SWMud PK Logs

Submitted on 2013-08-04, Gqc vs Sead

Gqc vs. Sead


Damage from Sead: 1704 damage over 58 rounds (29.38 DPR)

Graph of damage from Sead with a disruption beam:

Combat Specials from Sead with a disruption beam:


If you notice anything in the log file that should not be publicly included, please email admin@swmudpklogs.com with the URL of this page and details of why it should not be public.

773/773 144561 off > l
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
GNK-4M
Sead the Master at Arms
 
773/773 144561 off > say k, go
You say: k, go
773/773 144561 off > Sead applies a patch to his neck.
i
l
You are carrying:
Gqc's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
a bottle of silver liquid *Held*.
an MLR droid remote controller *Held*.
A toolbox *Held*.
Heavy Ammo *Held*.
Heavy Ammo *Held*.
Heavy Ammo *Held*.
A Wookiee carrying bag *Held*.
A Wookiee carrying bag *Held*.
Black visored helmet *Held* (worn).
A health scanner *Held*.
Disruption cannon *Held* (wielded).
A syringe *Held*.
Library Card *Held*.
Gqc's wedding band (worn).
Holiday Photograph *Held*.
Mickey Rukh Hat *Held*.
Gqc's imperial team insignia *Held*.
 
773/773 144561 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
GNK-4M
Sead the Master at Arms
 
773/773 144561 off > Sead cackles demonically.
You have been surprised by Sead.
 
The scanner makes a small beep.
 
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead nails you with a disruption beam.
hp: 745 (-28) sp: 1750
The scanner makes a small beep.
 
pop
 
MLR-Z7 reports: I've cornered Sead.
 
You press the button and a droid pops off.
 
745/773 144561 off > c
You are paralyzed.
mob
745/773 144561 off > You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) (damaged) at you and fires
it.
Sead injures you severely with a disruption beam.
hp: 726 (-19) sp: 1750
You can move again.
l
The scanner beeps : Sead is at 100% health.
726/773 144561 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
c
There are three obvious exits: south, east, and north.
 
GNK-4M
Sead the Master at Arms
MLR-Z7
 
726/773 144561 off > The scanner makes a small beep.
 
In a great feat of cunning, you manage to baffle Sead, causing him to injure
himself.
mob
726/773 144561 off > The scanner beeps : Sead is at 98% health.
726/773 144561 off > mob
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
You nick Sead the Master at Arms lightly.
Sead comes to his senses.
 
The scanner beeps : Sead is at 97% health.
726/773 144564 off > c
You're too busy to baffle anyone just yet.
726/773 144564 off > mob
The scanner beeps : Sead is at 97% health.
c
726/773 144564 off > The scanner makes a small beep.
 
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
 
You damage Sead the Master at Arms.
Sead points his Disruption cannon *Held* (wielded) (damaged) at you and fires
it.
Sead injures you with a disruption beam.
hp: 712 (-14) sp: 1750
You're too busy to baffle anyone just yet.
712/773 144580 off > mob
l
The scanner beeps : Sead is at 93% health.
712/773 144580 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
GNK-4M
MLR-Z7
Sead the Master at Arms
 
712/773 144580 off > You have been surprised by Sead.
 
c
You are paralyzed.
712/773 144580 off > You are paralyzed and cannot attack.
c
Sead points his Disruption cannon *Held* (wielded) (damaged) at you and fires
it.
Sead nicks you with a disruption beam.
hp: 702 (-10) sp: 1750
The scanner makes a small beep.
 
cmob
You are paralyzed.
702/773 144580 off > You are paralyzed.
702/773 144580 off > The scanner makes a small beep.
 
c
You feel capable again.
You can use a ranged weapon again.
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) (damaged) at you and fires
it.
Sead injures you with a disruption beam.
hp: 690 (-12) sp: 1750
You can move again.
In a great feat of cunning, you manage to baffle Sead, causing him to injure
himself.
690/773 144580 off > mob
The scanner beeps : Sead is at 90% health.
l
690/773 144580 off > The scanner makes a small beep.
 
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
GNK-4M
Sead the Master at Arms
MLR-Z7
 
690/773 144580 off > mob
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's right cheek and you quickly fire a shot.
You nail Sead the Master at Arms.
Sead comes to his senses.
 
The scanner beeps : Sead is at 87% health.
690/773 144594 off > The scanner makes a small beep.
 
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
hscan gqc
A dark red beam shoots out of the cannon, nailing your target!
Your shot is pinpoint accurate, doing massive damage to your foe.
 
You annihilate Sead the Master at Arms completely.
Sead points his Disruption cannon *Held* (wielded) (damaged) at you and fires
it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead injures you severely with a disruption beam.
hp: 673 (-17) sp: 1750
The scanner beeps : Gqc is at 87% health.
673/773 144643 off > mob
Sead struggles with the controls of the jetpack but fails to operate them
correctly.
The scanner beeps : Sead is at 74% health.
673/773 144643 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's nose and you quickly fire a shot.
You wound Sead the Master at Arms badly.
Sead points his Disruption cannon *Held* (wielded) (damaged) at you and fires
it.
Sead wounds you badly with a disruption beam.
hp: 649 (-26) sp: 1750
c
You're too busy to baffle anyone just yet.
mob
649/773 144655 off > The scanner beeps : Sead is at 71% health.
l
649/773 144655 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
GNK-4M
Sead the Master at Arms
MLR-Z7
 
649/773 144655 off > Sead yells boooo!!.
c
You feel capable again.
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's heart and you quickly fire a shot.
You wound Sead the Master at Arms.
Sead points his Disruption cannon *Held* (wielded) (damaged) at you and fires
it.
Sead damages you with a disruption beam.
hp: 617 (-32) sp: 1750
c
In a great feat of cunning, you manage to baffle Sead, causing him to injure
himself.
617/773 144666 off > The scanner makes a small beep.
 
You're too busy to baffle anyone just yet.
mob
617/773 144666 off > The scanner beeps : Sead is at 65% health.
l
617/773 144666 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
GNK-4M
MLR-Z7
Sead the Master at Arms
 
617/773 144666 off >
Sead struggles with the controls of the jetpack but fails to operate them
correctly.
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
A dark red beam shoots out of the cannon, nailing your target!
You wound Sead the Master at Arms badly.
Sead comes to his senses.
 
mob
The scanner beeps : Sead is at 62% health.
617/773 144678 off > The scanner makes a small beep.
 
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's right cheek and you quickly fire a shot.
You nail Sead the Master at Arms.
Sead points his Disruption cannon *Held* (wielded) (damaged) at you and fires
it.
Sead injures you severely with a disruption beam.
hp: 600 (-17) sp: 1750
Sead struggles with the controls of the jetpack but fails to operate them
correctly.
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's heart and you quickly fire a shot.
You wound Sead the Master at Arms badly.
Sead points his Disruption cannon *Held* (wielded) (damaged) at you and fires
it.
Sead wounds you badly with a disruption beam.
hp: 575 (-25) sp: 1750
Sead laughs out loud.
c
You're too busy to baffle anyone just yet.
575/773 144705 off > You feel capable again.
c
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
You wound Sead the Master at Arms badly.
Sead points his Disruption cannon *Held* (wielded) (damaged) at you and fires
it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead annihilates you completely with a disruption beam.
hp: 489 (-86) sp: 1750
A Bounty Hunter zooms to the east with a Jetpack
You can only baffle those who are nearby.
489/773 144717 off > fe sead
489/773 144717 off > fe sead
fe sead
489/773 144717 off > fe sead
489/773 144717 off > 489/773 144717 off > fe sead
489/773 144717 off > You can use a ranged weapon again.
fe sead
You point your Disruption cannon *Held* (wielded) east at Sead and fire it.
A dark red beam shoots out of the cannon, nailing your target!
You raze Sead the Master at Arms.
489/773 144738 off > l
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
GNK-4M
MLR-Z7
 
489/773 144738 off > fe sead
Sead missed you with a disruption beam from the east.
489/773 144738 off > You can use a ranged weapon again.
fe sead
There is no sead to the east.
489/773 144738 off > fe sead
489/773 144738 off > e
GNK-4M arrives.
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
GNK-4M
 
489/773 144738 off > e
GNK-4M arrives.
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
GNK-4M
 
489/773 144738 off > w
w
You walk inconspicuously through the long hallway...
 
w
GNK-4M arrives.
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
GNK-4M
 
489/773 144738 off > GNK-4M arrives.
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
GNK-4M
MLR-Z7
 
489/773 144738 off > What?
489/773 144738 off > You can use a ranged weapon again.
n
Sead wounds you with a disruption beam from the east.
hp: 470 (-21) sp: 1750
GNK-4M arrives.
This is the office where you may register a room in the Imperial Barracks.
Several clerks scuttle about processing the incoming applications. The front
desk is currently unattended, maybe you should <inquire> about how apply for
one.
The only obvious exit is south.
 
GNK-4M
 
470/773 144738 off > ditch gnk
You ditch Gnk
Gqc fakes left, bolts right and leaves her pursuer in the dust.
 
470/773 144738 off > s
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
470/773 144738 off > fe sead
There is no sead to the east.
470/773 144738 off > s
 
You have entered a dimly lit shop with many familiar and unfamiliar items on
display. On the racks you can see weapons and armour. On a table are different
items for all kinds of professions. You think you can see a shopkeeper behind
the counter in the back of the room.
The only obvious exit is north.
 
Grethel
 
470/773 144738 off > n
You feel capable again.
fe sead
This is ts
he landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
470/773 144738 off > 470/773 144738 off >
You have entered a dimly lit shop with many familiar and unfamiliar items on
display. On the racks you can see weapons and armour. On a table are different
items for all kinds of professions. You think you can see a shopkeeper behind
the counter in the back of the room.
The only obvious exit is north.
 
Grethel
 
470/773 144738 off > n
fe sead
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
s
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
470/773 144738 off > 470/773 144738 off > Wait.
470/773 144738 off > You can use a ranged weapon again.
fe sead
You point your Disruption cannon *Held* (wielded) east at Sead and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
 
The helmet locks onto your foe's jaw and you quickly fire a shot.
You nail Sead the Master at Arms.
470/773 144753 off > e
e
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
470/773 144753 off >
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
Sead the Master at Arms
 
470/773 144753 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
 
You wound Sead the Master at Arms badly.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead damages you with a disruption beam.
hp: 437 (-33) sp: 1750
c
You attempt to baffle Sead but fail miserably.
--------baffle fail--------
c
437/773 144765 off > Night <shout> any thelms for sale?
You're too busy to baffle anyone just yet.
437/773 144765 off >
Sead presses a button on a controller and a little droid pops out.
 
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's heart and you quickly fire a shot.
You wound Sead the Master at Arms badly.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead wounds you badly with a disruption beam.
hp: 413 (-24) sp: 1750
mob
w
The scanner beeps : Sead is at 41% health.
413/773 144777 off >
The little LR droid blocks that direction with an energy field!
 
413/773 144777 off > l
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
Sead the Master at Arms
MLR-J4
 
413/773 144777 off > w
413/773 144777 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
You missed Sead the Master at Arms.
--miss--
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead injures you with a disruption beam.
hp: 401 (-12) sp: 1750
ld south
You have been surprised by Sead.
 
You are paralyzed.
401/773 144777 off > w
The little LR droid blocks that direction with an energy field!
 
401/773 144777 off > w
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead nails you with a disruption beam.
hp: 370 (-31) sp: 1750
You can move again.
The little LR droid blocks that direction with an energy field!
 
370/773 144777 off > The scanner makes a small beep.
 
w
370/773 144777 off > w
370/773 144777 off > w
370/773 144777 off > Sead leaves west.
w
You feel capable again.
You can use a ranged weapon again.
The little LR droid blocks that direction with an energy field!
 
370/773 144777 off > ld south
You lift MLR-J4 from here to south.
370/773 144777 off > Sead enters.
w
You walk inconspicuously through the long hallway...
 
c
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
370/773 144777 off > You're too busy to baffle anyone just yet.
370/773 144777 off > w
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
370/773 144777 off > fe sead
You point your Disruption cannon *Held* (wielded) east at Sead and fire it.
A dark red beam shoots out of the cannon, nailing your target!
You injure Sead the Master at Arms.
372/773 144784 off > fe sead
372/773 144784 off > l
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
372/773 144784 off > s
 
You have entered a dimly lit shop with many familiar and unfamiliar items on
display. On the racks you can see weapons and armour. On a table are different
items for all kinds of professions. You think you can see a shopkeeper behind
the counter in the back of the room.
The only obvious exit is north.
 
Grethel
 
372/773 144784 off > You feel capable again.
You can use a ranged weapon again.
reply CACKLE
You reply to Sead: CACKLE
372/773 144784 off > n
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
372/773 144784 off > fe sead
There is no sead to the east.
372/773 144784 off > sense sead
Sead replies: that's mean.
Your senses tell you that:
Sead is average with the Force.
Sead is less experienced than you.
Sead is of neither the Light nor the Dark.
Sead is badly injured.
 
372/773 144784 off > You can use a ranged weapon again.
fe sead
There is no sead to the east.
372/773 144784 off > You can use a ranged weapon again.
reply yuppers
You reply to Sead: yuppers
372/773 144784 off > fe sead
There is no sead to the east.
372/773 144784 off > l
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
372/773 144784 off > lpeer e
You can use a ranged weapon again.
Western Main Hallway
[2: e, w]
Western Hallway
[3: e, s, w]
Western Hallway
[2: w, n]
You cannot see in that direction.
372/773 144784 off > e
e
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
372/773 144784 off > As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
372/773 144784 off > Sead enters.
lpeer s
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
 
You injure Sead the Master at Arms.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead injures you severely with a disruption beam.
hp: 356 (-16) sp: 1750
Hyperdrive Control Station
[3: s, e, n]
Deck Officer
Two Death Star Crewers
MLR-J4
Access Corridor
[4: e, s, w, n]
It is too dark.
You cannot see in that direction.
356/773 144790 off > c
In a great feat of cunning, you manage to baffle Sead, causing him to injure
himself.
356/773 144790 off > mob
The scanner beeps : Sead is at 36% health.
356/773 144790 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's nose and you quickly fire a shot.
You wound Sead the Master at Arms.
Sead comes to his senses.
 
mob
The scanner beeps : Sead is at 33% health.
358/773 144801 off > You have been surprised by Sead.
 
The scanner makes a small beep.
 
mob
The scanner beeps : Sead is at 33% health.
358/773 144801 off > You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead injures you severely with a disruption beam.
hp: 342 (-16) sp: 1750
You can move again.
mob
The scanner makes a small beep.
 
The scanner beeps : Sead is at 33% health.
342/773 144801 off > l
Sead leaves south.
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
342/773 144801 off > You can use a ranged weapon again.
You sense a great disturbance in the Force.
 
fs sead
There is no sead to the south.
342/773 144801 off > You feel capable again.
You can use a ranged weapon again.
e
You walk inconspicuously through the long hallway...
 
Here, the western hallway makes a sharp north-west curve. The northern leg of
the hallway leads to the Turbocar Tubes and the Sublight Drive stations. The
western leg leads towards the Barracks and the Hyperdrive stations.
There are two obvious exits: west and north.
 
342/773 144801 off > w
You turn the corner in the hallway and walk into...
 
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
342/773 144801 off > lift droid from south to east
The little droid anchors itself firmly into the ground, defeating this attempt!
342/773 144801 off > w
You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
342/773 144801 off > e
lift droid from south to east
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
342/773 144801 off > You cannot use this skill again so quickly.
342/773 144801 off > lift droid from south to east
You cannot use this skill again so quickly.
342/773 144801 off > lift droid from south to east
You feel capable again.
The little droid anchors itself firmly into the ground, defeating this attempt!
344/773 144801 off > w
You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
344/773 144801 off > reply Are you hiding already? :)
You reply to Sead: Are you hiding already? :)
344/773 144801 off > e
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
344/773 144801 off > You feel capable again.
lift droid from south to east
You fail to lift MLR-J4.
344/773 144801 off > Sead replies: nah
w
You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
344/773 144801 off > Sead replies: just waiting
e
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
344/773 144801 off > lift droid from south to east
You cannot use this skill again so quickly.
lift droid from south to east
344/773 144801 off > You cannot use this skill again so quickly.
344/773 144801 off > lift droid from south to east
You cannot use this skill again so quickly.
344/773 144801 off > You feel capable again.
lift droid from south to east
You fail to lift MLR-J4.
344/773 144801 off > w
You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
344/773 144801 off > Sead replies: setting my aliases too
You feel capable again.
reply Just gives advantage to me, no problem :)
You reply to Sead: Just gives advantage to me, no problem :)
346/773 144801 off > e
lift droid from south to east
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
346/773 144801 off > You fail to lift MLR-J4.
346/773 144801 off > w
You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
346/773 144801 off > You feel capable again.
reply lets me move around droids
You reply to Sead: lets me move around droids
346/773 144801 off > reply cackle
You reply to Sead: cackle
346/773 144801 off > e
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
346/773 144801 off > lift droid from south to east
You lift MLR-J4 from south to east.
346/773 144801 off > s
You have entered the primary control station for the hyperdrive units. Crewers
sit at consoles, busily keeping up with movement schedules and plotting
positions of stellar bodies across the galaxy. If the Death Star is going to
move out of this system, it will be done from here.
There are three obvious exits: south, east, and north.
 
Deck Officer
Sead the Master at Arms
Two Death Star Crewers
 
346/773 144801 off > e
You have entered the secondary control station for the hyperdrive units. This
room contains backups to the units in the primary control station. The activity
is considerably diminished in here, but these consoles work just as well as the
others do.
The only obvious exit is west.
 
Deck Officer
Two Death Star Crewers
 
346/773 144801 off > w
c
You have entered the primary control station for the hyperdrive units. Crewers
sit at consoles, busily keeping up with movement schedules and plotting
positions of stellar bodies across the galaxy. If the Death Star is going to
move out of this system, it will be done from here.
There are three obvious exits: south, east, and north.
 
Deck Officer
Sead the Master at Arms
Two Death Star Crewers
 
348/773 144801 off > You're too busy to baffle anyone just yet.
348/773 144801 off > c
You're too busy to baffle anyone just yet.
c
348/773 144801 off > Sead leaves east.
You're too busy to baffle anyone just yet.
348/773 144801 off > Sead enters.
You have been surprised by Sead.
 
e
You are paralyzed.
348/773 144801 off > c
Sead leaves north.
You are paralyzed.
348/773 144801 off > You feel capable again.
You sense a disturbance in the Force.
c
You are paralyzed.
mob
348/773 144801 off > You are paralyzed.
l
348/773 144801 off > You are paralyzed.
348/773 144801 off > c
You are paralyzed.
348/773 144801 off > You can move again.
c
Baffle whom ?
348/773 144801 off > c
Baffle whom ?
l
348/773 144801 off >
You have entered the primary control station for the hyperdrive units. Crewers
sit at consoles, busily keeping up with movement schedules and plotting
positions of stellar bodies across the galaxy. If the Death Star is going to
move out of this system, it will be done from here.
There are three obvious exits: south, east, and north.
 
Deck Officer
Two Death Star Crewers
 
348/773 144801 off > n
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
348/773 144801 off > lpeer e
Western Hallway
[2: w, n]
Sead the Master at Arms
MLR-J4
You cannot see in that direction.
348/773 144801 off > fe sead
You point your Disruption cannon *Held* (wielded) east at Sead and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
 
The helmet locks onto your foe's neck and you quickly fire a shot.
You nail Sead the Master at Arms.
348/773 144816 off > w
w
You walk inconspicuously through the long hallway...
 
w
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
348/773 144816 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
348/773 144816 off > What?
348/773 144816 off >
MLR-Z7 reports: I've cornered Carrion.
 
Carrion enters.
Carrion leaves east.
fe sead
348/773 144816 off > fe sead
348/773 144816 off > fe sead
You can use a ranged weapon again.
You point your Disruption cannon *Held* (wielded) east at Sead and fire it.
The helmet locks onto your foe's nose and you quickly fire a shot.
You damage Sead the Master at Arms.
348/773 144833 off > Sead missed you with a disruption beam from the east.
fe sead
348/773 144833 off > fe sead
348/773 144833 off > fe sead
348/773 144833 off > fe sead
You can use a ranged weapon again.
You point your Disruption cannon *Held* (wielded) east at Sead and fire it.
The helmet locks onto your foe's right lung and you quickly fire a shot.
You injure Sead the Master at Arms.
348/773 144840 off > fe sead
348/773 144840 off > lpeer e
Western Main Hallway
[2: e, w]
Western Hallway
[3: e, s, w]
Western Hallway
[2: w, n]
MLR-J4
You cannot see in that direction.
348/773 144840 off > Autosaving.
You can use a ranged weapon again.
fire sead east
There is no sead to the east.
350/773 144840 off > e
e
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
s
There are two obvious exits: east and west.
 
350/773 144840 off >
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
350/773 144840 off > e
You have entered the primary control station for the hyperdrive units. Crewers
sit at consoles, busily keeping up with movement schedules and plotting
positions of stellar bodies across the galaxy. If the Death Star is going to
move out of this system, it will be done from here.
There are three obvious exits: south, east, and north.
 
Deck Officer
Sead the Master at Arms
Two Death Star Crewers
 
350/773 144840 off >
You have entered the secondary control station for the hyperdrive units. This
room contains backups to the units in the primary control station. The activity
is considerably diminished in here, but these consoles work just as well as the
others do.
The only obvious exit is west.
 
Deck Officer
Two Death Star Crewers
 
350/773 144840 off > c
Baffle whom ?
350/773 144840 off > w
c
You have entered the primary control station for the hyperdrive units. Crewers
sit at consoles, busily keeping up with movement schedules and plotting
positions of stellar bodies across the galaxy. If the Death Star is going to
move out of this system, it will be done from here.
c
There are three obvious exits: south, east, and north.
 
Deck Officer
Two Death Star Crewers
 
350/773 144840 off > Baffle whom ?
350/773 144840 off > You can use a ranged weapon again.
Baffle whom ?
350/773 144840 off > n
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
350/773 144840 off > Sead enters.
Sead leaves south.
lpeer e
Western Hallway
[2: w, n]
MLR-J4
You cannot see in that direction.
350/773 144840 off > s
c
You have entered the primary control station for the hyperdrive units. Crewers
sit at consoles, busily keeping up with movement schedules and plotting
positions of stellar bodies across the galaxy. If the Death Star is going to
move out of this system, it will be done from here.
There are three obvious exits: south, east, and north.
 
Deck Officer
Two Death Star Crewers
 
350/773 144840 off > Baffle whom ?
350/773 144840 off > Sead enters.
e
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
 
The helmet locks onto your foe's gut and you quickly fire a shot.
You damage Sead the Master at Arms terribly.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead nails you with a disruption beam.
hp: 321 (-29) sp: 1750
You have entered the secondary control station for the hyperdrive units. This
room contains backups to the units in the primary control station. The activity
is considerably diminished in here, but these consoles work just as well as the
others do.
The only obvious exit is west.
 
Deck Officer
Two Death Star Crewers
 
321/773 144859 off > w
c
You have entered the primary control station for the hyperdrive units. Crewers
sit at consoles, busily keeping up with movement schedules and plotting
positions of stellar bodies across the galaxy. If the Death Star is going to
move out of this system, it will be done from here.
There are three obvious exits: south, east, and north.
 
Deck Officer
Two Death Star Crewers
 
321/773 144859 off > You can only baffle those who are nearby.
321/773 144859 off > c
You can only baffle those who are nearby.
321/773 144859 off > You can use a ranged weapon again.
n
c sead
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
Sead the Master at Arms
 
321/773 144859 off >
In a great feat of cunning, you manage to baffle Sead, causing him to injure
himself.
321/773 144859 off > w
You walk inconspicuously through the long hallway...
 
c sead
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
321/773 144859 off > You're too busy to baffle anyone just yet.
321/773 144859 off > w
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
321/773 144859 off > w
What?
321/773 144859 off > fire sead east
You point your Disruption cannon *Held* (wielded) east at Sead and fire it.
The helmet locks onto your foe's right lung and you quickly fire a shot.
You wound Sead the Master at Arms badly.
321/773 144872 off > s
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead razes you with a disruption beam from the east.
hp: 279 (-42) sp: 1750
 
You have entered a dimly lit shop with many familiar and unfamiliar items on
display. On the racks you can see weapons and armour. On a table are different
items for all kinds of professions. You think you can see a shopkeeper behind
the counter in the back of the room.
The only obvious exit is north.
 
Grethel
 
279/773 144872 off >
MLR-Z7 reports: I've cornered Sead.
 
You feel capable again.
n
You can use a ranged weapon again.
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
Sead the Master at Arms
 
279/773 144872 off > c
You have been surprised by Sead.
 
You are paralyzed.
279/773 144872 off > c
You are paralyzed.
mob
279/773 144872 off > The scanner makes a small beep.
 
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead damages you with a disruption beam.
hp: 247 (-34) sp: 1750
You can move again.
The scanner beeps : Sead is at 79% health.
247/773 144872 off > The scanner makes a small beep.
 
c sead
In a great feat of cunning, you manage to baffle Sead, causing him to injure
himself.
247/773 144872 off > mob
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
 
You damage Sead the Master at Arms.
Sead comes to his senses.
 
The scanner beeps : Sead is at 71% health.
247/773 144888 off > The scanner makes a small beep.
 
l
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
Sead the Master at Arms
 
247/773 144888 off > mob
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's right eye and you quickly fire a shot.
You injure Sead the Master at Arms severely.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead nicks you lightly with a disruption beam.
hp: 240 (-7) sp: 1750
s
The scanner beeps : Sead is at 69% health.
240/773 144897 off >
You have entered a dimly lit shop with many familiar and unfamiliar items on
display. On the racks you can see weapons and armour. On a table are different
items for all kinds of professions. You think you can see a shopkeeper behind
the counter in the back of the room.
The only obvious exit is north.
 
Grethel
 
240/773 144897 off > inj gqc
You must catch your breath before you can inject somebody.
240/773 144897 off > inj gqc
You must catch your breath before you can inject somebody.
240/773 144897 off > inj gqc
You must catch your breath before you can inject somebody.
inj gqc
240/773 144897 off > You feel capable again.
You can use a ranged weapon again.
You stick a needle deep into your own flesh.
Your wounds heal over as the drug runs through your body.
 
hp: 773/773 (+635)
You used up the last dose in the syringe.
773/773 144897 off > A Bounty Hunter zooms into the room with a Jetpack
n
Sead brings the jetpack to a halt.
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
773/773 144897 off > You feel capable again.
fs sead
You point your Disruption cannon *Held* (wielded) south at Sead and fire it.
n
The helmet locks onto your foe's nose and you quickly fire a shot.
You damage Sead the Master at Arms.
773/773 144913 off >
This is the office where you may register a room in the Imperial Barracks.
Several clerks scuttle about processing the incoming applications. The front
desk is currently unattended, maybe you should <inquire> about how apply for
one.
fs sead
The only obvious exit is south.
 
GNK-4M
 
773/773 144913 off >
773/773 144913 off >
Sead injures you severely with a disruption beam from the south.
hp: 755 (-18) sp: 1750
fs sead
755/773 144913 off > s
e
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
755/773 144913 off >
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
755/773 144913 off > You can use a ranged weapon again.
w
fs sead
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
e
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
755/773 144913 off >
You point your Disruption cannon *Held* (wielded) south at Sead and fire it.
A dark red beam shoots out of the cannon, nailing your target!
The helmet locks onto your foe's neck and you quickly fire a shot.
You annihilate Sead the Master at Arms completely.
755/773 144941 off >
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
755/773 144941 off > w
fs sead
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
755/773 144941 off >
755/773 144941 off > fs sead
You can use a ranged weapon again.
You point your Disruption cannon *Held* (wielded) south at Sead and fire it.
A dark red beam shoots out of the cannon, nailing your target!
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You nail Sead the Master at Arms.
755/773 144956 off >
MLR-Z7 reports: I've cornered Sead.
 
Sead enters.
e
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
755/773 144956 off > w
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
Sead the Master at Arms
 
757/773 144956 off > c sead
You have been surprised by Sead.
 
You are paralyzed.
757/773 144956 off > You can use a ranged weapon again.
c sead
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead damages you terribly with a disruption beam.
hp: 720 (-37) sp: 1750
You are paralyzed.
720/773 144956 off > mob
Sead tries to move out of the room, but the little LR droid stops him!
 
The scanner beeps : Sead is at 57% health.
720/773 144956 off > c sead
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead damages you with a disruption beam.
hp: 686 (-34) sp: 1750
You can move again.
c sead
In a great feat of cunning, you manage to baffle Sead, causing him to injure
himself.
686/773 144956 off > The scanner makes a small beep.
 
You're too busy to baffle anyone just yet.
686/773 144956 off > mob
l
The scanner beeps : Sead is at 56% health.
686/773 144956 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
Sead the Master at Arms
MLR-Z7
 
686/773 144956 off >
Sead tries to move out of the room, but the little LR droid stops him!
 
mob
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's left eye and you quickly fire a shot.
You damage Sead the Master at Arms.
Sead comes to his senses.
 
The scanner beeps : Sead is at 53% health.
686/773 144972 off >
Sead tries to move out of the room, but the little LR droid stops him!
 
c
You're too busy to baffle anyone just yet.
686/773 144972 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
A dark red beam shoots out of the cannon, nailing your target!
The helmet locks onto your foe's heart and you quickly fire a shot.
You wound Sead the Master at Arms.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead wounds you badly with a disruption beam.
hp: 662 (-24) sp: 1750
c
You're too busy to baffle anyone just yet.
mob
662/773 144983 off >
The scanner beeps : Sead is at 50% health.
662/773 144983 off >
Sead takes a calculated swing at your head. Starbursts explode before your eyes
-------/damn disablers\-------
and you find yourself unable to do anything but battle for your life!
 
c
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's heart and you quickly fire a shot.
You injure Sead the Master at Arms.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead injures you with a disruption beam.
hp: 647 (-15) sp: 1750
You're too busy to baffle anyone just yet.
647/773 144990 off > The scanner makes a small beep.
 
c
You're too busy to baffle anyone just yet.
mob
647/773 144990 off >
The scanner beeps : Sead is at 48% health.
647/773 144990 off >
Sead tries to move out of the room, but the little LR droid stops him!
 
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
c
The helmet locks onto your foe's neck and you quickly fire a shot.
You injure Sead the Master at Arms severely.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead nicks you with a disruption beam.
hp: 637 (-10) sp: 1750
You're too busy to baffle anyone just yet.
637/773 144998 off > mob
Sead tries to move out of the room, but the little LR droid stops him!
 
l
The scanner beeps : Sead is at 49% health.
637/773 144998 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
c
There are three obvious exits: south, east, and north.
 
MLR-Z7
Sead the Master at Arms
 
637/773 144998 off > You're too busy to baffle anyone just yet.
637/773 144998 off > c
You used the last of your ammo.
-----------------RELOAD-----------------
 
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
You nick Sead the Master at Arms.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead damages you with a disruption beam.
hp: 605 (-32) sp: 1750
mob
You're too busy to baffle anyone just yet.
605/773 145003 off > rl
The scanner beeps : Sead is at 47% health.
605/773 145003 off > You reload cannon from the cartridge.
The cartridge is empty and you throw it away.
605/773 145003 off > mob
The scanner beeps : Sead is at 47% health.
605/773 145003 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
A dark red beam shoots out of the cannon, nailing your target!
Your shot is pinpoint accurate, doing massive damage to your foe.
 
The helmet locks onto your foe's right lung and you quickly fire a shot.
You annihilate Sead the Master at Arms completely.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead annihilates you completely with a disruption beam.
hp: 537 (-68) sp: 1750
c
You have been surprised by Sead.
 
mob
You are paralyzed.
537/773 145048 off > The scanner beeps : Sead is at 36% health.
537/773 145048 off > c
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead wounds you with a disruption beam.
hp: 517 (-20) sp: 1750
mob
You are paralyzed.
l
517/773 145048 off > The scanner makes a small beep.
 
The scanner beeps : Sead is at 36% health.
517/773 145048 off > You are paralyzed.
517/773 145048 off >
A Bounty Hunter zooms into the room with a Jetpack
c
 
MLR-Z7 reports: I've cornered Someone.
 
Someone brings the jetpack to a halt.
You can use a ranged weapon again.
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead damages you with a disruption beam.
hp: 485 (-32) sp: 1750
You can move again.
You're too busy to baffle anyone just yet.
485/773 145048 off > The scanner makes a small beep.
 
mob
The scanner beeps : Sead is at 36% health.
485/773 145048 off > l
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
Sead the Master at Arms
MLR-Z7
 
485/773 145048 off > Someone powerdowns the jetpack.
mob
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's groin and you quickly fire a shot.
You injure Sead the Master at Arms severely.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead damages you with a disruption beam.
hp: 454 (-33) sp: 1750
The scanner beeps : Sead is at 33% health.
454/773 145057 off > Someone activates the scanner and enters the barracks.
 
c
The scanner makes a small beep.
 
You're too busy to baffle anyone just yet.
mob
454/773 145057 off >
The scanner beeps : Sead is at 33% health.
l
454/773 145057 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
Sead the Master at Arms
 
454/773 145057 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
c
A dark red beam shoots out of the cannon, nailing your target!
The helmet locks onto your foe's nose and you quickly fire a shot.
You injure Sead the Master at Arms severely.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead obliterates you with a disruption beam.
hp: 404 (-50) sp: 1750
You're too busy to baffle anyone just yet.
mob
404/773 145066 off > You have been surprised by Sead.
 
l
The scanner beeps : Sead is at 31% health.
404/773 145066 off > s
You are paralyzed.
404/773 145066 off > The scanner makes a small beep.
 
You are paralyzed.
404/773 145066 off > s
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead annihilates you completely with a disruption beam.
hp: 310 (-94) sp: 1750
You are paralyzed.
310/773 145066 off > s
The scanner makes a small beep.
 
You are paralyzed.
310/773 145066 off > s
You are paralyzed.
310/773 145066 off > s
You are paralyzed.
310/773 145066 off > You can use a ranged weapon again.
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead missed you with a disruption beam.
You can move again.
The scanner makes a small beep.
 
s
 
You have entered a dimly lit shop with many familiar and unfamiliar items on
display. On the racks you can see weapons and armour. On a table are different
items for all kinds of professions. You think you can see a shopkeeper behind
the counter in the back of the room.
The only obvious exit is north.
 
Grethel
 
310/773 145066 off > fn sead
You point your Disruption cannon *Held* (wielded) north at Sead and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
 
The helmet locks onto your foe's groin and you quickly fire a shot.
You damage Sead the Master at Arms terribly.
310/773 145085 off > fn sead
310/773 145085 off > n
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
c
There are three obvious exits: south, east, and north.
 
Sead the Master at Arms
MLR-Z7
 
310/773 145085 off > You can use a ranged weapon again.
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's groin and you quickly fire a shot.
You wound Sead the Master at Arms.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead annihilates you completely with a disruption beam.
hp: 170 (-140) sp: 1750
You're too busy to baffle anyone just yet.
170/773 145095 off > mob
The scanner beeps : Sead is at 24% health.
s
170/773 145095 off >
You have entered a dimly lit shop with many familiar and unfamiliar items on
display. On the racks you can see weapons and armour. On a table are different
items for all kinds of professions. You think you can see a shopkeeper behind
the counter in the back of the room.
The only obvious exit is north.
 
Grethel
 
170/773 145095 off > You can use a ranged weapon again.
Sead injures you with a disruption beam from the north.
hp: 156 (-14) sp: 1750
fire sead north
You point your Disruption cannon *Held* (wielded) north at Sead and fire it.
The helmet locks onto your foe's heart and you quickly fire a shot.
You damage Sead the Master at Arms terribly.
156/773 145113 off > You can use a ranged weapon again.
reply nasty -140
You reply to Sead: nasty -140
156/773 145113 off > fire sead north
You point your Disruption cannon *Held* (wielded) north at Sead and fire it.
You missed Sead the Master at Arms.
--miss--
158/773 145113 off > Sead damages you with a disruption beam from the north.
hp: 124 (-34) sp: 1750
fire sead north
124/773 145113 off > fire sead north
124/773 145113 off > You can use a ranged weapon again.
fire sead north
There is no sead to the north.
124/773 145113 off > ca
What?
124/773 145113 off > kit
ca
You get A large medkit from A Wookiee carrying bag *Held*.
124/773 145113 off > hp: 773/773 sp: 1750/1750 dr: numb
You perform cureall surgery on Gqc.
773/773 145313 off > kkit
You put A large medkit in A Wookiee carrying bag *Held*.
 
n
773/773 145313 off > You can use a ranged weapon again.
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
773/773 145313 off > fire sead east
Sead replies: what's nastier
There is no sead to the east.
773/773 145313 off > heal gqc
You feel capable again.
Gqc is not injured!
773/773 145313 off > You can use a ranged weapon again.
e
e
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
c
There are two obvious exits: east and west.
 
773/773 145313 off >
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
773/773 145313 off > Baffle whom ?
773/773 145313 off > Sead enters.
lpeer e
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's nose and you quickly fire a shot.
You wound Sead the Master at Arms badly.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead annihilates you with a disruption beam.
hp: 721 (-52) sp: 1750
Western Hallway
[2: w, n]
MLR-J4
You cannot see in that direction.
721/773 145326 off > c
In a great feat of cunning, you manage to baffle Sead, causing him to injure
himself.
721/773 145326 off > mob
The scanner beeps : Sead is at 25% health.
721/773 145326 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
You nick Sead the Master at Arms.
Sead comes to his senses.
 
You have been surprised by Sead.
 
mob
The scanner makes a small beep.
 
The scanner beeps : Sead is at 24% health.
721/773 145330 off > mob
The scanner beeps : Sead is at 24% health.
l
721/773 145330 off > You are paralyzed.
721/773 145330 off > You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead damages you with a disruption beam.
hp: 686 (-35) sp: 1750
You can move again.
The scanner makes a small beep.
 
mob
The scanner beeps : Sead is at 27% health.
w
686/773 145330 off > You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
686/773 145330 off > w
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
686/773 145330 off > You can use a ranged weapon again.
fire sead east
You point your Disruption cannon *Held* (wielded) east at Sead and fire it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You damage Sead the Master at Arms.
688/773 145347 off > e
e
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
c
There are two obvious exits: east and west.
 
688/773 145347 off >
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
688/773 145347 off > You feel capable again.
Baffle whom ?
688/773 145347 off > c
Baffle whom ?
688/773 145347 off > You can use a ranged weapon again.
fire sead east
There is
s no sead to the east.
688/773 145347 off > e
You have entered the primary control station for the hyperdrive units. Crewers
sit at consoles, busily keeping up with movement schedules and plotting
positions of stellar bodies across the galaxy. If the Death Star is going to
move out of this system, it will be done from here.
There are three obvious exits: south, east, and north.
 
Deck Officer
Two Death Star Crewers
 
688/773 145347 off >
You have entered the secondary control station for the hyperdrive units. This
room contains backups to the units in the primary control station. The activity
is considerably diminished in here, but these consoles work just as well as the
others do.
The only obvious exit is west.
 
Deck Officer
Two Death Star Crewers
 
688/773 145347 off > c
Baffle whom ?
688/773 145347 off > w
You have entered the primary control station for the hyperdrive units. Crewers
sit at consoles, busily keeping up with movement schedules and plotting
positions of stellar bodies across the galaxy. If the Death Star is going to
move out of this system, it will be done from here.
There are three obvious exits: south, east, and north.
 
Deck Officer
Two Death Star Crewers
 
688/773 145347 off > You can use a ranged weapon again.
n
c sead
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
688/773 145347 off > Baffle whom ?
688/773 145347 off > w
w
You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
688/773 145347 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
MLR-Z7
 
688/773 145347 off > ld east
You lift MLR-Z7 from here to east.
688/773 145347 off > e
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
 
688/773 145347 off > lpeer e
Western Hallway
[3: e, s, w]
Western Hallway
[2: w, n]
MLR-J4
You cannot see in that direction.
688/773 145347 off > e
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
688/773 145347 off > You feel capable again.
Sead wounds you badly with a disruption beam from the east.
hp: 663 (-25) sp: 1750
lift droid from east to south
You fail to lift MLR-J4.
663/773 145347 off > w
You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
 
663/773 145347 off > w
s
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
663/773 145347 off >
You have entered a dimly lit shop with many familiar and unfamiliar items on
display. On the racks you can see weapons and armour. On a table are different
items for all kinds of professions. You think you can see a shopkeeper behind
the counter in the back of the room.
The only obvious exit is north.
 
Grethel
 
663/773 145347 off > n
e
e
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
669/773 145347 off >
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
 
669/773 145347 off > lift droid from east to south
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
669/773 145347 off > You cannot use this skill again so quickly.
669/773 145347 off > lift droid from east to south
You cannot use this skill again so quickly.
669/773 145347 off > You feel capable again.
lift droid from east to south
You fail to lift MLR-J4.
669/773 145347 off > w
w
You walk inconspicuously through the long hallway...
 
s
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
 
669/773 145347 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
669/773 145347 off > Sead missed you with a disruption beam from the east.
 
You have entered a dimly lit shop with many familiar and unfamiliar items on
display. On the racks you can see weapons and armour. On a table are different
items for all kinds of professions. You think you can see a shopkeeper behind
the counter in the back of the room.
The only obvious exit is north.
 
Grethel
 
669/773 145347 off > n
fire sead east
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to regiss
ter your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
669/773 145347 off >
You point your Disruption cannon *Held* (wielded) east at Sead and fire it.
A dark red beam shoots out of the cannon, nailing your target!
The helmet locks onto your foe's right eye and you quickly fire a shot.
You obliterate Sead the Master at Arms.
669/773 145371 off >
You have entered a dimly lit shop with many familiar and unfamiliar items on
display. On the racks you can see weapons and armour. On a table are different
items for all kinds of professions. You think you can see a shopkeeper behind
the counter in the back of the room.
The only obvious exit is north.
 
Grethel
 
669/773 145371 off > You feel capable again.
You can use a ranged weapon again.
n
e
e
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
669/773 145371 off >
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
 
669/773 145371 off > lift droid from east to south
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
669/773 145371 off > You lift MLR-J4 from east to south.
669/773 145371 off > e
You walk inconspicuously through the long hallway...
 
Here, the western hallway makes a sharp north-west curve. The northern leg of
the hallway leads to the Turbocar Tubes and the Sublight Drive stations. The
western leg leads towards the Barracks and the Hyperdrive stations.
There are two obvious exits: west and north.
 
669/773 145371 off > c
You're too busy to baffle anyone just yet.
n
669/773 145371 off > You turn the corner in the hallway and walk into...
 
c
This auxilliary corridor connects the western hallway to the northern hallway.
The conversations at this junction are non-existant. Apparently the crewers are
just as concerned about the Security Checkpoint nearby as you should be.
There are two obvious exits: south and northeast.
 
A Stormtrooper Colonel
Sead the Master at Arms
 
669/773 145371 off > Sead replies: I hate that.
You're too busy to baffle anyone just yet.
669/773 145371 off > Sead leaves south.
mob
c
hscan <target>
669/773 145371 off > You're too busy to baffle anyone just yet.
669/773 145371 off > c
You're too busy to baffle anyone just yet.
669/773 145371 off > sw
Sead enters.
What?
669/773 145371 off > You have been surprised by Sead.
 
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead annihilates you with a disruption beam.
hp: 621 (-54) sp: 1750
s
You are paralyzed.
621/773 145371 off > c
You are paralyzed.
mob
621/773 145371 off > The scanner makes a small beep.
 
The scanner beeps : Sead is at 35% health.
c
621/773 145371 off > You are paralyzed.
621/773 145371 off > You feel capable again.
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead nails you with a disruption beam.
hp: 590 (-31) sp: 1750
You can move again.
c
Sead leaves south.
You can only baffle those who are nearby.
mob
590/773 145371 off > hscan <target>
l
590/773 145371 off >
This auxilliary corridor connects the western hallway to the northern hallway.
The conversations at this junction are non-existant. Apparently the crewers are
just as concerned about the Security Checkpoint nearby as you should be.
s
There are two obvious exits: south and northeast.
 
A Stormtrooper Colonel
 
590/773 145371 off > You exit the auxilliary corridor and enter...
 
c
Here, the western hallway makes a sharp north-west curve. The northern leg of
the hallway leads to the Turbocar Tubes and the Sublight Drive stations. The
western leg leads towards the Barracks and the Hyperdrive stations.
There are two obvious exits: west and north.
 
590/773 145371 off > You can only baffle those who are nearby.
590/773 145371 off > w
You turn the corner in the hallway and walk into...
 
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
590/773 145371 off > lpeer s
Hyperdrive Control Station
[3: s, e, n]
Deck Officer
Two Death Star Crewers
MLR-J4
Access Corridor
[4: e, s, w, n]
It is too dark.
You cannot see in that direction.
590/773 145371 off > w
You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
 
590/773 145371 off > e
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
590/773 145371 off > w
You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
 
590/773 145371 off > ld east
You fail to lift MLR-Z7.
590/773 145371 off > You feel capable again.
reply it's good that i'm getting it to work :)
You reply to Sead: it's good that i'm getting it to work :)
590/773 145371 off > ld east
You fail to lift MLR-Z7.
590/773 145371 off > Sead replies: nod
You feel capable again.
reply usually takes a lot longer to lift droids
You reply to Sead: usually takes a lot longer to lift droids
596/773 145371 off > ld east
 
MLR-Z7 reports: I've cornered Sead.
 
Sead enters.
The little droid anchors itself firmly into the ground, defeating this attempt!
596/773 145371 off > You have been surprised by Sead.
 
e
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead damages you terribly with a disruption beam.
hp: 557 (-39) sp: 1750
You are paralyzed.
557/773 145371 off > c
You are paralyzed.
mob
557/773 145371 off > The scanner makes a small beep.
 
The scanner beeps : Sead is at 40% health.
l
557/773 145371 off > You are paralyzed.
557/773 145371 off > You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead missed you with a disruption beam.
You can move again.
The MLR-droid goes pzzzttttttt
c sead
The scanner makes a small beep.
 
You're too busy to baffle anyone just yet.
557/773 145371 off > mob
The scanner beeps : Sead is at 40% health.
557/773 145371 off >
Sead tries to move out of the room, but the little LR droid stops him!
 
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
c sead
Your shot is pinpoint accurate, doing massive damage to your foe.
 
The helmet locks onto your foe's right cheek and you quickly fire a shot.
You injure Sead the Master at Arms.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead injures you with a disruption beam.
hp: 543 (-14) sp: 1750
Sead tries to move out of the room, but the little LR droid stops him!
 
mob
You're too busy to baffle anyone just yet.
543/773 145378 off > l
The scanner beeps : Sead is at 38% health.
543/773 145378 off >
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
Sead the Master at Arms
 
543/773 145378 off > You feel capable again.
c sead
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's groin and you quickly fire a shot.
You wound Sead the Master at Arms badly.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead decimates you with a disruption beam.
hp: 498 (-45) sp: 1750
You attempt to baffle Sead but fail miserably.
--------baffle fail--------
498/773 145390 off > m,ob
What?
498/773 145390 off >
A Bounty Hunter zooms to the east with a Jetpack
mob
hscan <target>
498/773 145390 off > e
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
498/773 145390 off > Sead replies: mcackle
c
You can use a ranged weapon again.
e
You're too busy to baffle anyone just yet.
498/773 145390 off > You walk inconspicuously through the long hallway...
 
c
Here, the western hallway makes a sharp north-west curve. The northern leg of
the hallway leads to the Turbocar Tubes and the Sublight Drive stations. The
western leg leads towards the Barracks and the Hyperdrive stations.
There are two obvious exits: west and north.
 
498/773 145390 off > You're too busy to baffle anyone just yet.
498/773 145390 off > w
You turn the corner in the hallway and walk into...
 
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
498/773 145390 off > lpeer s
Hyperdrive Control Station
[3: s, e, n]
Deck Officer
MLR-J4
Two Death Star Crewers
Access Corridor
[4: e, s, w, n]
It is too dark.
You cannot see in that direction.
498/773 145390 off > fire sead s
There is no sead to the south.
498/773 145390 off > You feel capable again.
e
n
You walk inconspicuously through the long hallway...
 
Here, the western hallway makes a sharp north-west curve. The northern leg of
the hallway leads to the Turbocar Tubes and the Sublight Drive stations. The
western leg leads towards the Barracks and the Hyperdrive stations.
There are two obvious exits: west and north.
 
504/773 145390 off > You turn the corner in the hallway and walk into...
 
This auxilliary corridor connects the western hallway to the northern hallway.
The conversations at this junction are non-existant. Apparently the crewers are
just as concerned about the Security Checkpoint nearby as you should be.
There are two obvious exits: south and northeast.
 
A Stormtrooper Colonel
 
504/773 145390 off > You can use a ranged weapon again.
lpeer ne
Security Checkpoint
[4: e, sw, s, n]
Imperial Security Officer
stormtrooper
Stormtrooper Armor, blaster pistol, and Light Body Armor are here.
You cannot see in that direction.
504/773 145390 off > s
w
You exit the auxilliary corridor and enter...
 
w
Here, the western hallway makes a sharp north-west curve. The northern leg of
the hallway leads to the Turbocar Tubes and the Sublight Drive stations. The
western leg leads towards the Barracks and the Hyperdrive stations.
There are two obvious exits: west and north.
 
504/773 145390 off >
You turn the corner in the hallway and walk into...
 
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
504/773 145390 off > GNK-4M arrives.
w
You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
 
504/773 145390 off >
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
w
There are three obvious exits: south, east, and north.
 
504/773 145390 off > What?
504/773 145390 off > e
e
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
 
504/773 145390 off >
As you enter this section of the Western Hallway, you notice that ordinary
conversations are somewhat more muted than the norm on the Death Star. You can't
help but wonder why people would be more sensitive concerning security on board
the Death Star in this particular area. You also notice the entrance to the
Hyperdrive Control Stations to the south. The hallway continues to the east and
west.
You hear several conversations quietly taking place here.
There are three obvious exits: east, south, and west.
 
GNK-4M
 
504/773 145390 off > ld east
You lift GNK-4M from here to east.
504/773 145390 off > w
You walk inconspicuously through the long hallway...
 
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
 
504/773 145390 off > w
This is the landing, or ground floor, of the Imperial Barracks. You may enter
your condo from here if you are a resident, or you may proceed north to the
Registration Office to register your room if you are not a resident here.
There are three obvious exits: south, east, and north.
 
504/773 145390 off > e
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
 
504/773 145390 off >
MLR-Z7 reports: I've cornered Sead.
 
Sead enters.
You have been surprised by Sead.
 
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead wounds you badly with a disruption beam.
hp: 479 (-25) sp: 1750
reply aggied youer dorid
c
You feel capable again.
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead wounds you badly with a disruption beam.
hp: 454 (-25) sp: 1750
You can move again.
You reply to Sead: aggied youer dorid
454/773 145390 off > In a great feat of cunning, you manage to baffle Sead, causing him to injure
himself.
454/773 145390 off > mob
The scanner beeps : Sead is at 33% health.
454/773 145390 off > mob
The scanner makes a small beep.
 
The scanner beeps : Sead is at 33% health.
454/773 145390 off > mob
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's nose and you quickly fire a shot.
You damage Sead the Master at Arms.
Sead comes to his senses.
 
The scanner beeps : Sead is at 29% health.
454/773 145406 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
A dark red beam shoots out of the cannon, nailing your target!
The helmet locks onto your foe's nose and you quickly fire a shot.
You nail Sead the Master at Arms.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead injures you severely with a disruption beam.
hp: 437 (-17) sp: 1750
You have been surprised by Sead.
 
reply be warned
You are paralyzed.
mob
437/773 145420 off > The scanner beeps : Sead is at 25% health.
l
437/773 145420 off > You are paralyzed.
437/773 145420 off > You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead damages you terribly with a disruption beam.
hp: 398 (-39) sp: 1750
mob
The scanner beeps : Sead is at 28% health.
398/773 145420 off > You feel capable again.
You can use a ranged weapon again.
You are paralyzed and cannot attack.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead levels the disruption cannon, and a deadly red beam shoots forth, striking
you badly.
 
Sead razes you with a disruption beam.
hp: 361 (-42) sp: 1750
You can move again.
reply be warned
You reply to Sead: be warned
c
361/773 145420 off > The scanner makes a small beep.
 
mob
In a great feat of cunning, you manage to baffle Sead, causing him to injure
himself.
361/773 145420 off > The scanner beeps : Sead is at 24% health.
l
361/773 145420 off >
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
Sead the Master at Arms
 
361/773 145420 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
A dark red beam shoots out of the cannon, nailing your target!
The helmet locks onto your foe's heart and you quickly fire a shot.
You decimate Sead the Master at Arms.
Sead comes to his senses.
 
mob
The scanner beeps : Sead is at 18% health.
361/773 145443 off > mob
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
You injure Sead the Master at Arms severely.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead wounds you with a disruption beam.
hp: 338 (-23) sp: 1750
The scanner beeps : Sead is at 16% health.
338/773 145451 off >
Sead struggles with the controls of the jetpack but fails to operate them
correctly.
mob
The scanner beeps : Sead is at 16% health.
l
338/773 145451 off >
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
Sead the Master at Arms
 
338/773 145451 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's neck and you quickly fire a shot.
You damage Sead the Master at Arms terribly.
Sead points his Disruption cannon *Held* (wielded) at you and fires it.
Sead damages you with a disruption beam.
hp: 306 (-32) sp: 1750
c
You're too busy to baffle anyone just yet.
mob
306/773 145469 off > The scanner beeps : Sead is at 13% health.
l
306/773 145469 off > Sead replies: ah great
You are standing outside the Imperial Barracks. You may head east towards the
Turbocar Tubes, or west into the Barracks complex.
There are two obvious exits: east and west.
 
MLR-Z7
Sead the Master at Arms
 
306/773 145469 off > c
You feel capable again.
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's gut and you quickly fire a shot.
You damage Sead the Master at Arms.
Sead tries to move out of the room, but the little LR droid stops him!
 
mob
In a great feat of cunning, you manage to baffle Sead, causing him to injure
himself.
306/773 145486 off >
Sead struggles with the controls of the jetpack but fails to operate them
correctly.
The scanner beeps : Sead is at 5% health.
306/773 145486 off > You point your Disruption cannon *Held* (wielded) at Sead and fire it.
The helmet locks onto your foe's left lung and you quickly fire a shot.
You injure Sead the Master at Arms severely.
Sead tries to move out of the room, but the little LR droid stops him!
 
Sead comes to his senses.
 
reply was accidental
You reply to Sead: was accidental
mob
306/773 145494 off > The scanner beeps : Sead is at 3% health.
306/773 145494 off >
You point your Disruption cannon *Held* (wielded) at Sead and fire it.
mob
The helmet locks onto your foe's right eye and you quickly fire a shot.
You damage Sead the Master at Arms.
<death> Gqc targets Sead and squeezes off the final round at Western Main Hallway.
new count 690
Sead dies a horrible death.
 
A ghost removes his jetpack.
 
A ghost removes his targetting helmet.
 
A ghost unwields Disruption cannon *Held* (wielded).