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



#VERSION 1
#AUTHOR Goku~

#RANGES
0 0 0 0
$

#FLAGS
0

#ECONOMY 0 2700317

#CLIMATE 2 2 2

#MOBILES
#1800
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
#1801
Red Ribbon Scout~
An Imperial Scout~
An Imperial Revolution Scout is standing here, scouting for intruders.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 1000000000
112 112 0
15 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 3
0 0 0 0 0 0 0 0
> greet_prog 100~
if clan($n) != Imperial Revolution
yell $n is raiding the HQ! Defend at once!!
mpkill $n
else
say Welcome back to base, $n.
endif
~
|
#1802
Red Ribbon General~
An Imperial General~
An Imperial General is standing here, arms crossed.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 1000000000
112 112 0
18 20 13 20 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
0 0 0 0 0 0 0 0
> greet_prog 100~
if clan($n) != Imperial Revolution
yell $n is in the basement!!
mpkill $n
else
salute $n
endif
~
|
#1803
Red Ribbon Scout~
An Imperial Scout~
An Imperial Revolution Scout is standing here, scouting for intruders.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 1000000000
112 112 0
15 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 3
0 0 0 0 0 0 0 0
> greet_prog 100~
if clan($n) != Imperial Revolution
yell $n has entered the elevator!! Back to base!!
mpkill $n
else
salute $n
endif
~
|
#1804
Red Ribbon Commander~
An Imperial Revolution Commander~
An Imperial Revolution Commander is standing here, typing like mad.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 1000000000
112 112 0
15 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 1
0 0 0 0 0 0 0 0
> greet_prog 100~
if clan($n) != Imperial Revolution
say YOU ARE NOT SUPPOSED TO BE HERE!!!!!!!!
scream
mpkill $n
else
say Do NOT disturb me!
endif
~
|
#1805
Red Ribbon Shop Keeper~
Imperial Revolution Shopkeeper~
The Imperial Revolution Shopkeeper stands here hooking up all the rigs for sale.
~
~
67108867 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
> speech_prog p vault key~
if clan($n) == Imperial Revolution
mpoload 1804
give vault $n
else
mpdonothing
endif
~
> greet_prog 100~
if clan($n) != Imperial Revolution
yell $n is inside the shop!!!!
else
nod $n
endif
~
|
#1806
Red Ribbon General~
An Imperial General~
An Imperial Revolution General is standing here, arms crossed.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 1000000000
112 112 0
18 20 13 20 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
0 0 0 0 0 0 0 0
> greet_prog 100~
if clan($n) != Imperial Revolution
yell $n has entered the top floor!!! Defend at once!
scream
say I'M TAKING YOU DOWN!
mpkill $n
else
salute $n
endif
~
|
#1807
Red Ribbon Scout~
An Imperial Revolution Scout~
An Imperial Revolution Scout is standing here scouting the area.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 500000000
112 112 0
12 20 13 20 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
0 0 0 0 0 0 0 0
> greet_prog 100~
if clan($n) != Imperial Revolution
yell $n Point B, Floor 3, I see them!
mpkill $n
else
salute $n
endif
~
|
#1808
Red Ribbon Training Dummy~
Red Ribbon Training Dummy~
The Red Ribbon Training Dummy is mounted here, bobbing back and forth.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 5000000
112 112 0
8 8 8 8 8 8 8
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> death_prog 100~
if mobcount(1823) == 0
mpmload 1808
endif
~
|
#1809
Red Ribbon Training Dummy~
Red Ribbon Training Dummy~
The Red Ribbon Training Dummy is mounted here, bobbing back and forth.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 5000000
112 112 0
8 8 8 8 8 8 8
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> death_prog 100~
if mobcount(1824) == 0
mpmload 1809
endif
~
|
#1810
Red Ribbon Training Dummy~
Red Ribbon Training Dummy~
The Red Ribbon Training Dummy is mounted here, bobbing back and forth.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 5000000
112 112 0
8 8 8 8 8 8 8
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> death_prog 100~
if mobcount(1825) == 0
mpmload 1810
endif
~
|
#1811
Red Ribbon Training Dummy~
Red Ribbon Training Dummy~
The Red Ribbon Training Dummy is mounted here, bobbing back and forth.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 5000000
112 112 0
8 8 8 8 8 8 8
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> death_prog 100~
if mobcount(1827) == 0
mpmload 1811
endif
~
|
#1812
A Red Ribbon Scout~
An Imperial Scout~
An Imperial Scout is standing here scouting the area.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 500000000
112 112 0
12 20 13 20 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
0 0 0 0 0 0 0 0
> greet_prog 100~
if clan($n) != Imperial Revolution
yell $n has made it onto the First Floor!
mpkill $n
else
salute $n
endif
~
|
#1850
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
#0


#OBJECTS
#1800
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
#1801
Red Ribbon Dog Tag~
&gR&Oe&zd &gR&Oi&zb&gb&Oo&zn &gD&Oo&zg &gT&Oa&zg&D~
&gSome Red Ribbon Army Dog Tags are folded up on the ground.&D~
~
9 0 5
0 30 0 0 5000000 125000000
1 18019 1801
#1802
Combat Fatigues~
&gC&Oo&zm&gb&Oa&zt &gF&Oa&zt&gi&Og&zu&ge&Os&D~
&gA pair of Combat Fatigues are folded neatly on the ground.&D~
~
9 0 9
0 45 0 0 5000000 125000000
1 28910 2891
#1803
Multi Purpose Utility Belt~
&gM&Ou&zl&gt&Oi &zP&gu&Or&zp&go&Os&ze &gU&Ot&zi&gl&Oi&zt&gy &OB&ze&gl&Ot&D~
&gA Multi Purpose Utility Belt is unfolded, lying on the ground.&D~
~
9 0 2049
0 35 0 0 5000000 125000000
1 28019 2801
#1804
Red Ribbon Vault Key~
&YRed Ribbon Army Vault Key&D~
&YThe Red Ribbon Army's vault key is lying on the ground.&D~
~
9 0 1
0 0 0 0
1 5000000 500000
#1805
Armageddon Keycard~
The ARMAGEDDON Keycard~
The ARMAGEDDON Keycard is lying on the ground.~
~
9 0&16 16385
0 0 0 0
1 0 0
#1806
A Lever~
the Lever~
A lever is here, planted into the ground.~
~
37 0 0
0 0 0 0
1 0 0
#1850
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
#0


#ROOMS
#1800
&RImperial Revolution Landing Pad~
Behind you loud engines roar as spaceships land on the platform. Infront
of you stands an extremely tall army base, belonging to the &RImperial Revolution&g.
Covering the area are bunkers and all sorts of automated defensive systems.
A Large gust of wind smashes against your back from a spaceship taking off.

&zIf you are not clanned, turn back now. This is your only warning.
~
0 67108864 1
D0
~
~
0 -1 1801
S
#1801
&RInfront of a Large Building~
Walking closer, the building grows in height, almost as if it reaches beyond
the clouds. A Faint whispering can be heard in the area, possibly scouts who
are tracking your every movement. A quick rustle in the bushes outside startle
you.
~
0 67108864 1
D1
~
~
0 -1 1802
D2
~
~
0 -1 1800
> act_prog p arrives from the south.~
if clan($n) == Imperial Revolution
else
mplog &R$n&r has begun a raid on &RImperial Revolution!
endif
~
|
S
#1802
&RUnder-Cover Area~
Above your head is a large under cover platform, which covers about 200 meters
in radius. Tanks and all sorts of artiliary are stationed under cover possibly
waiting for an attack. You can notice a few cameras in the eastern corner which
follow you as you move, a loud beep emitts from them. Infront of you is a yellow
and black striped sign, mabye you should take a glance at it.
~
0 67108864 1
D3
~
~
0 -1 1801
E
sign~
&Ys s a P          o T       n o i s s i m r e P

~
> speech_prog p Permission to Pass~
if isfight($n)
mea $n &YFinish your fight first!!
else
if clan($n) != Imperial Revolution
mea $n &RDenied!! Security mode changed to HIGH.
mer $n &z$n has entered the headquarters!
mptrans $n 1803
mpat $n mpforce $n look
mpat $n mer $n &z$n has arrived from the outside!&D
else
mea $n &YAccess Granted, welcome back to base $n.
mea $n &YSecurity mode remains at LOW.
mer $n &z$n has entered the headquarters!
mptrans $n 1803
mpat $n mpforce $n look
mpat $n mer $n &z$n has arrived from the outside!&D
endif
endif
~
|
S
#1803
&RInside the Imperial Revolution HQ~
All the windows surrounding the area are barred off. The dimly lit hallway gives
somewhat of an eery feeling. Metallic walls enclose the area, words can be
heard echoing throughout the area. Still cameras tracking you, the beeping
becomes quite irritating. Another sign lies infront of you, this time red and
black, taking a closer look would be the best approach.
~
0 67108864 1
D0
~
~
0 -1 1804
E
sign~
&Yt u O     e M     t e L

~
> speech_prog p Let me out~
if isfight($n)
mea $n &YFinish your fight first!!
else
mea $n &YYou have been taken outside.&D
mer $n &z$n has been taken outside.&D
mptrans $n 1802
mpat $n mpforce $n look
mpat $n mer $n &z$n has arrived from inside.&D
endif
~
|
S
#1804
&RA Long Metallic Hallway~
Your footsteps echo as you continue through the hallways. A loud dripping
sound can be heard in the distance. The area seems very well maintained.
The floor is still wet from the last cleaning, better not run or you may
slip and fall.
~
0 67108864 1
D0
~
~
0 -1 1805
D2
~
~
0 -1 1803
S
#1805
&RA Bend in the Corridor~
The hallway shifts into the eastern side of the building. The constant dripping
seems to be getting louder as you progress. Outside, faintly, spaceships can
still be heard landing and taking off. A janitor walks by with a mop, slowly
but surely doing his job.
~
0 67108864 1
D1
~
~
0 -1 1806
D2
~
~
0 -1 1804
S
#1806
&RA Bend in the Hallway~
The hallway shifts into the western side of the building. The constant dripping
seems to be getting louder as you progress. Outside, faintly, spaceships can
still be heard landing and taking off. A janitor walks by with a mop, slowly
but surely doing his job.
~
0 67108864 1
D2
~
~
0 -1 1807
D3
~
~
0 -1 1805
S
#1807
&RA Long Metallic Hallway~
Your footsteps echo as you continue through the hallways. A loud dripping
sound can be heard in the distance. The area seems very well maintained.
The floor is still wet from the last cleaning, better not run or you may
slip and fall.
~
0 67108864 1
D0
~
~
0 -1 1806
D2
~
~
0 -1 1808
S
#1808
&RA Bend in the Corridor~
The hallway shifts into the eastern side of the building. The constant dripping
seems to be getting louder as you progress. Outside, faintly, spaceships can
still be heard landing and taking off. A janitor walks by with a mop, slowly
but surely doing his job.
~
0 67108864 1
D0
~
~
0 -1 1807
D1
~
~
0 -1 1809
S
#1809
&RA Bend in the Corridor~
The hallway shifts into the western side of the building. The constant dripping
seems to be getting louder as you progress. Outside, faintly, spaceships can
still be heard landing and taking off. A janitor walks by with a mop, slowly
but surely doing his job.
~
0 67108864 1
D0
~
~
0 -1 1810
D3
~
~
0 -1 1808
S
#1810
&RBefore An Elevator~
Finally reaching the source of the loud dripping, you notice a broken pipe to
the side of the wall, mabye grabbing it could flood the hallways.A loud *DING*
can be heard to the north, sounds to be an elevator. A warm breeze sweeps past
you from a vent behind you.
~
0 67108864 1
D0
~
~
0 -1 1811
D2
~
~
0 -1 1809
S
#1811
&RElevator - Base Level~
Music fills the elevator, to the western side you can see a screen which is
displaying the currently played song."&YCemetery Gates - Pantera&g" scrolls
past the screen. Above you people can be heard talking and using the other
lifts throughout the area. The eastern side of the room displays a &Rsign&g
which displays the places which the elevator can take you.
~
0 67108864 1
D2
~
~
0 -1 1810
E
sign~
&R--------------------
&zBasement Level
Base Level
First Level
Second Level
&R--------------------
~
> speech_prog p Basement Level~
mea $n &YYou press the button and arrive in the basement.
mer $n &Y$n takes the elevator to the basement level.
mptrans $n 1812
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
> speech_prog p First Level~
mea $n &YYou press the button and arrive on the first floor.
mer $n &Y$n takes the elevator to the first floor.
mptrans $n 1818
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
> speech_prog p Second Level~
mea $n &YYou press the button and arrive on the second floor.
mer $n &Y$n takes the elevator to the second floor.
mptrans $n 1829
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
|
S
#1812
&RElevator - Basement Level~
Music fills the elevator, to the western side you can see a screen which is
displaying the currently played song."&YRihanna - Unfaithful&g" scrolls
past the screen. Above you people can be heard talking and using the other
lifts throughout the area. The eastern side of the room displays a &Rsign&g
which displays the places which the elevator can take you.
~
0 67108864 1
D2
~
~
0 -1 1815
D6
~
~
0 -1 1814
D7
~
~
0 -1 1813
E
sign~
&R--------------------
&zBasement Level
Base Level
First Level
Second Level
&R--------------------
~
> speech_prog p First Level~
mea $n &YYou press the button and arrive on the first floor.
mer $n &Y$n takes the elevator to the first floor.
mptrans $n 1818
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
> speech_prog p Second Level~
mea $n &YYou press the button and arrive on the second floor.
mer $n &Y$n takes the elevator to the second floor.
mptrans $n 1829
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
> speech_prog p Base Level~
mea $n &YYou press the button and arrive on the base level.
mer $n &Y$n takes the elevator to the base level.
mptrans $n 1811
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
|
S
#1813
&RA Dark Damp Room~
A large drop of water hits you square in the back of the head. Vents from above
are flooding cool air into the room. Freezing, you seem to have come to a dead
end. The light above flickers and a zapping sound can be heard.
~
0 67108864 1
D8
~
~
0 -1 1812
S
#1814
&RA Dark Damp Room~
A large drop of water hits you square in the back of the head. Vents from above
are flooding cool air into the room. Freezing, you seem to have come to a dead
end. The light above flickers and a zapping sound can be heard.
~
0 67108864 1
D9
~
~
0 -1 1812
S
#1815
&RBefore a Large Room~
Infront you stands a somewhat solid door, metal with large bolts covering all
the latches. Talking can be heard coming from inside, a meeting of some sort
seems to be taking place. Probably not the best room to stand around in, it
could end at any minute.
~
0 67108864 1
D0
~
~
0 -1 1812
D8
~
~
3 -1 1816
S
#1816
&RRed Ribbon Army Meeting Room~
A huge circular table sits in the center of the room, chairs all around it.
Towards the front of the room are many whiteboards with strategic plans written
all over. A few brushes have been left on the ground, as well as papers covering
the tables.
~
0 67108864 1
D5
~
~
2055 1804 1817
D7
~
~
3 -1 1815
S
#1817
&RClan Vault~
~
0 67633152 1
D4
~
~
2055 1804 1816
S
#1818
&RElevator - First Level~
Music fills the elevator, to the western side you can see a screen which is
displaying the currently played song."&YBackstreet Boys - I'll be the one&g" 
scrolls past the screen. Above you people can be heard talking and using the 
other lifts throughout the area. The eastern side of the room displays a 
&Rsign&g which displays the places which the elevator can take you.
~
0 67108864 1
D0
~
~
0 -1 1819
E
sign~
&R--------------------
&zBasement Level
Base Level
First Level
Second Level
&R--------------------
~
> speech_prog p Base Level~
mea $n &YYou press the button and arrive on the base level.
mer $n &Y$n takes the elevator to the base level.
mptrans $n 1811
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
> speech_prog p Second Level~
mea $n &YYou press the button and arrive on the second level.
mer $n &Y$n takes the elevator to the second level.
mptrans $n 1829
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
> speech_prog p Basement Level~
mea $n &YYou press the button and arrive on the basement.
mer $n &Y$n takes the elevator to the basement.
mptrans $n 1812
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
|
S
#1819
&RA Turn in the Hallway~
Leaving the elevator you notice the corner takes an extremely quick turn connecting
to the western hallway. The air seems somewhat stale, everything seems pretty
normal, besides the constant cameras following your movements.Overhead are
large streams of lights cover the ceilings.
~
0 67108864 1
D2
~
~
0 -1 1818
D3
~
~
0 -1 1820
S
#1820
&RA Long Metallic Hallway~
Metallic walls surround you once again. Echos still fill the air. The sounds
of footsteps suddenly stop, the only sound heard is the ones made by yourself.
Continuing through the hall you notice it's coming to yet another split.
~
0 67108864 1
D1
~
~
0 -1 1819
D3
~
~
0 -1 1821
S
#1821
&RThe Hall Splits~
The hallway splits into a few different directions, to the north you can hear
humming and a constant "bubble" sound. To the southern direction fights seem
to be taking place, yelling and screaming fill the air. A faint scent of death
creeps in.
~
0 67108864 1
D0
~
~
0 -1 1822
D1
~
~
0 -1 1820
D2
~
~
0 -1 1823
S
#1822
&RA Healing Chamber~
Many pods fill the area, liquids flowing from within. A loud humming is emitting
from a pod to the east of you. Warriors inside the pods seem to be regenerating
their health at faster rates then normal. On the walls, fatigues, belts, and
other various equipment are hung up on the racks.
~
0 67108896 1
D2
~
~
0 -1 1821
S
#1823
&RBottom of the Tower~
A large ladder is bolted to the southern wall, looking to be the way up the
tower. A training dummy stands here bobbing back and forth, making it very
hard to resist blowing it into a billion pieces.Above you battles rage on,
as well as deathcrys.
~
0 67108864 1
D0
~
~
0 -1 1821
D4
~
~
0 -1 1824
S
#1824
&RClimbing the Tower~
A large ladder is bolted to the southern wall, looking to be the way up the
tower. A training dummy stands here bobbing back and forth, making it very
hard to resist blowing it into a billion pieces.Above you battles rage on,
as well as deathcrys.
~
0 67108864 1
D4
~
~
0 -1 1825
D5
~
~
0 -1 1823
S
#1825
&RNearing the Top~
To the north you can hear loud smashing and eletric shocks, it sounds to be
some sort of gravity chamber, only a more a high tech one. To the south a large
ladder is bolted in, seeming to be the only way up or down.
~
0 67108864 1
D0
~
~
0 -1 1826
D4
~
~
0 -1 1827
D5
~
~
0 -1 1824
S
#1826
&RUltra-Gravitron Chambers~
Entering the room you feel as if time has halted momentarily. The air is somewhat
fresh, the gravity of this place seems almost unbearable.Only the most skilled
fighters should be in here. A sign to the northern wall reads "&CBEWARE, UGT
CAN KILL YOU JUST FROM ENTERING&g" 
~
0 67108864&8 1
D2
~
~
0 -1 1825
S
#1827
&RTop of the Tower~
Finally reaching the top of the tower, another training dummy bobs infront of
you, back and forth. Talking can be heard coming from somewhere, but where?
Battles can be heard raging on below you, as well as deathcrys. A ladder is
bolted to the southern wall, looking like the only escape.
~
0 67108864 1
D0
~
~
2048 -1 1828
D5
~
~
0 -1 1825
S
#1828
&RHidden Control Room~
This room is unlike any other rooms in the building. This seems to be the central
control room which gives power to this massive place. Many computers and monitors
are stationed against the walls, trackers and jammers are also set up on the
desks. To the front of the room a large monitor stands out, mabye try looking
at the screen. Vital information to the Imperial Revolution fills the monitors
in this room.
~
0 69206016 1
D2
~
~
0 -1 1827
D4
~
~
7 1804 1835
> act_prog p pulls~
mpat puff mpforce puff mpgoto 1834
mpat puff mpforce puff mpslay $r
mpat puff mpforce puff mpgoto 6
~
|
S
#1829
&RElevator - Second Level~
Music fills the elevator, to the western side you can see a screen which is
displaying the currently played song."&YSlipknot - Wait and Bleed&g" scrolls
past the screen. Above you people can be heard talking and using the other
lifts throughout the area. The eastern side of the room displays a &Rsign&g
which displays the places which the elevator can take you.
~
0 67108868 1
D0
~
~
0 -1 1830
E
sign~
&R--------------------
&zBasement Level
Base Level
First Level
Second Level
&R--------------------
~
> speech_prog p Basement Level~
mea $n &YYou press the button and arrive on the basement.
mer $n &Y$n takes the elevator to the basement.
mptrans $n 1812
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
> speech_prog p First Level~
mea $n &YYou press the button and arrive on the first level.
mer $n &Y$n takes the elevator to the first level.
mptrans $n 1818
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
> speech_prog p Base Level~
mea $n &YYou press the button and arrive on the base level.
mer $n &Y$n takes the elevator to the base level.
mptrans $n 1811
mpat $n mpforce $n look
mpat $n mer $n &Y$n steps out of the elevator.
~
|
S
#1830
&RA Brightly Lit Hallway~
Bright light sprays down onto you, almost blinding. Music from the elevator
can still be heard faintly. The hall seems well maintained. Cameras continue
to beep throughout the area.
~
0 67108868 1
D0
~
~
0 -1 1831
D2
~
~
0 -1 1829
S
#1831
&RA Brightly Lit Hallway~
Bright light sprays down onto you, almost blinding. Music from the elevator
can still be heard faintly. The hall seems well maintained. Cameras continue
to beep throughout the area.
~
0 67108868 1
D2
~
~
0 -1 1830
D6
~
~
0 -1 1832
S
#1832
&RA Split in the Hall~
The hall suddenly splits into 2 different directions, to the east a scent of
cigar smoke can be detected. Sounds of guns being reloaded are heard throughout
the area, as well as minor explosions. The northern areas light fades quickly
as you look farther.
~
0 67108868 1
D0
~
~
0 -1 1834
D1
~
~
0 -1 1833
D9
~
~
0 -1 1831
S
#1833
&RImperial Revolution Shop~
Large gun racks are bolted against the wall. Belts and all sorts of camoflauge
gear are hung up neatly. A man stands in the center of the room behind a large
metal counter. Smoke fills the air, the foul scent of a cigar is very noticable.
~
0 67108868 1
D3
~
~
0 -1 1832
S
#1834
&RA Trap!~
The door behind you slams shut, metal bars slide vertically across, as well
as horizontally. Chains are hooked to the walls, almost as if people have been
kept here for eternity. A pile of bones rests in the corner of the room, confirming
your theory. A tube in the ceiling seems to be emitting some sort of gas, luckily
it's turned off.
~
0 67108868 1
> rand_prog 100~
if time($n) == 12
mea $n &RYou have been released.
mptransfer $n 1800
mpat $n mer $n &R$n materializes infront of you, from the jail.
mpat $n mpforce $n look
else
endif
~
> speech_prog p let me out~
if clan($n) == Imperial Revolution
mea $n &RYou have been released.
mer $n &R$n has been released.
mptrans $n 1833
mpat $n mpforce $n look
mpat $n mer $n &R$n has arrived from the jail.
else
mpdonothing
endif
~
|
S
#1835
&RSnipe Tower~
A cool breeze fills the room, sunlight shines in lighting it up. Windows are
placed to the &Yeast&g and &Ynorth&g. The room seems to be a dead end.No visible
exits are available besides back the way you came.
~
0 67108868 1
D0
~
~
33556480 -1 1800
D1
~
~
33556480 -1 1801
D5
~
~
7 1804 1828
S
#1836
&RARMAGEDDON Control Room~
Extremely high frequency sounds echo throughout the ship. Constant sounds of
turrets and other artilary reloading can be heard in the back. Windows cover
all the walls to the ship, which seems to be bulletproof and tinted.You notice
that the ship closely resembles that of a tank. Infront of you a large console
is there, displaying your current coordinates and your speed.Outside the large
windows at the front of the ship, large ion cannons idle, ready to blast shit.
~
0 1028 1
> speech_prog p I need a keycard~
if clan($n) == Imperial Revolution
mpoload 1805
give keycard $n
mea $n The ARMAGEDDON console spits out a keycard at you.
mer $n The ARMAGEDDON console spits out a keycard at $n.
else
mpat $n mea $n _yel Your not in that clan you idiot!
mpat $n mer $n _yel $n is trying to get a Keycard!
endif
~
|
S
#1837
ARMAGEDDON's Extra room 01~
~
0 1028 1
S
#1838
Floating in a void~
~
0 4 1
S
#1839
Floating in a void~
~
0 4 1
S
#1850
Floating in a void~
~
0 4 1
S
#0


#RESETS
M 1 1801 1 1801
D 0 1815 8 1
D 0 1817 4 2
D 0 1816 5 2
D 0 1816 7 1
M 1 1802 1 1812
M 1 1803 1 1811
M 1 1806 1 1830
M 1 1807 1 1832
D 0 1835 5 2
M 1 1811 1 1827
M 1 1810 1 1825
M 1 1809 1 1824
M 1 1808 1 1823
M 1 1804 1 1828
O 1 1806 1 1828
D 0 1828 4 2
M 1 1812 1 1819
M 1 1805 1 1833
G 1 1804 1
G 1 1802 1
G 1 1803 1
G 1 1801 1
G 1 3216 1
S


#SHOPS
 1805    0  0  0  0  0   120  90         0 23    ; Imperial Revolution Shopkeeper
0


#REPAIRS
0


#SPECIALS
S


#$