 52 52 0 0 1 1 0 0 0 0 0 0 0 1 0 #60023 ice~ an ice creature~ A piece of the ice on the wall moves slightly... Odd. ~ Made of solid ice, this creature blends in perfectly with the ice on the walls -- even the rocks are properly distorted when seen through it. Discerning the exact shape of this creature seems impossible, but it appears roughly humanoid. Where it's from is also a mystery, but it's definitely not native to Vegeta. ~ 3 0 0 C 1 0 100 1d20+0 2d5+0 -1 700000 112 112 0 25 10 25 10 0 0 0 0 0 0 72 72 0 0 1 1 0 0 0 0 0 0 0 0 0 #60024 owl~ a giant ice owl~ A large piece of ice shaped like a bird is flying towards you... ~ This is literally a large chunk of ice that happens to be in the shape of a giant bird, an owl more specifically. By all natural laws, it shouldn't be able to fly, but, yet, it is. For the most part, it's transparent, however around its neck is a series of dark spots. ~ 1 0 0 C 1 0 100 1d20+0 2d5+0 -1 1000000 112 112 0 20 10 40 10 0 0 0 0 0 0 72 72 0 0 1 1 0 0 0 0 0 0 0 0 0 #60199 last mob~ a newly created last mob~ Some god abandoned a newly created last mob here. ~ ~ 1 0 0 C 1 0 100 1d20+0 2d5+0 -1 1 112 112 0 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 #0 #OBJECTS #60000 first obj~ a newly created first obj~ Some god dropped a newly created first obj here.~ ~ 13 0 0 0 0 0 0 0 0 1 0 0 0 #60001 red pants~ a pair of red pants~ A pair of red pants has been discarded here.~ ~ 9 1966080 33 25 25 0 0 25 25 5 2500 4 100 #60002 blue pants~ a pair of blue pants~ A set of blue cotton-like pants lies on the ground.~ ~ 9 1966080 33 25 25 0 0 25 25 5 2500 4 100 #60003 black spandex bodysuit~ a black spandex bodysuit~ A piece of black, rubber-like material is balled up here.~ ~ 9 1966080 9 100 100 0 0 100 100 2 10000 100 10000 > wear_prog 100~ mpechoat $n The bodysuit stretches to get a snug fit on your body. ~ | #60004 blue spandex bodysuit~ a blue spandex bodysuit~ A blue piece of rubber is on the ground.~ ~ 9 1966080 9 100 100 0 0 100 100 2 10000 100 10000 > wear_prog 100~ mpechoat $n The bodysuit stretches to get a snug fit on your body. ~ | #60005 red cape~ a red royal cape~ A red cape with the Vegeta crest has been tossed aside here.~ ~ 9 2064384 5 100 100 0 0 50 50 15 5000 2500 10000000 #60006 red headband~ a red headband~ A band of red cloth tumbles around with the wind.~ ~ 9 1966080 17 15 15 0 0 15 15 1 1500 2 200 #60007 black muscle shirt~ a black muscle shirt~ A shirt that leaves little to the imagination is lying here.~ ~ 9 1966080 9 30 30 0 0 30 30 3 3000 3 100 #60008 white belt~ a white spandex belt~ A white, stretchy belt is cluttering up the ground.~ ~ 9 1966080 2049 25 25 0 0 25 25 1 2500 2 5000 #60009 small beer glass~ a small beer glass~ A small beer glass has been abandoned here.~ ~ 17 0 16385 2 2 1 0 0 0 1 0 100 1 #60010 large beer glass~ a large beer glass~ A large beer glass has been abandoned here.~ ~ 17 0 16385 4 4 1 0 0 0 1 0 200 1 #60011 wine glass~ a wine glass~ A glass filled with a dark red liquid is sitting here.~ ~ 17 0 16385 3 3 2 0 0 0 1 0 250 1 #60012 shot glass~ a shot glass~ A small glass is sitting here.~ ~ 17 0 16385 1 1 5 0 0 0 1 0 350 1 #60013 soda can~ a soda can~ A red can with writing on it has been dropped here.~ ~ 17 0 16385 10 10 15 0 0 0 1 0 50 1 #60014 tea cup~ a cup of tea~ A cup filled with a semi-translucent brown liquid is sitting here.~ ~ 17 0 16385 5 5 11 0 0 0 1 0 75 1 #60015 coffee cup~ a cup of coffee~ A cup filled with a dark brown liquid is sitting here.~ ~ 17 0 16385 5 5 12 0 0 0 1 0 75 1 #60016 white gloves~ white spandex gloves~ A pair of stretchy white gloves has been discarded here.~ ~ 9 1966080 129 10 10 0 0 10 10 1 1000 5 2000 #60017 spandex boots~ white spandex boots~ A pair of white boots with gold trimming have been tossed here.~ ~ 9 1966080 65 30 30 0 0 30 30 1 3000 50 10000 #60018 ration mre~ a vacuum-sealed combat ration~ A silver food package has been discarded for the hungry.~ ~ 19 0 1 20 0 0 0 0 0 1 0 100 1 #60019 slab meat~ a slab of medium-rare meat~ A chunk of barely cooked meat is covered in dirt now.~ ~ 19 0 1 10 0 0 0 0 0 1 0 65 1 #60199 last obj~ a newly created last obj~ Some god dropped a newly created last obj here.~ ~ 13 0 0 0 0 0 0 0 0 1 0 0 0 #0 #ROOMS #60000 Planet Vegeta - Soltari Spaceport~ Multiple large hangers have been built in a circular pattern here, surrounding four landing platforms of various sizes. One of the hangers is open, providing a glimpse of saiyan space pods and dropships that would be used in invasions of other worlds. In the distance, to the northwest, Castle Vegeta towers over the land, and to the southwest, Vegeta's capital city lies at the desert's perimeter. ~ 0 1024 1 D7 ~ ~ 0 -1 60001 D9 ~ ~ 0 -1 60003 S #60001 Before Castle Vegeta~ Only roughly a hundred meters away, Castle Vegeta, one of the prides of saiyan architecture, stands tall, built upon a cliff overlooking the massive desert of this world. The single stone path leading to it shows sign of great wear from the years of use. A series of guard stations have been built along the path in case anyone should try to invade the castle. ~ 0 0 1 D0 ~ drawbridge~ 7 -1 60001 D8 ~ ~ 0 -1 60000 D9 ~ ~ 0 -1 60002 S #60002 Outside the Training Complex~ This structure, uncharacteristic of normal saiyan design, stands alone and isolated from all other buildings. It's made of a dark metal and is built in a circular shape, capped with a silver-colored metallic dome. A single set of metal doors provides access to the inside of the complex. ~ 0 0 1 D3 ~ ~ 0 -1 60018 D6 ~ ~ 0 -1 60001 D8 ~ ~ 0 -1 60003 S #60003 Atop Royal Hill~ While this is technically a cliff, it is referred to among the saiyans as 'Royal Hill' because it is the royalty's favored spot to overlook and address the city. Soltari City lies near the bottom of this mountain, built on another plateau. A cave has been made into the mountain with steps leading down to the city. ~ 0 0 1 D5 ~ ~ 0 -1 60004 D6 ~ ~ 0 -1 60000 D7 ~ ~ 0 -1 60002 S #60004 Royal Way~ This is the northern boundary of the city. Just a few meters north is the cliff's rock wall and the cave leading up to the castle grounds. Tower-like saiyan buildings are all around this area, some of which have a balcony built onto them so that they can launch pods without going to the spaceport. ~ 0 0 1 D1 ~ ~ 0 -1 60008 D2 ~ ~ 0 -1 60005 D4 ~ ~ 0 -1 60003 S #60005 Royal Way~ Buildings line each side of the path along here, all of them virtually identical to each other -- typical saiyan architecture. Some small shop stalls of no importance have been established by lower class saiyans along the outer edge of the path. Because of the large number of people passing through this particular section, two guard stations have been built. ~ 0 0 1 D0 ~ ~ 0 -1 60004 D2 ~ ~ 0 -1 60006 S #60006 Royal Way~ A little sand has been tracked around by those coming in from the desert. The buildings are quite dense here, and the path between them more narrow than elsewhere in the city. ~ 0 256 1 0 0 3 D0 ~ ~ 0 -1 60005 D1 ~ ~ 0 -1 60012 D2 ~ ~ 0 -1 60007 S #60007 Soltari Desert Gate~ This large steel and stone gate provides the only direct access through the city's wall, and is heavily guarded to ensure that those not wanted do not get into the city. Sand has been heavily tracked in from the desert as if there were little concern with keeping the city clean. ~ 0 0 1 D0 ~ ~ 0 -1 60006 D2 ~ gate~ 7 -1 60007 S #60008 Supply District~ While the structures of this district are of average saiyan architecture, they have been built smaller since their purpose is to sell goods. Elegant pieces of red cloth with gold embroidery hang in the windows and, to a less extent, on the outside of a particular shop to the north. ~ 0 0 1 D0 ~ ~ 0 -1 60013 D1 ~ ~ 0 -1 60009 D3 ~ ~ 0 -1 60004 S #60009 Supply District~ While the structures of this district are of average saiyan architecture, they have been built smaller since their purpose is to sell goods. A small plume of smoke floats up from the shop to the north of here, and sound of clanging metal comes from within. On its door is a picture of saiyan battle armor. ~ 0 0 1 D0 ~ ~ 0 -1 60014 D2 ~ ~ 0 -1 60010 D3 ~ ~ 0 -1 60008 S #60010 Supply District~ While the structures of this district are of average saiyan architecture, they have been built smaller since their purpose is to sell goods. Light reflects off of a scouter in the window of the shop to the east and hits you in the eye. Faint chirping sounds can also, just barely, be heard coming from that direction as well. ~ 0 0 1 D0 ~ ~ 0 -1 60009 D1 ~ ~ 0 -1 60015 D2 ~ ~ 0 -1 60011 S #60011 Supply District~ While the structures of this district are of average saiyan architecture, they have been built smaller since their purpose is to sell goods. Even for this district, there is one building to the east that is smaller than the rest. And from that building, the sound of faint cheers and drunken rantings can be heard. ~ 0 0 1 D0 ~ ~ 0 -1 60010 D1 ~ ~ 0 -1 60016 D3 ~ ~ 0 -1 60012 S #60012 Supply District~ While the structures of this district are of average saiyan architecture, they have been built smaller since their purpose is to sell goods. The only shop of importance here is a weapon shop to the south, though from here, no weapons can be seen through the shop's windows. ~ 0 0 1 D1 ~ ~ 0 -1 60011 D2 ~ ~ 0 -1 60017 D3 ~ ~ 0 -1 60006 S #60013 Royal Tailors~ Plastic mannequins are placed near center of the room, each displaying a different type of upper class suit or dress. Along the walls, various articles of clothing for the lower and middle classes have been hung. On the back wall, a variety of pants, shirts, and jumpsuits for the soldiers are on display. ~ 0 0 0 D2 ~ ~ 0 -1 60008 S #60014 Armourers Interplanetary~ Lifesize, plastic figurines stand around this room, each wearing a slightly different piece of armor. Inside the display case rest several more, presumably more expensive, pieces of armor which the proprietor has chosen not to put out in the open. Sounds of metal being hammered and mechanical noises are coming from the back of the shop. ~ 0 0 0 D2 ~ ~ 0 -1 60009 S #60015 The Scouter Outlet~ Dozens of scouters sit grouped upon shelves in this shop. Their grouping has been based on scanning ability, and then they've been sub-grouped based on lens color: green, blue, red. Over each group is a piece of paper with a price on it, and on the display case there is a sign that reads: "All prices and sales final." ~ 0 0 0 D3 ~ ~ 0 -1 60010 S #60016 Soldiers' Bar~ Several circular and long rectangular tables are scattered around the room, each surrounded by a number of chairs. Bottles of various types of liquor, both domestic and exotic, sit on the shelves behind the bar. The purple walls and ceiling of this room, combined with the alcohol, seem to have created a very relaxed atmosphere -- most everyone looks to be calm and happy. ~ 0 2098176 0 D3 ~ ~ 0 -1 60011 S #60017 A Deserted Weapon Store~ This shop is completely empty, even though it appears to have been stocked full of a variety of weapons at one point. But now, there are no weapons along the walls, in the windows, or even in the display case. For that matter, there is a lack of a shopkeeper too. ~ 0 0 0 D0 ~ ~ 0 -1 60012 S #60018 Training Complex - Entrance~ This entire room is but a single shade of light grey. The walls have been built in a circular fashion to allow for this to serve as a hub for all those entering and leaving this complex. There are also no objects in this room, aside from a single sign on the eastern side of the wall. ~ 0 2098188 0 D0 ~ ~ 0 -1 60023 D1 ~ ~ 0 -1 60002 D3 ~ ~ 0 -1 60025 D4 ~ ~ 0 -1 60019 D5 ~ ~ 0 -1 60022 D7 ~ ~ 0 -1 60024 D9 ~ ~ 0 -1 60026 E sign~ Up - Sparring Areas Down - Medical Ward North - Beginner's Training Northwest - Level 2 Training West - Intermediate Training Southwest - Advanced Training Be advised that the complex administration is not responsible for any loss of personal property or body appendages, severe or permanent injury, or death. ~ S #60019 Training Complex - Second Floor Junction~ This room is more of an extention of the entrance than an isolated room. It too is entirely solid grey on the ceilings, walls, and floor. The sound of fighting echoes around this room from the north and west. ~ 0 2098188 0 D0 ~ ~ 0 -1 60020 D3 ~ ~ 0 -1 60021 D5 ~ ~ 0 -1 60018 S #60020 Training Complex - Sparring Room 1~ This whole room has been lined with dark, energy-absorbing plates imported from the Center of Universe space station. At the very center of the room, surrounded by a barrier made of more plates, is a large gravity-generating device used to help train the warriors. ~ 0 337641484 0 D2 ~ ~ 0 -1 60019 S #60021 Training Complex - Sparring Room 2~ This whole room has been lined with dark, energy-absorbing plates imported from the Center of Universe space station. At the very center of the room, surrounded by a barrier made of more plates, is a large gravity-generating device used to help train the warriors. ~ 0 337641484 0 D1 ~ ~ 0 -1 60019 S #60022 Training Complex - Medical Ward~ The walls of this room are a white color with just a hint of blue, making it seem larger than it actually is. Roughly a dozen healing tanks are lining the perimeter of the room, some of them occupied by injured warriors. In the center of the room are three tanks that are larger than the rest and are surrounded by tables with various surgical tools -- those are for the more seriously injured. ~ 0 540279816 0 D4 ~ ~ 0 -1 60018 S #60023 Training Complex - Beginner's Level Entrance~ The entrance expands into a slight bubble to create this small room, the only difference being that this is a much darker shade of grey. Directly north is a set of automated double doors, and above them, a device reads "100 to 1000" in digital red numbers and letters. ~ 0 2097164 0 D0 ~ ~ 0 -1 60057 D2 ~ ~ 0 -1 60018 > entry_prog 100~ if level($n) > 1 mpechoat $n You are too powerful to use this training wing. mpforce $n s endif ~ | S #60024 Training Complex - Level 2 Training Entrance~ The entrance expands into a slight bubble to create this small room, the only difference being that this is a much darker shade of grey. To the north is a set of automated double doors, and above them, a device reads "1000 to 20000" in digital red numbers and letters. ~ 0 2097164 0 D0 ~ ~ 0 -1 60061 D8 ~ ~ 0 -1 60018 > entry_prog 100~ if level($n) > 2 mpechoat $n You are too powerful to use this training wing. mpforce $n se endif ~ | S #60025 Training Complex - Intermediate Level Entrance~ The entrance expands into a slight bubble to create this small room, the only difference being that this is a much darker shade of grey. West is a set of automated double doors, and above them, a device reads "20000 to 100000" in digital red numbers and letters. ~ 0 2097164 0 D1 ~ ~ 0 -1 60018 D3 ~ ~ 0 -1 60027 > entry_prog 100~ if level($n) > 3 mpechoat $n You are too powerful to use this training wing. mpforce $n e endif ~ | S #60026 Training Complex - Advanced Level Entrance~ The entrance expands into a slight bubble to create this small room, the only difference being that this is a much darker shade of grey. West is a set of automated double doors, and above them, a device reads "100000 to 1000000" in digital red numbers and letters. ~ 0 2097164 0 D3 ~ ~ 0 -1 60067 D6 ~ ~ 0 -1 60018 > entry_prog 100~ if level($n) > 4 mpechoat $n You are too powerful to use this training wing. mpforce $n ne endif ~ | S #60027 Holographic Forest - Entrance~ The dark metal of the room disappears from view as the room grows completely dark. Gradually, light is restored, and when it is, you are just beyond the tree line of a vast forest that stretches as far as the eye can see. From some distance away, the sound of a waterfall can be heard. A rough path leads west, into the forest. ~ 0 2097156 2 D3 ~ ~ 0 -1 60028 S #60028 Holographic Forest~ The path splits here, the original continuing west, and an offshoot heading north. Tree coverage is reasonably light yet, at least for a meter or so to each side of the path. However, the path is bordered by numerous types of shrubbery, some of which contain sharp thorns. The path north is particularly dense with these thorny bushes. ~ 0 2097152 3 D0 ~ ~ 0 -1 60029 D3 ~ ~ 0 -1 60031 S #60029 Holographic Forest - A Path Through the Thorny Bushes~ No matter how hard one may try, the thorns of the bushes are impossible to avoid due to their incredible denseness. Thus, you are repeatedly poked by the thorns, but they do little more than cut your flesh. Flying above the bushes is impossible due to the branches overhead. ~ 0 2097152 3 D2 ~ ~ 0 -1 60028 D3 ~ ~ 0 -1 60030 > entry_prog 100~ if hps($n) > 10 mpechoat $n You get scratched as you pass through the bushes. mpdamage $n 2 endif if hps($n) <= 10 mpechoat $n You barely avoid getting scratched by the bushes. endif ~ | S #60030 Holographic Forest - A Small Clearing~ In the middle of this forest, a small, circular area has been cleared of trees, yet it shows no stumps or any other signs of trees being removed by artificial means. Bushes, including the thorned variety, and shrubs grow in abundance in this area. At the far side of the clearing, a small hut has been assembled from local plantlife. ~ 0 2097152 3 D1 ~ ~ 0 -1 60029 S #60031 Holographic Forest~ The small path twists and turns as if it was made by migrating snakes. Several smaller paths of matted grass and weeds can be seen leading from elsewhere in the forest. In a small puddle of mud that formed from recent rain, a series of hoof marks can be seen. ~ 0 2097152 3 D1 ~ ~ 0 -1 60028 D3 ~ ~ 0 -1 60032 S #60032 Holographic Forest - Climbing a Small Hill~ The forest thins dramatically here, leaving only a handful of trees scattered in the immediate area. From here, one can see the river to the west, and the waterfall can be heard all the more clearly. ~ 0 2097152 3 D1 ~ ~ 0 -1 60031 D7 ~ ~ 0 -1 60033 S #60033 Holographic Forest - Entering the Darkwoods~ Here the forest thickens again already. To the north is the very heart of the forest -- it is quite thick, and dark, unlike the majority of the forest to the east. The main path continues north, with another small branch heading down the hill, toward the river. ~ 0 2097152 3 D0 ~ ~ 0 -1 60039 D3 ~ ~ 0 -1 60034 D8 ~ ~ 0 -1 60032 S #60034 Holographic Forest - A River Bank~ Silt and sand has been washed up along the bank from where the river has flooded in times past. From here, the source of the river can't be seen, though it appears to come from somewhere within the forest to the north. The river turns to the west. ~ 0 2097156 3 D1 ~ ~ 0 -1 60033 D9 ~ ~ 0 -1 60035 S #60035 Holographic Forest - A Raging River~ The river becomes more narrow as it moves to the west, picking up more speed. Already, the river is quite rapid, though it can be easily navigated, providing one avoids the rocks near the banks. The sound of the waterfall grows louder to the west. ~ 0 2097152 6 D3 ~ ~ 0 -1 60036 D6 ~ ~ 0 -1 60034 S #60036 Holographic Forest - Approaching Dangerous Rapids~ The water's speed is beginning to grow dangerously fast now, the river having narrowed to less than half its size when it made the turn to the west. Small rocks are becoming hard to avoid with the narrowness of the channel and the speed of the water. ~ 0 2097152 6 D1 ~ ~ 0 -1 60035 D3 ~ ~ 0 -1 60037 S #60037 Holographic Forest - Dangerous Rapids~ The water is moving dangerously fast now. Rocks are nearly impossible to avoid at this speed, and the river is now merely a quarter of its original size. Mist from the nearby waterfall fills the air but is even more thick to the west. From this distance, the gigantic waterfall can even be seen, and if one would get any closer, it would be impossible to turn back. And going over the waterfall would mean death. ~ 0 2097152 6 D1 ~ ~ 0 -1 60036 S #60038 Holographic Forest - The Waterfall~ Ignoring the signs that the area ahead is dangerous, you swim towards the waterfall. Before you know it, you're caught in the rapids, and pulled along by sharp currents straight towards the waterfall. Seconds later, you're falling straight down, unable to even attempt to fly because of all the water around. Your trip doesn't last long though -- in a very short time, you impact hard with the jagged rocks below, and despite your power, you're left a bloody corpse. The moral of the story: READ THE ROOM DESCS! ~ 0 3153926 1 S #60039 Holographic Forest - Within the Darkwoods~ Trees have grown extremely dense, having had nothing to keep their growth in check. The canopy created by the massive growth almost completely blocks out the sunlight. And the lack of sunlight has prevented any smaller plants, such as bushes, from taking root around here. ~ 0 2097152 3 D2 ~ ~ 0 -1 60033 D6 ~ ~ 0 -1 60040 D7 ~ ~ 0 -1 60043 S #60040 Holographic Forest - Path in the Darkwoods~ A series of trees in this forest have been cut down, leaving an artificial path, in both the ground and the canopy, that heads east. The path also seems to be somewhat worn from travel, despite the remaining stumps, though no distinct footprints are visible. ~ 0 2097152 3 D1 ~ ~ 0 -1 60041 D9 ~ ~ 0 -1 60039 S #60041 Holographic Forest - Leaving the Darkwoods~ The path from the west makes a turn to the south here. This must be near the forest border, as the tree density is moderately thinner than what it has been in the rest of the Darkwoods. This has allowed types of flora that don't reach the canopy to begin to grow. ~ 0 2097152 3 D2 ~ ~ 0 -1 60042 D3 ~ ~ 0 -1 60040 S #60042 Holographic Forest - Outside the Forest~ As if by some unnatural force, the forest abruptly stops growing at one particular point, and the environment changes from one of thick trees to a grassy plain. From here, the forest looks more like a natural wall of wood than a forest. A path has been made through the knee-high grass to the south. ~ 0 2097156 2 D0 ~ ~ 0 -1 60041 D2 ~ ~ 0 -1 60056 S #60043 Holographic Forest - Heading Deeper into the Darkwoods~ Though one would think that a forest couldn't get any thicker, the further in this direction one goes, the thicker the forest gets. Just walking through the forest is all but impossible due to the density. To continue, you're required to squeeze through trees or sometimes break one in two. ~ 0 2097152 3 D3 ~ ~ 0 -1 60044 D8 ~ ~ 0 -1 60039 S #60044 Holographic Forest - A Well-worn Path in the Deep Darkwoods~ With very little warning, save for a few small paths of matted leaves, a fairly well-worn, dirt path appears in the forest. It runs in a straight line for the most part, swirving only to move around large trees. The only prints visible are a series of what would best be described as bear tracks. ~ 0 2097152 3 D0 ~ ~ 0 -1 60045 D1 ~ ~ 0 -1 60043 S #60045 Holographic Forest - A Well-worn Path in the Deep Darkwoods~ The suspicious path swings west here, for some reason that's not obvious. Some small, dark rocks that have not been seen elsewhere in the forest also appear to be scattered about on the path in small quantities. And there seems to be more of them off to the west. ~ 0 2097152 3 D2 ~ ~ 0 -1 60044 D3 ~ ~ 0 -1 60046 S #60046 Holographic Forest - A Cave Built Into the Cliffs~ A cliff that was undetectable from further inside the forest now towers above you. The tree line runs all the way up to the base of the cliff, and a few of the more brave trees have attempted to take root on the cliff itself. The path from the east leads into a dark cave at the base of the cliffs. ~ 0 2097156 3 D1 ~ ~ 0 -1 60045 D5 ~ ~ 0 -1 60047 S #60047 Dark Cavern - Entrance~ Water drips from small stalagtites in the ceiling, forming small muddy puddles on the ground. An odor of damp soil permeates this entire section of the cave. Tracks also litter the ground, coming from the direction of the surface. In one corner, some fur has been shed. ~ 0 2097153 13 D0 ~ ~ 0 -1 60048 D4 ~ ~ 0 -1 60046 S #60048 Dark Cavern - Edge of a Slippery Slope~ A series of small trickles of water run past here, down the slope. The same odor from the cave entrance is present still. The slope that leads down looks quite slippery with mud. ~ 0 2097153 13 D2 ~ ~ 0 -1 60047 D5 ~ ~ 0 -1 60049 S #60049 Dark Cavern - Sliding Down a Slippery Slope~ You start to make your way down the slope, but after a few meters, the ground under your feet slides out from under you. Uncontrollably, you slide down the slope, covering yourself in mud in the process. ~ 0 2097157 13 D5 ~ ~ 0 -1 60050 > entry_prog 100~ mpforce $n d ~ | S #60050 Dark Cavern - Bottom of a Slippery Slope~ Having learned from experience, the slope leading up is far too slippery to attempt to climb, and the passage is too narrow to attempt to fly. Muddy water continues to drain down the slope from your recent slide. The water flows off toward the east. ~ 0 2097153 13 D1 ~ ~ 0 -1 60051 S #60051 Dark Cavern - Ankle Deep in Water~ The water from the slope has collected here and combined with other trickles from underground springs, forming a slow-moving stream. The further one moves south, the deeper the stream becomes, though at the moment, it's only up to your ankles. ~ 0 2097153 13 D2 ~ ~ 0 -1 60052 D3 ~ ~ 0 -1 60050 S #60052 Dark Cavern - Knee Deep in Water~ The water is now up to your knees, the current moving slightly faster as the stream makes its way southwards. Moving water implies some sort of exit. But exit to what? ~ 0 2097153 13 D0 ~ ~ 0 -1 60051 D8 ~ ~ 0 -1 60053 S #60053 Dark Cavern - Waist Deep in Water~ The water is now up to your waist, while standing, and it has a faster current than before, implying that there must be some sort of exit. A small whirlpool has formed, due to the current, in the southern section of this part of the tunnel. ~ 0 2097153 13 D5 ~ ~ 0 -1 60054 D7 ~ ~ 0 -1 60052 S #60054 Dark Cavern - Underwater~ After diving into the whirlpool above, you find yourself underwater. This explains where the water was draining to. At the moment, though, the only possible exit is a small hole in the rock near where the whirlpool brought you down. ~ 0 2097157 8 D4 ~ ~ 0 -1 60055 S #60055 Dark Cavern - Approaching the Surface~ You swim up through the small hole, barely able to fit. The further up you go, the more light becomes visible in the water. After a brief moment, light can be seen coming from another hole straight up -- an exit? ~ 0 2097157 8 D4 ~ ~ 0 -1 60035 S #60056 Training Complex - Holographic Forest Exit~ As suddenly as before, this entire area turns completely black. When the light is restored, the forest and grassy plain has completely vanished. In their place is now a dark metal room with odd patterns on the wall that have a faint glow. South of here is the door. ~ 0 2097164 0 D2 ~ ~ 0 -1 60025 S #60057 Training Complex - Beginner's Level~ Dark metal plates designed to absorb stray energy blasts line the floor, walls, and ceiling. A network of small, crossed metal bars and fibers rests atop the lining on the walls and floor. Dim light that is just enough to see by comes from lights carefully placed within the network of plates. ~ 0 2097164 0 D0 ~ ~ 0 -1 60058 D2 ~ ~ 0 -1 60023 D3 ~ ~ 0 -1 60060 > speech_prog begin~ if mobinroom(60008) > 0 mea $n Only one mob may be fought in this room at a time. else if isfight($n) mpechoat $n You can only fight one mob at a time. else mpmload 60008 mpforce alpha mpkill $n endif endif ~ > speech_prog power~ mpechoat $n The mob power for this room is: 200. ~ | S #60058 Training Complex - Beginner's Level~ Dark metal plates designed to absorb stray energy blasts line the floor, walls, and ceiling. A network of small, crossed metal bars and fibers rests atop the lining on the walls and floor. Dim light that is just enough to see by comes from lights carefully placed within the network of plates. ~ 0 2097164 0 D2 ~ ~ 0 -1 60057 D3 ~ ~ 0 -1 60059 > speech_prog begin~ if mobinroom(60010) < 0 mea $n Only one mob may be fought at a time. else if isfight($n) mpechoat $n You can only fight one mob at a time. else mpmload 60010 mpforce gamma mpkill $n endif endif ~ > speech_prog power~ mpechoat $n The mob power for this room is: 750. ~ | S #60059 Training Complex - Beginner's Level~ Dark metal plates designed to absorb stray energy blasts line the floor, walls, and ceiling. A network of small, crossed metal bars and fibers rests atop the lining on the walls and floor. Dim light that is just enough to see by comes from lights carefully placed within the network of plates. ~ 0 2097164 0 D1 ~ ~ 0 -1 60058 D2 ~ ~ 0 -1 60060 > speech_prog begin~ if mobinroom(60011) > 0 mea $n Only one mob may be fought in this room at a time. else if isfight($n) mpechoat $n You can only fight one mob at a time. else mpmload 60011 mpforce delta mpkill $n endif endif ~ > speech_prog power~ mpechoat $n The mob power for this room is: 1000. ~ | S #60060 Training Complex - Beginner's Level~ Dark metal plates designed to absorb stray energy blasts line the floor, walls, and ceiling. A network of small, crossed metal bars and fibers rests atop the lining on the walls and floor. Dim light that is just enough to see by comes from lights carefully placed within the network of plates. ~ 0 2097164 0 D0 ~ ~ 0 -1 60059 D1 ~ ~ 0 -1 60057 > speech_prog begin~ if mobinroom(60009) > 0 mea $n Only one mob may be fought in this room at a time. else if isfight($n) mpechoat $n You can only fight one mob at a time. else mpmload 60009 mpforce beta mpkill $n endif endif ~ > speech_prog power~ mpechoat $n The mob power for this room is: 500. ~ | S #60061 Training Complex - Level 2 Training~ Dark metal plates designed to absorb stray energy blasts line the floor, walls, and ceiling. A network of small, crossed metal bars and fibers rests atop the lining on the walls and floor. Dim light that is just enough to see by comes from lights carefully placed within the network of plates. ~ 0 2097164 0 D0 ~ ~ 0 -1 60062 D2 ~ ~ 0 -1 60024 D3 ~ ~ 0 -1 60066 > speech_prog begin~ if mobinroom(60012) > 0 mea $n Only one mob may be fought in this room at a time. else if isfight($n) mpechoat $n You can only fight one mob at a time. else mpmload 60012 mpforce saibaman mpkill $n endif endif ~ > speech_prog power~ mpechoat $n The mob power for this room is: 2000. ~ | S #60062 Training Complex - Level 2 Training~ Dark metal plates designed to absorb stray energy blasts line the floor, walls, and ceiling. A network of small, crossed metal bars and fibers rests atop the lining on the walls and floor. Dim light that is just enough to see by comes from lights carefully placed within the network of plates. ~ 0 2097164 0 D0 ~ ~ 0 -1 60063 D2 ~ ~ 0 -1 60061 D3 ~ ~ 0 -1 60065 > speech_prog begin~ if mobinroom(60013) > 0 mea $n Only one mob may be fought in this room at a time. else if isfight($n) mpechoat $n You can only fight one mob at a time. else mpmload 60013 mpforce saibaman mpkill $n endif endif ~ > speech_prog power~ mpechoat $n The mob power for this room is: 5000. ~ | S #60063 Training Complex - Level 2 Training~ Dark metal plates designed to absorb stray energy blasts line the floor, walls, and ceiling. A network of small, crossed metal bars and fibers rests atop the lining on the walls and floor. Dim light that is just enough to see by comes from lights carefully placed within the network of plates. ~ 0 2097164 0 D2 ~ ~ 0 -1 60062 D3 ~ ~ 0 -1 60064 > speech_prog begin~ if mobinroom(60014) > 0 mea $n Only one mob may be fought in this room at a time. else if isfight($n) mpechoat $n You can only fight one mob at a time. else mpmload 60014 mpforce saibaman mpkill $n endif endif ~ > speech_prog power~ mpechoat $n The mob power for this room is: 10000. ~ | S #60064 Training Complex - Level 2 Training~ Dark metal plates designed to absorb stray energy blasts line the floor, walls, and ceiling. A network of small, crossed metal bars and fibers rests atop the lining on the walls and floor. Dim light that is just enough to see by comes from lights carefully placed within the network of plates. ~ 0 2097164 0 D1 ~ ~ 0 -1 60063 D2 ~ ~ 0 -1 60065 > speech_prog begin~ if mobinroom(60015) > 0 mea $n Only one mob may be fought in this room at a time. else if isfight($n) mpechoat $n You can only fight one mob at a time. else mpmload 60015 mpforce saibaman mpkill $n endif endif ~ > speech_prog power~ mpechoat $n The mob power for this room is: 20000. ~ | S #60065 Training Complex - Level 2 Training~ Dark metal plates designed to absorb stray energy blasts line the floor, walls, and ceiling. A network of small, crossed metal bars and fibers rests atop the lining on the walls and floor. Dim light that is just enough to see by comes from lights carefully placed within the network of plates. ~ 0 2097164 0 D0 ~ ~ 0 -1 60064 D1 ~ ~ 0 -1 60062 D2 ~ ~ 0 -1 60066 > speech_prog begin~ if mobinroom(60014) > 0 mea $n Only one mob may be fought in this room at a time. else if isfight($n) mpechoat $n You can only fight one mob at a time. else mpmload 60014 mpforce saibaman mpkill $n endif endif ~ > speech_prog power~ mpechoat $n The mob power for this room is: 10000. ~ | S #60066 Training Complex - Level 2 Training~ Dark metal plates designed to absorb stray energy blasts line the floor, walls, and ceiling. A network of small, crossed metal bars and fibers rests atop the lining on the walls and floor. Dim light that is just enough to see by comes from lights carefully placed within the network of plates. ~ 0 2097164 0 D0 ~ ~ 0 -1 60065 D1 ~ ~ 0 -1 60061 > speech_prog begin~ if mobinroom(60013) > 0 mea $n Only one mob may be fought in this room at a time. else if isfight($n) mpechoat $n You can only fight one mob at a time. else mpmload 60013 mpforce saibaman mpkill $n endif endif ~ > speech_prog power~ mpechoat $n The mob power for this room is: 5000. ~ | S #60067 Icy Mountain - Entrance~ After taking a few steps away from the doors, the room fades to complete blackness. Several seconds later, images take shape again. You're ankle-deep in snow, with snow falling all around you, and an icy wind stings at your exposed skin. A few dozen meters away is a path leading up a snow-covered mountain. ~ 0 2097156 5 D0 ~ ~ 0 -1 60068 S #60068 Icy Mountain - Bottom of the Mountain~ The wind is but a small breeze here, with the mountain acting as a shield. Snow falls freely all around, piling up on what already lies on the ground. A series of footprints lead up a steep path to higher elevations. ~ 0 2097152 5 D2 ~ ~ 0 -1 60093 D4 ~ ~ 0 -1 60069 S #60069 Icy Mountain - Snow-covered Footpath~ This particular part of the path is less shielded than some other sections. As a result, it's covered with several inches of snow, and winds have blown the snow so that all traces of the footprints from further down the mountain are gone. ~ 0 2097152 5 D1 ~ ~ 0 -1 60070 D5 ~ ~ 0 -1 60068 S #60070 Icy Mountain - Narrow Footpath~ The ledge grows narrow here, allowing only one person to move along it at a time. Any more than one person would cause this little ledge to collapse under the weight. Adding further danger, the snow has just slightly melted, making it slippery. ~ 0 2099204 5 D0 ~ ~ 0 -1 60071 D3 ~ ~ 0 -1 60069 S #60071 Icy Mountain - Bottom of an Icy Cliff~ The path up the mountain ends at a rocky cliff that's covered in ice. Climbing it will be impossible, as there is nothing which would suffice for proper grips -- the ice has made a smooth, shiny coating over the rocks. That means the only way up this cliff is to fly. ~ 0 2097152 5 D2 ~ ~ 0 -1 60070 D4 ~ ~ 0 -1 60072 S #60072 Icy Mountain - Floating Beside an Icy Cliff~ Even at this height, the ice covering on the rocks is very smooth, preventing anyone from getting a good grip on the cliff. The wind has started to pick up at this altitude, but it's not dangerous enough to knock you around. Good thing, too, because a fall from up here would really hurt. ~ 0 18874372 9 D4 ~ ~ 0 -1 60073 D5 ~ ~ 0 -1 60071 S #60073 Icy Mountain - Atop an Icy Cliff~ A small stream of water once flowed from the north and down over the cliff. Now all that remains is a sheet of ice. Enough snow has gathered along the edges of the ice to enable you to get traction. ~ 0 2097152 5 D0 ~ ~ 0 -1 60074 D5 ~ ~ 0 -1 60072 S #60074 Icy Mountain - Outside a Frozen Cavern~ This cave entrance appears to have been made by natural means -- the edges of the rock are smooth but not perfectly shaped. But even so, it is angled just right that a chilling wind blows straight inside it. A small sheet of ice leads from within the cave to the south. ~ 0 2097152 5 D2 ~ ~ 0 -1 60073 D3 ~ ~ 0 -1 60075 S #60075 Frozen Cavern - Entrance~ A freezing breeze blows into this room from the west. Aside from that on the floor, the rock of this cavern is free from being covered with snow and ice. The cavern narrows significantly to the west, and branches to a little slope to the south. ~ 0 2098176 13 D1 ~ ~ 0 -1 60074 D2 ~ ~ 0 -1 60076 D3 ~ ~ 0 -1 60080 S #60076 Frozen Cavern - Top of an Icy Slope~ Though the ground beneath you is sloped mildly, just a meter more to the south, the slope really starts to drop. A smooth sheet of ice is also covering the entire slope, making it impossible to go down without sliding. ~ 0 2098176 13 D0 ~ ~ 0 -1 60075 D2 ~ ~ 0 -1 60077 S #60077 Sliding Down an Icy Slope~ Deciding to continue, you step down onto the ice sheet, trying to keep your feet under you. Unfortunately, your own weight, in combination with gravity forces your feet out from under you, and you fall into an uncontrollable slide. ~ 0 2097156 13 D0 ~ ~ 0 -1 60078 > entry_prog 100~ mpforce $n n ~ | S #60078 Sliding Down an Icy Slope~ You continue to slide down the slope, bouncing off the rocky wall of a turn in the process. There's a light ahead about a dozen meters, and you're rapidly picking up speed towards it. ~ 0 2097156 13 D2 ~ ~ 0 -1 60079 > entry_prog 100~ mpforce $n s ~ | S #60079 Icy Mountain - Floating Beside an Icy Cliff~ You're sent flying out of a small hole in the cliff. This scenery is that of something you've already seen -- the frozen cliff you flew up earlier to get into the cavern. The hole you were spat out of was invisible the first time you passed through here, but now it's not so difficult to spot. ~ 0 18874372 5 D4 ~ ~ 0 -1 60073 D5 ~ ~ 0 -1 60071 S #60080 Frozen Cavern - Icy Path~ A thin layer of ice has built up on the bottom of the floor as the frozen remnants of an old stream that passed through this cave. Though thin, the ice is extremely smooth and slippery, and the rock walls are just smooth enough that they won't provide adequate handholds for someone if balance was lost. ~ 0 2098180 13 D0 ~ ~ 0 -1 60081 D1 ~ ~ 0 -1 60075 > entry_prog 5~ mpechoat $n You slip on the ice and slide out of the room. mpforce $n n ~ > entry_prog 5~ mpechoat $n You slip on the ice and slide out of the room. mpforce $n e ~ | S #60081 Frozen Cavern - Icy Path~ A thin layer of smooth, slippery ice lines the floor in here too. Like the southern area, the walls won't provide much support if one were to slip on the ice. Some of the ice to the west has melted just a little. ~ 0 2098180 13 D2 ~ ~ 0 -1 60080 D3 ~ ~ 0 -1 60082 > entry_prog 5~ mpechoat $n You slip on the ice and slide out of the room. mpforce $n w ~ > entry_prog 5~ mpechoat $n You slip on the ice and slide out of the room. mpforce $n s ~ | S #60082 Frozen Cavern - Slightly Melted Icy Path~ A small trickle of water flows past here from the north. That trickle has melted the ice just a little, but it's enough to make the ice even more slippery than ever. As with the eastern rooms, the walls are useless for support. ~ 0 2098180 13 D0 ~ ~ 0 -1 60083 D1 ~ ~ 0 -1 60081 > entry_prog 15~ mpechoat $n You slip on the ice and slide out of the room. mpforce $n e ~ > entry_prog 15~ mpechoat $n You slip on the ice and slide out of the room. mpforce $n n ~ | S #60083 Frozen Cavern - Slightly Melted Icy Path~ This is where the little trickle that created all the ice seems to begin. It runs down the northern wall, coating it in a sheet of ice. Once on the ground, the trickle flows south, lining this entire passage with ice. The breeze from outside is more noticible due to the hole above. ~ 0 2098180 13 D2 ~ ~ 0 -1 60082 D4 ~ ~ 0 -1 60084 > entry_prog 25~ mpechoat $n You slip on the ice and slide out of the room. mpforce $n s ~ | S #60084 Icy Mountain - Windy Footpath~ Water trickles down the side of the mountain, then down into the cavern below. At this altitute, the wind whips about wildly, stinging at your exposed skin, almost cutting. Snow falls heavily, and aided by the wind, makes visibility minimal. ~ 0 2098176 5 D1 ~ ~ 0 -1 60085 D5 ~ ~ 0 -1 60083 S #60085 Icy Mountain - Windy Footpath~ The wind continues to whip about, cutting at you, stabbing, shoving, as if attempting to knock you off the mountain entirely. Visibility is still poor, but, to the south, there appears to be a large structure of some kind. What type of structure can't be determined from this distance. ~ 0 2097152 5 D2 ~ ~ 0 -1 60086 D3 ~ ~ 0 -1 60084 S #60086 Icy Mountain - Ledge In a Cliff~ The path from the north ends at the edge of a cliff that goes straight down at least a hundred meters. A small ledge has been created by the formation of the rock wall, making it possible to also climb up the cliff. Unfortunately, the wind is so strong up here that flying up the cliff is impossible. ~ 0 2097152 5 D0 ~ ~ 0 -1 60085 D4 ~ ~ 0 -1 60087 S #60087 Icy Mountain - Scaling a Windy Cliff~ The wind whips about even harder now, impacting you hard, and in some cases, knocking you slightly to the side. The rockface is fairly smooth, making adequate grips a rare thing. A few dozen meters above, the cliff appears to end. ~ 0 2097156 5 D4 ~ ~ 0 -1 60088 D5 ~ ~ 0 -1 60086 > entry_prog 35~ mpechoat $n A powerful gust of wind hits you, and you lose your grip, sliding down the cliff several meters. mpforce $n d ~ | S #60088 Icy Mountain - Summit~ Unlike the ground down the cliff, this circular-shaped summit is free of harsh winds and cold snow. While there is a layer of snow covering the ground, it's not in any way slippery. Occasionally, some odd shadows from above pass over the ground. ~ 0 2097156 5 D4 ~ ~ 0 -1 60089 D5 ~ ~ 0 -1 60087 S #60089 Floating Above the Icy Mountain~ The wind once again blows, but it's now a gentle breeze, though still cold. You're above the clouds that rest directly over the mountain, and can see for kilometers in every direction. Further east, a dark grey cloud floats above several others. There is an oddly strong smell of bird in the air. ~ 0 2097152 9 D0 ~ ~ 0 -1 60090 D1 ~ ~ 0 -1 60092 D5 ~ ~ 0 -1 60088 S #60090 Floating Above the Icy Mountain~ The wind once again blows, but it's now a gentle breeze, though still cold. You're above the clouds that rest directly over the mountain, and can see for kilometers in every direction. Further east, a dark grey cloud floats above several others. There is an oddly strong smell of bird in the air. ~ 0 2097152 9 D1 ~ ~ 0 -1 60091 D2 ~ ~ 0 -1 60089 S #60091 Floating Above the Icy Mountain~ Visibility is near zero in this cloud due to its denseness. Most of what you can see is just grey haze all around. The air is still, no wind at all. But due to the moisture content of this cloud, droplets of water are rapidly forming on you -- stay in here too long, and you'll be soaked. ~ 0 2097152 9 D2 ~ ~ 0 -1 60092 D3 ~ ~ 0 -1 60090 S #60092 Floating Above the Icy Mountain~ Visibility is near zero in this cloud due to its denseness. Most of what you can see is just grey haze all around. The air is still, no wind at all. But due to the moisture content of this cloud, droplets of water are rapidly forming on you -- stay in here too long, and you'll be soaked. ~ 0 2097152 9 D0 ~ ~ 0 -1 60091 D3 ~ ~ 0 -1 60089 S #60093 Icy Mountain - Exit~ As you move towards where you recall this simulation beginning, everything suddenly goes dark. Gradually, lighting comes back on, and when it does, you're back in the room where it all began. The unusual patterns on the walls slowly lose their small golden glows and return to their silver color. ~ 0 2097164 0 D2 ~ ~ 0 -1 60026 S #60094 Duelling Room - Waiting Area~ ~ 0 1036 0 D0 ~ ~ 0 -1 60018 S #60095 Floating in a void~ ~ 0 2097156 1 S #60096 Floating in a void~ ~ 0 2097156 1 S #60097 Floating in a void~ ~ 0 2097156 1 S #60098 Floating in a void~ ~ 0 2097156 1 S #60099 Floating in a void~ ~ 0 2097156 1 S #60100 A holding cell deep within the bowels of Castle Vegeta~ Moss grows in scattered spots along the brick walls of this cell. From a corner, water slowly drips down through the ceiling, forming a small puddle on the ground. The are no doors to this room, no windows, and no bars. Through divine intervention, you were brought here, and only through divine intervention may you leave. This is not Hell, but this is something close to it. ~ 0 36709516&16 0 D5 ~ ~ 2048 -1 6000 S #60101 Floating in a void~ ~ 0 2097156 1 S #60102 Floating in a void~ ~ 0 2097156 1 S #60103 Floating in a void~ ~ 0 2097156 1 S #60104 Floating in a void~ ~ 0 2097156 1 S #60105 Floating in a void~ ~ 0 2097156 1 S #60106 Floating in a void~ ~ 0 2097156 1 S #60107 Floating in a void~ ~ 0 2097156 1 S #60108 Floating in a void~ ~ 0 2097156 1 S #60109 Floating in a void~ ~ 0 2097156 1 S #60110 Floating in a void~ ~ 0 2097156 1 D5 ~ ~ 2048 -1 60100 D9 ~ ~ 2048 -1 6153 S #60111 Floating in a void~ ~ 0 2097156 1 S #60112 Floating in a void~ ~ 0 2097156 1 S #60113 Floating in a void~ ~ 0 2097156 1 S #60114 Floating in a void~ ~ 0 2097156 1 S #60115 Floating in a void~ ~ 0 2097156 1 S #60116 Floating in a void~ ~ 0 2097156 1 S #60117 Floating in a void~ ~ 0 2097156 1 S #60118 Floating in a void~ ~ 0 2097156 1 S #60119 Floating in a void~ ~ 0 2097156 1 S #60120 Floating in a void~ ~ 0 2097156 1 S #60121 Floating in a void~ ~ 0 2097156 1 S #60122 Floating in a void~ ~ 0 2097156 1 S #60123 Floating in a void~ ~ 0 2097156 1 S #60124 Floating in a void~ ~ 0 2097156 1 S #60125 Floating in a void~ ~ 0 2097156 1 S #60126 Floating in a void~ ~ 0 2097156 1 S #60127 Floating in a void~ ~ 0 2097156 1 S #60128 Floating in a void~ ~ 0 2097156 1 S #60129 Floating in a void~ ~ 0 2097156 1 S #60130 Floating in a void~ ~ 0 2097156 1 S #60131 Floating in a void~ ~ 0 2097156 1 S #60132 Floating in a void~ ~ 0 2097156 1 S #60133 Floating in a void~ ~ 0 2097156 1 S #60134 Floating in a void~ ~ 0 2097156 1 S #60135 Floating in a void~ ~ 0 2097156 1 S #60136 Floating in a void~ ~ 0 2097156 1 S #60137 Floating in a void~ ~ 0 2097156 1 S #60138 Floating in a void~ ~ 0 2097156 1 S #60139 Floating in a void~ ~ 0 2097156 1 S #60140 Floating in a void~ ~ 0 2097156 1 S #60141 Floating in a void~ ~ 0 2097156 1 S #60142 Floating in a void~ ~ 0 2097156 1 S #60143 Floating in a void~ ~ 0 2097156 1 S #60144 Floating in a void~ ~ 0 2097156 1 S #60145 Floating in a void~ ~ 0 2097156 1 S #60146 Floating in a void~ ~ 0 2097156 1 S #60147 Floating in a void~ ~ 0 2097156 1 S #60148 Floating in a void~ ~ 0 2097156 1 S #60149 Floating in a void~ ~ 0 2097156 1 S #60150 Floating in a void~ ~ 0 2097156 1 S #60151 Floating in a void~ ~ 0 2097156 1 S #60152 Floating in a void~ ~ 0 2097156 1 S #60153 Floating in a void~ ~ 0 2097156 1 S #60154 Floating in a void~ ~ 0 2097156 1 S #60155 Floating in a void~ ~ 0 2097156 1 S #60156 Floating in a void~ ~ 0 2097156 1 S #60157 Floating in a void~ ~ 0 2097156 1 S #60158 Floating in a void~ ~ 0 2097156 1 S #60159 Floating in a void~ ~ 0 2097156 1 S #60160 Floating in a void~ ~ 0 2097156 1 S #60161 Floating in a void~ ~ 0 2097156 1 S #60162 Floating in a void~ ~ 0 2097156 1 S #60163 Floating in a void~ ~ 0 2097156 1 S #60164 Floating in a void~ ~ 0 2097156 1 S #60165 Floating in a void~ ~ 0 2097156 1 S #60166 Floating in a void~ ~ 0 2097156 1 S #60167 Floating in a void~ ~ 0 2097156 1 S #60168 Floating in a void~ ~ 0 2097156 1 S #60169 Floating in a void~ ~ 0 2097156 1 S #60170 Floating in a void~ ~ 0 2097156 1 S #60171 Floating in a void~ ~ 0 2097156 1 S #60172 Floating in a void~ ~ 0 2097156 1 S #60173 Floating in a void~ ~ 0 2097156 1 S #60174 Floating in a void~ ~ 0 2097156 1 S #60175 Floating in a void~ ~ 0 2097156 1 S #60176 Floating in a void~ ~ 0 2097156 1 S #60177 Floating in a void~ ~ 0 2097156 1 S #60178 Floating in a void~ ~ 0 2097156 1 S #60179 Floating in a void~ ~ 0 2097156 1 S #60180 Floating in a void~ ~ 0 2097156 1 S #60181 Floating in a void~ ~ 0 2097156 1 S #60182 Floating in a void~ ~ 0 2097156 1 S #60183 Floating in a void~ ~ 0 2097156 1 S #60184 Floating in a void~ ~ 0 2097156 1 S #60185 Floating in a void~ ~ 0 2097156 1 S #60186 Floating in a void~ ~ 0 2097156 1 S #60187 Floating in a void~ ~ 0 2097156 1 S #60188 Floating in a void~ ~ 0 2097156 1 S #60189 Floating in a void~ ~ 0 2097156 1 S #60190 Floating in a void~ ~ 0 2097156 1 S #60191 Floating in a void~ ~ 0 2097156 1 S #60192 Floating in a void~ ~ 0 2097156 1 S #60193 Floating in a void~ ~ 0 2097156 1 S #60194 Floating in a void~ ~ 0 2097156 1 S #60195 Floating in a void~ ~ 0 2097156 1 S #60196 Floating in a void~ ~ 0 2097156 1 S #60197 Floating in a void~ ~ 0 2097156 1 S #60198 Floating in a void~ ~ 0 2097156 1 S #60199 Floating in a void~ ~ 0 2097156 1 S #0 #RESETS M 0 60002 1 60013 G 1 60001 1 G 1 60002 1 G 1 60003 1 G 1 60004 1 G 1 60005 1 G 1 60006 1 G 1 60007 1 G 1 60008 1 G 1 60016 1 G 1 60017 1 M 0 60003 1 60014 G 1 6012 1 G 1 6013 1 G 1 6014 1 G 1 6015 1 M 0 60001 1 60016 G 1 60009 1 G 1 60010 1 G 1 60011 1 G 1 60012 1 G 1 60013 1 G 1 60014 1 G 1 60015 1 G 1 60018 1 G 1 60019 1 M 0 60000 1 60001 M 0 60000 1 60005 M 0 60000 1 60007 M 0 60000 1 60007 M 0 60004 1 60016 M 0 60005 1 60015 G 1 6016 1 G 1 6017 1 G 1 6018 1 G 1 6019 1 G 1 6020 1 G 1 6021 1 M 0 60000 1 60000 M 0 60007 1 60057 M 0 60007 1 60058 M 0 60007 1 60059 M 0 60007 1 60060 M 0 60007 1 60061 M 0 60007 1 60062 M 0 60007 1 60063 M 0 60007 1 60064 M 0 60007 1 60065 M 0 60007 1 60066 M 1 60016 1 60028 M 1 60020 1 60030 M 1 60018 1 60032 M 1 60018 1 60033 M 1 60019 1 60036 M 1 60019 1 60035 M 1 60016 1 60039 M 1 60016 1 60040 M 1 60018 1 60041 M 1 60018 1 60041 M 1 60017 1 60048 M 1 60017 1 60047 M 1 60018 1 60044 M 1 60016 1 60045 M 1 60016 1 60045 M 1 60019 1 60051 M 1 60019 1 60053 M 1 60019 1 60053 M 1 60022 1 60068 M 1 60021 1 60073 M 1 60021 1 60074 M 1 60021 1 60075 M 1 60023 1 60082 M 1 60023 1 60082 M 1 60023 1 60080 M 1 60023 1 60083 M 1 60022 1 60085 M 1 60022 1 60085 M 1 60021 1 60088 M 1 60021 1 60088 M 1 60024 1 60092 M 1 60024 1 60089 M 1 60024 1 60090 M 1 60024 1 60091 M 1 60023 1 60071 S #SHOPS 60001 0 0 0 0 0 100 90 0 23 ; a saiyan bartender 60002 0 0 0 0 0 100 90 0 23 ; the royal tailor 60003 0 0 0 0 0 100 90 0 23 ; a saiyan armourer 60005 0 0 0 0 0 100 90 0 23 ; an automated serving drone 60006 0 0 0 0 0 100 90 0 23 ; a New Year's bartender 0 #REPAIRS 60003 9 0 0 100 1 0 23 ; a saiyan armourer 0 #SPECIALS S #$