dbsc/clans/
dbsc/deity/
dbsc/houses/
dbsc/player/a/
dbsc/space/
#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


#$