Gqc vs. Thundar
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Thundar enters.
Thundar leaves north.
Thundar enters.
n
This small room is used by the Empire's quartermaster to reclaim unused or unwanted items from the
troops and scientists working at the station. If you need help on how to use this station, type
"panic shop"
The only obvious exit is south.
Commander Lijor
Quartermaster
Trashcan is here.
809/903 926400 off >
You point your Disruption cannon *Held* (wielded) at Commander Lijor 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.
You annihilate Commander Lijor completely.
//////////////////////////acomp//////////////////////////
c
You attempt to baffle Commander Lijor but fail miserably.
--------baffle fail--------
809/903 926443 off > mob
The scanner beeps : Commander Lijor is at 10% health.
809/903 926443 off >
You point your Disruption cannon *Held* (wielded) at Commander Lijor and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
You decimate Commander Lijor.
Commander Lijor points his Advanced Blaster Cannon (wielded) (improved) at you and fires it.
Commander Lijor annihilates you completely with a blaster bolt.
hp: 745 (-64) sp: 3816
Commander Lijor sends his fist into your face.
hp: 728 (-17) sp: 3816
Thundar appears out of the corner of your eye.
mob
The scanner beeps : Commander Lijor is at 10% health.
728/903 926455 off > s
Thundar tries to track Gqc but fails.
Thundar is trying to track you.
This small office is used by the quarter master to supply the demands of the scientists who work
here. He is a rather greedy man though, and could be persuaded to sell you some of his items. To see
what he has to sell you, just type <list>.
There are two obvious exits: south and north.
Powertap and A cardboard box are here.
728/903 926455 off >
Thundar enters.
n
Thundar enters.
This small room is used by the Empire's quartermaster to reclaim unused or unwanted items from the
troops and scientists working at the station. If you need help on how to use this station, type
"panic shop"
The only obvious exit is south.
Commander Lijor
Quartermaster
Thundar
Trashcan is here.
728/903 926455 off >
You can use a ranged weapon again.
You point your Disruption cannon *Held* (wielded) at Commander Lijor and fire it.
You missed Commander Lijor.
--miss--
c
You're too busy to baffle anyone just yet.
734/903 926455 off >
<shout> Leah goes oops and hides from the other scientists.
say meanie
You feel capable again.
You point your Disruption cannon *Held* (wielded) at Commander Lijor and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
You injure Commander Lijor severely.
Commander Lijor points his Advanced Blaster Cannon (wielded) (improved) at you and fires it.
Commander Lijor nails you with a blaster bolt.
hp: 706 (-28) sp: 3816
Commander Lijor sends his fist into your face.
hp: 697 (-9) sp: 3816
You say: meanie
697/903 926460 off > mob
The scanner beeps : Commander Lijor is at 9% health.
c
697/903 926460 off >
In a great feat of cunning, you manage to baffle Commander Lijor, causing him to injure himself.
697/903 926460 off >
You point your Disruption cannon *Held* (wielded) at Commander Lijor and fire it.
mob
A dark red beam shoots out of the cannon, nailing your target!
You decimate Commander Lijor.
Thundar seems to disappear.
Commander Lijor comes to his senses.
The scanner beeps : Commander Lijor is at 8% health.
697/903 926481 off >
You point your Disruption cannon *Held* (wielded) at Commander Lijor and fire it.
You wound Commander Lijor.
Commander Lijor points his Advanced Blaster Cannon (wielded) (improved) at you and fires it.
Commander Lijor wounds you badly with a blaster bolt.
hp: 671 (-26) sp: 3816
mob
Someone intimidates Commander Lijor with his great bulk and large teeth, causing him to panic and
run!
Commander Lijor leaves south.
hscan <target>
671/903 926486 off > l
This small room is used by the Empire's quartermaster to reclaim unused or unwanted items from the
troops and scientists working at the station. If you need help on how to use this station, type
"panic shop"
The only obvious exit is south.
a shadow
Quartermaster
Trashcan is here.
671/903 926486 off >
Someone presses a button on a controller and a little droid pops out.
--------HOLY SHIT--------
s
The little LR droid blocks that direction with an energy field!
671/903 926486 off > s
671/903 926486 off >
You feel capable again.
You can use a ranged weapon again.
s
Thundar appears out of the corner of your eye.
This small office is used by the quarter master to supply the demands of the scientists who work
here. He is a rather greedy man though, and could be persuaded to sell you some of his items. To see
what he has to sell you, just type <list>.
There are two obvious exits: south and north.
Commander Lijor
Thundar
Powertap and A cardboard box are here.
671/903 926486 off >
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
A dark red beam shoots out of the cannon, nailing your target!
You annihilate Thundar.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar injures you severely with an energy bolt.
hp: 654 (-17) sp: 3816
s
Thundar enters.
You are standing outside one of the offices for the scientists who work in these labs. A large
wooden door stands to the north, a small name plaque attached to its surface. To the east you can
see more offices.
There are two obvious exits: east and north.
An elite Imperial trooper
Thundar
654/903 926507 off > c
In a great feat of cunning, you manage to baffle Thundar, causing him to injure himself.
654/903 926507 off > mob
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
A dark red beam shoots out of the cannon, nailing your target!
You injure Thundar severely.
Elite trooper points his A blaster rifle (wielded) at Thundar and fires it.
Elite trooper wounds Thundar with a blaster bolt.
Elite trooper sends his fist into Thundar's face.
Thundar comes to his senses.
The scanner beeps : Thundar is at 86% health.
654/903 926513 off >
Thundar takes a calculated swing at your head. Starbursts explode before your eyes and you find
-------/damn disablers\-------
yourself unable to do anything but battle for your life!
mob
The scanner beeps : Thundar is at 86% health.
e
654/903 926513 off >
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
You nick Thundar.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar injures you with an energy bolt.
hp: 641 (-13) sp: 3816
Elite trooper points his A blaster rifle (wielded) at Thundar and fires it.
Elite trooper injures Thundar with a blaster bolt.
Thundar enters.
You are standing outside one of the offices for the scientists who work in these labs. A large
wooden door stands to the north, a small name plaque attached to its surface. To the east and west
you can see more offices. South of here, a corridor stretches off towards some blast doors you can
see in the distance.
There are four obvious exits: east, south, west, and north.
An elite Imperial trooper
Thundar
641/903 926515 off > s
Thundar enters.
You are standing in the middle of a bright corridor inside the Imperial weapons research labs.
Bright white light shines down from the glowbulbs over head. To the south you can see a large blast
door. North of here, there is a doorway, and the corridor branches in different directions.
You can hear a faint rumbling.
There are two obvious exits: south and north.
Sullustan scientist
Thundar
641/903 926515 off > s
Thundar enters.
You are standing at the southern end of a long corridor. Looking north you can see that in the
distance it branches off in several directions. There is a large blast door to the south. There is a
small panel next to the door.
The only obvious exit is north.
Thundar
641/903 926515 off >
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
You wound Thundar badly.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar blasts you with a powerful shot.
Thundar annihilates you completely with an energy bolt.
hp: 574 (-67) sp: 3816
push button
The blast door grinds open.
574/903 926523 off > w
What?
574/903 926523 off > s
Thundar enters.
You are standing in a small cubicle, surrounded by blast doors. To the north and south, these thick
doors stand guarding whatever it is that the Empire wants to keep hidden. A small computer terminal
sits in the corner, its screen flickering in the bright light of the facility.
The only obvious exit is west.
Thundar
574/903 926523 off >
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
A dark red beam shoots out of the cannon, nailing your target!
You decimate Thundar.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar wounds you badly with an energy bolt.
hp: 547 (-27) sp: 3816
w
Thundar enters.
This small corridor is used to house the various Rebels and "exotics" that the Empire uses to test
its new weapons. A pair of metal doors to the north and south mark where a poor soul has been
imprisoned, awaiting his execution. You can see a small computer station nearby to the east beyond a
blast door.
There are two obvious exits: east and west.
Elite Stormtrooper
Thundar
547/903 926536 off > w
Thundar enters.
w
This small corridor is used to house the various Rebels and "exotics" that the Empire uses to test
its new weapons. A pair of metal doors to the north and south mark where a poor soul has been
imprisoned, awaiting his execution.
There are two obvious exits: east and west.
Thundar
547/903 926536 off >
Thundar enters.
This small corridor is used to house the various Rebels and "exotics" that the Empire uses to test
its new weapons. A pair of metal doors to the north and south mark where a poor soul has been
imprisoned, awaiting his execution.
There are two obvious exits: east and west.
A prison guard
Thundar
547/903 926536 off >
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
A dark red beam shoots out of the cannon, nailing your target!
You damage Thundar terribly.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar wounds you badly with an energy bolt.
hp: 526 (-27) sp: 3816
Thundar hurls his paw into your face.
ditch thundar
hp: 498 (-28) sp: 3816
498/903 926551 off >
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
You missed Thundar.
--miss--
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar blasts you with a powerful shot.
Thundar annihilates you completely with an energy bolt.
hp: 434 (-64) sp: 3816
nw
What?
434/903 926551 off >
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
ditch thundar
Your shot is pinpoint accurate, doing massive damage to your foe.
You nail Thundar.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar blasts you with a powerful shot.
Thundar damages you with an energy bolt.
hp: 383 (-51) sp: 3816
Thundar seems to disappear.
Someone hurls his paw into your face.
hp: 351 (-32) sp: 3816
351/903 926561 off >
nw
What?
351/903 926561 off > ditch thundar
351/903 926561 off > look
This small corridor is used to house the various Rebels and "exotics" that the Empire uses to test
its new weapons. A pair of metal doors to the north and south mark where a poor soul has been
imprisoned, awaiting his execution.
There are two obvious exits: east and west.
A prison guard
351/903 926561 off >
You point your Disruption cannon *Held* (wielded) at Someone 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.
You annihilate completely.
//////////////////////////acomp//////////////////////////
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone blasts you with a powerful shot.
Someone damages you terribly with an energy bolt.
hp: 313 (-38) sp: 3816
nw
What?
313/903 926602 off > w
Thundar appears out of the corner of your eye.
This is the western end of the small prison complex in the hidden labs. A thick metal door stands to
the south, marking one of the small cells. The cellblock continues to the east, while a bright
passage heads northwest.
There are two obvious exits: east and northwest.
Thundar
313/903 926602 off > n
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
nw
You wound Thundar badly.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar blasts you with a powerful shot.
Thundar annihilates you with an energy bolt.
hp: 261 (-52) sp: 3816
You bump into the closed door 102.
261/903 926608 off >
Thundar intimidates you with his great bulk and large teeth, causing you to freeze in terror!
You are paralyzed.
261/903 926608 off >
nw
You are paralyzed.
n
261/903 926608 off >
You are paralyzed.
261/903 926608 off > nw
You are paralyzed.
261/903 926608 off >
You are paralyzed and cannot attack.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar wounds you with an energy bolt.
hp: 239 (-22) sp: 3816
You can move again.
nw
Thundar enters.
You are walking through a wide corridor, somewhere under the slums of Crseih station. Large
glowbulbs have been installed into the corridor's ceiling, casting their harsh white light onto the
bare metal walls.
There are two obvious exits: southeast and northwest.
Thundar
MSE Droid
239/903 926608 off > nw
Thundar enters.
n
Several powerful glowbulbs shine down into the room, providing more than enough light to see
clearly. A large metal desk has been placed in the center of the room, underneath the brightest of
the bulbs. Several exits lead off into what look like dark corridors.
There are eight obvious exits: southeast, southwest, east, northeast, northwest, south, west, and
north.
A high ranking scientist
Thundar
An Imperial scientist
239/903 926608 off >
Thundar enters.
It is dark.
239/903 926608 off >
You can use a ranged weapon again.
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
A dark red beam shoots out of the cannon, nailing your target!
You nail Thundar.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar blasts you with a powerful shot.
Thundar wounds you with an energy bolt.
hp: 217 (-22) sp: 3816
217/903 926617 off >
You have lost Thundar.
--SECRET AREA BREAK--
At this time, I escape from a hidden location on the planet.
We'll resume with me having moved a couple rooms, into a public area of the planet.
Various beings line the sides of the small trail you are on, glaring at you from behind dirt covered
faces. Several dirt covered children cling to their mother as you pass. Large cracks cover the
walls of several of the hovels here.
There are two obvious exits: south and west.
217/903 926617 off > s
Silent beggars follow you with their eyes as you walk between the lopsided hovels. The energy
shield overhead seems slightly less stable in this part of town, allowing higher levels of radiation
to filter through. Various beings line the sides of the small trail you are on, glaring at you from
behind dirt covered faces.
There are three obvious exits: south, southwest, and north.
217/903 926617 off >
Large cracks cover the walls of several of the hovels here. Dark stains cover the ground here, as
if blood had been spilt here recently. Somewhere off to the north you can hear loud chanting. Dark
shadows seem to hide between the hovels of the slums.
There are three obvious exits: east, north, and west.
217/903 926617 off > w
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Silent beggars follow you with their eyes as you walk between the
lopsided hovels. Various beings line the sides of the small trail you are on, glaring at you from
behind dirt covered faces. Dark shadows seem to hide between the hovels of the slums.
s
There are five obvious exits: northeast, northwest, east, south, and west.
217/903 926617 off > s
Various beings line the sides of the small trail you are on, glaring at you from behind dirt covered
faces. Dark shadows seem to hide between the hovels of the slums. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
There are two obvious exits: south and north.
217/903 926617 off >
The walls of the shacks are made from the thickest material that their owners could find in an
attempt to protect them from the radiation. Small insects bite at your legs and arms as you walk
through the streets. Several dirt covered children cling to their mother as you pass. Dark shadows
seem to hide between the hovels of the slums.
There is a large gateway to the south.
There are two obvious exits: south and north.
217/903 926617 off > s
A thick path through the park leads upto the front of a large ferricote archway leads deeper into
Crseih station's complex set of domes. Several natives stand in line, waiting for their turn to
pass through the gate.
s
There are two obvious exits: south and north.
Two gate guards
217/903 926617 off >
You are standing just south of one of the park's gates. The large ferricote structure can be seen
to the north, a pair of guards standing next to it. Looking around, you notice several strange
plants here, clinging to the thick walls.
There are three obvious exits: east, north, and west.
217/903 926617 off > s
What?e
223/903 926617 off > s
A thick ferricote wall stands here, blocking any travel to the north. Strange vines cover the wall,
almost hiding it from your view. A strangely shaped hedge is west and south from here, casting
strange shadows on the ground. A large path leads east-west, while a smaller path follows the side
of the hedge to the south.
There are three obvious exits: south, east, and west.
223/903 926617 off > s
The path here travels beside a large hedge to the west. This sickly looking plant has suffered
rather badly from the high levels of radiation on the station. A small side path travels east,
while a larger path runs north-south.
There are three obvious exits: south, east, and north.
223/903 926617 off > s
A small statue has been placed here, standing in the middle of the three paths that lead into this
clearing. The statue is of a strange looking alien, carved from the local rock.
There are four obvious exits: south, east, north, and west.
223/903 926617 off >
This small pathway winds its way between the thick plantlife that has been planted here. Strange
shrubs, most no taller than two feet, grow in thick patches in the radiation corrupted soil. The
main path runs north and south, while a smaller, less defined path heads east.
There are three obvious exits: south, east, and north.
223/903 926617 off > s
Wait.
223/903 926617 off > e
You have wandered into a small clearing in the park. Strange plants surround you on all sides, some
towering high into the air, others seem to cower down in the shadows. Several paths lead off
through the plants.
s
There are four obvious exits: south, east, north, and west.
223/903 926617 off >
The path here splits off in several directions. In the center of the clearing is a small fountain,
spewing a thin stream of murky water high into the air. The fountain itself is made to look like
the Emperor, but has been defaced so that it is almost unrecognisable.
There are four obvious exits: south, east, north, and west.
223/903 926617 off > s
You are walking along a small path through the Crseih parklands. Several strange plants cling to
the sides of the pathway, mutated by the strong radiation in this system. The path leads north and
south.
s
There are two obvious exits: south and north.
223/903 926617 off >
You are standing just inside the gate that leads towards Crseih station's docks. All around you
plants spring out from the ground, reaching up towards the flickering shields. Strange shadows
cover the ground as the black hole and the blue giant cross the sky above. A path leads north.
There are two obvious exits: south and north.
A gate guard
223/903 926617 off > s
You pass through the gate, into Crseih's docks.
The crowd of beggars has thinned out here, making way for people from more worlds than you can count
to stand in line to enter Crseih station's main town. Several guards are normally stationed here,
keeping the worst of them from entering. A large gate leads north, into town.
There are two obvious exits: south and north.
223/903 926617 off > s
You are standing on a small trail that leads from Crseih station's main dock to the township.
Several aliens lie near the side of the road, containers nearby to catch spare credits that they
hope people will give them. To the north is the main gates into the town, while the docks are to
the south.
There are two obvious exits: south and north.
A gate guard
223/903 926617 off > s
You are standing on the northern edge of Crseih station's docks. Beggars line the pathway, trying
to get you to part with a few credits. As you watch, a large freighter lands off to the east
somewhere, its engines roaring loudly. The air here is stale and humid, making sweat trickle down
your neck.
se
There are three obvious exits: south, southeast, and north.
223/903 926617 off >
You are standing in the center of the docks for Crseih. You are surrounded by the dead husks of old
ships, and the rusted bodies of several still in use. Small paths have been worn into the hard
packed earth of the docks, leading in almost every direction. From here you can see the first of
Crseih's many protected domes, glittering under its heavy shielding, to the northwest.
There are six obvious exits: south, east, northeast, northwest, north, and west.
223/903 926617 off > s
Beggars swarm around you as you walk through the hot and humid docks of Crseih. Flickering shadows
hide the details of several old ships that stand derelict on the hard packed earth. Above you the
shields flicker in bright colours.
s
There are three obvious exits: south, northeast, and north.
223/903 926617 off > se
Strange shadows flicker along the ground as the dying blue giant rises overhead. The light is given
a strange glow from the shields that cover Crseih. A large docking space has been cleared just to
the southeast, and a well traveled path leads north.
There are two obvious exits: southeast and north.
A jawa beggar
223/903 926617 off >
You are standing on the bright, fetid landing dock on the Crseih station. Around you, other ships
stand at dock, each one looking in worse condition than the one before it. A small pathway has been
marked out here, heading northwest. In that direction, you can see the first of Crseih station's
domes.
The only obvious exit is northwest.
Smuggler
Titania Queen of the Merchants - Finger twist
Crseih station message board and X-wing [239] are here.
223/903 926617 off > s
What?
223/903 926617 off > i
You are carrying:
Gqc's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
A health scanner *Held*.
a bottle of silver liquid *Held*.
Disruption cannon *Held* (wielded).
an empty syringe *Held*.
A small access card *Held*.
Imperial Garrison Badge *Held*.
A Wookiee carrying bag *Held*.
a pile of scrap metal *Held*.
a pile of scrap metal *Held*.
Grand Moff Tarkin's Ring *Held* (worn).
A toolbox *Held*.
Holiday Photograph *Held*.
Gqc's imperial team insignia *Held*.
Mickey Rukh Hat *Held* (worn).
Gqc's wedding band (worn).
Library Card *Held*.
Cardinal's goggles *Held* (worn).
You notice the weight of your equipment.
223/903 926617 off > ds
Smuggler tells you: Sorry Lady, I can't take you anywhere.
223/903 926617 off > l
Thundar enters.
You are standing on the bright, fetid landing dock on the Crseih station. Around you, other ships
stand at dock, each one looking in worse condition than the one before it. A small pathway has been
marked out here, heading northwest. In that direction, you can see the first of Crseih station's
domes.
The only obvious exit is northwest.
Smuggler
Titania Queen of the Merchants - Finger twist
Thundar
Crseih station message board and X-wing [239] are here.
223/903 926617 off >
Thundar tries to track Gqc but fails.
c
Thundar is trying to track you.
You're too busy to baffle anyone just yet.
223/903 926617 off >
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
A dark red beam shoots out of the cannon, nailing your target!
You nick Thundar.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar blasts you with a powerful shot.
Thundar damages you with an energy bolt.
hp: 190 (-33) sp: 3816
c
You're too busy to baffle anyone just yet.
nw
190/903 926620 off >
Thundar tries to track Gqc but fails.
Thundar is trying to track you.
Strange shadows flicker along the ground as the dying blue giant rises overhead. The light is given
a strange glow from the shields that cover Crseih. A large docking space has been cleared just to
the southeast, and a well traveled path leads north.
There are two obvious exits: southeast and north.
A jawa beggar
190/903 926620 off > nw
What?
190/903 926620 off > n
Beggars swarm around you as you walk through the hot and humid docks of Crseih. Flickering shadows
hide the details of several old ships that stand derelict on the hard packed earth. Above you the
shields flicker in bright colours.
w
There are three obvious exits: south, northeast, and north.
190/903 926620 off >
What?
190/903 926620 off > n
You are standing in the center of the docks for Crseih. You are surrounded by the dead husks of old
ships, and the rusted bodies of several still in use. Small paths have been worn into the hard
packed earth of the docks, leading in almost every direction. From here you can see the first of
Crseih's many protected domes, glittering under its heavy shielding, to the northwest.
w
There are six obvious exits: south, east, northeast, northwest, north, and west.
190/903 926620 off > w
Beggars swarm around you as you walk through the hot and humid docks of Crseih. Flickering shadows
hide the details of several old ships that stand derelict on the hard packed earth. Above you the
shields flicker in bright colours.
There are two obvious exits: east and north.
A rodian beggar
190/903 926620 off >
You can use a ranged weapon again.
What?
190/903 926620 off > n
You are standing on the northern edge of Crseih station's docks. Beggars line the pathway, trying
to get you to part with a few credits. As you watch, a large freighter lands off to the east
somewhere, its engines roaring loudly. The air here is stale and humid, making sweat trickle down
your neck.
n
There are three obvious exits: south, southeast, and north.
190/903 926620 off > n
You are standing on a small trail that leads from Crseih station's main dock to the township.
Several aliens lie near the side of the road, containers nearby to catch spare credits that they
hope people will give them. To the north is the main gates into the town, while the docks are to
the south.
There are two obvious exits: south and north.
A gate guard
190/903 926620 off >
The crowd of beggars has thinned out here, making way for people from more worlds than you can count
to stand in line to enter Crseih station's main town. Several guards are normally stationed here,
keeping the worst of them from entering. A large gate leads north, into town.
There are two obvious exits: south and north.
190/903 926620 off > sh
What?
190/903 926620 off > n
You are standing just inside the gate that leads towards Crseih station's docks. All around you
plants spring out from the ground, reaching up towards the flickering shields. Strange shadows
cover the ground as the black hole and the blue giant cross the sky above. A path leads north.
sh
There are two obvious exits: south and north.
A gate guard
190/903 926620 off >
What?
190/903 926620 off > n
You are walking along a small path through the Crseih parklands. Several strange plants cling to
the sides of the pathway, mutated by the strong radiation in this system. The path leads north and
south.
There are two obvious exits: south and north.
190/903 926620 off > sh
What?n
190/903 926620 off >
The path here splits off in several directions. In the center of the clearing is a small fountain,
spewing a thin stream of murky water high into the air. The fountain itself is made to look like
the Emperor, but has been defaced so that it is almost unrecognisable.
There are four obvious exits: south, east, north, and west.
190/903 926620 off > n
You have wandered into a small clearing in the park. Strange plants surround you on all sides, some
towering high into the air, others seem to cower down in the shadows. Several paths lead off
through the plants.
w
There are four obvious exits: south, east, north, and west.
190/903 926620 off >
This small pathway winds its way between the thick plantlife that has been planted here. Strange
shrubs, most no taller than two feet, grow in thick patches in the radiation corrupted soil. The
main path runs north and south, while a smaller, less defined path heads east.
There are three obvious exits: south, east, and north.
190/903 926620 off > w
What?
190/903 926620 off > w
What?
196/903 926620 off > n
A small statue has been placed here, standing in the middle of the three paths that lead into this
clearing. The statue is of a strange looking alien, carved from the local rock.
w
There are four obvious exits: south, east, north, and west.
--SECRET AREA BREAK--
At this time, I escape to a hidden location on the planet. We'll resume with me there, and Thundar finding me. The area's room description has been redacted. I travel a bit to get back to the public areas of the planet.
242/903 926620 off >
You heal yourself.
hp: 282/903 sp: 3816/3816 dr: stoned
Thundar enters.
c
You're too busy to baffle anyone just yet.
282/903 926620 off >
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
You nick Thundar.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar damages you with an energy bolt.
hp: 248 (-34) sp: 3816
c
You're too busy to baffle anyone just yet.
248/903 926623 off >
What?
248/903 926623 off >
Thundar enters.
This is a redacted room.
There are REDACTED obvious exits: REDACTED.
Thundar
248/903 926623 off >
You feel capable again.
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
You nick Thundar lightly.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar injures you severely with an energy bolt.
hp: 232 (-16) sp: 3816
What?
232/903 926624 off >
What?
232/903 926624 off > c
Thundar enters.
This is a redacted room.
There are REDACTED obvious exits: REDACTED.
Thundar
232/903 926624 off >
You attempt to baffle Thundar but fail miserably.
--------baffle fail--------
232/903 926624 off >
Thundar intimidates you with his great bulk and large teeth, causing you to freeze in terror!
e
You are paralyzed.
232/903 926624 off >
You are paralyzed and cannot attack.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar blasts you with a powerful shot.
Thundar annihilates you completely with an energy bolt.
hp: 122 (-110) sp: 3816
You can move again.
Thundar enters.
c
This is a redacted room.
There are REDACTED obvious exits: REDACTED.
Thundar
122/903 926624 off >
You're too busy to baffle anyone just yet.
122/903 926624 off >
Thundar enters.
The paths here split and form a small circle around the base of a massive tree. The tree towers
roughly forty feet into the air, and seems to be the largest plant in the park. The bark on the
tree is blistered and marked from the radiation on the station. Paths lead off in several
directions.
There are three obvious exits: south, east, and west.
Thundar
122/903 926624 off > s
Thundar enters.
You have wandered into a small clearing in the park. Strange plants surround you on all sides, some
towering high into the air, others seem to cower down in the shadows. Several paths lead off
through the plants.
There are four obvious exits: south, east, north, and west.
Thundar
122/903 926624 off >
Thundar enters.
The path here splits off in several directions. In the center of the clearing is a small fountain,
spewing a thin stream of murky water high into the air. The fountain itself is made to look like
the Emperor, but has been defaced so that it is almost unrecognisable.
There are four obvious exits: south, east, north, and west.
Thundar
122/903 926624 off >
You can use a ranged weapon again.
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
You nick Thundar.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar injures you with an energy bolt.
hp: 108 (-14) sp: 3816
ditch thundar
108/903 926626 off >
You run away.
Thundar enters.
You have wandered into a small clearing in the park. Strange plants surround you on all sides, some
towering high into the air, others seem to cower down in the shadows. Several paths lead off
through the plants.
There are four obvious exits: south, east, north, and west.
Thundar
Your legs take you north.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar injures you with an energy bolt.
hp: 94 (-14) sp: 3816
ditch thundar
94/903 926626 off > ditch thundar
94/903 926626 off > ditch thundar
94/903 926626 off > s
You feel capable again.
You can use a ranged weapon again.
You run away.
Thundar enters.
This small pathway winds its way between the thick plantlife that has been planted here. Strange
shrubs, most no taller than two feet, grow in thick patches in the radiation corrupted soil. The
main path runs north and south, while a smaller, less defined path heads east.
There are three obvious exits: south, east, and north.
Thundar
Your legs take you west.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar nicks you with an energy bolt.
hp: 85 (-9) sp: 3816
Thundar enters.
The path here wanders through the alien parklands of Crseih station. Strange plants stand either
side of the thin pathway. The main path runs east-west, and a smaller pathway runs north.
There are three obvious exits: east, north, and west.
Thundar
85/903 926626 off >
Thundar hurls his paw into your face.
hp: 78 (-7) sp: 3816
s
What?
78/903 926626 off >
You run away.
Thundar enters.
The path through the park takes a sharp turn here, heading north and east. Several large plants
have been planted near the southern edge of the path, small purple flowers covering the thin
branches.
There are two obvious exits: east and north.
Thundar
Your legs take you west.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar wounds you with an energy bolt.
hp: 62 (-23) sp: 3816
You run away.
Thundar enters.
The path here wanders through the alien parklands of Crseih station. Strange plants stand either
side of the thin pathway. The main path runs east-west, and a smaller pathway runs north.
There are three obvious exits: east, north, and west.
Thundar
Your legs take you east.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar nicks you with an energy bolt.
hp: 53 (-9) sp: 3816
Thundar intimidates you with his great bulk and large teeth, causing you to freeze in terror!
ditch thundar
You are paralyzed.
n
53/903 926626 off >
You are paralyzed.
53/903 926626 off > ditch thundar
You are paralyzed.
53/903 926626 off >
You run away.
You are paralyzed.
Your legs take you north.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar injures you with an energy bolt.
hp: 39 (-14) sp: 3816
You can move again.
ditch thundar
You make Thundar eat your dun
st.
39/903 926626 off >
This small pathway winds its way between the thick plantlife that has been planted here. Strange
shrubs, most no taller than two feet, grow in thick patches in the radiation corrupted soil. The
main path runs north and south, while a smaller, less defined path heads east.
There are three obvious exits: south, east, and north.
39/903 926626 off > e
You have wandered into a small clearing in the park. Strange plants surround you on all sides, some
towering high into the air, others seem to cower down in the shadows. Several paths lead off
through the plants.
There are four obvious exits: south, east, north, and west.
39/903 926626 off > e
The path here is almost covered in weeds. The small green plants have grown up between the cracks
in the old pavement. Several paths, all better looked after than this one, can be seen to the
north, east and west.
There are three obvious exits: east, north, and west.
39/903 926626 off > ca
What?e
39/903 926626 off >
The plants here thin out slightly as the path approaches a large gate. Just east of here you can
see several of the local citizens of Crseih station moving in slow, orderly lines through this large
portal. The paths in the park also continue to the south and west.
There are three obvious exits: south, east, and west.
39/903 926626 off > kit
You feel capable again.
ca
You get A medkit from A Wookiee carrying bag *Held*.
39/903 926626 off > ca
This patient needs 388 more seconds to recover from the last cureall.
39/903 926626 off >
This patient needs 388 more seconds to recover from the last cureall.
39/903 926626 off > e
A thin path through the park leads upto the front of a large ferricote archway leading to Crseih
station's industrial center. Several natives stand in line, waiting for their turn to pass through
to places of work.
n
There are two obvious exits: east and west.
Two gate guards
39/903 926626 off >
What?
39/903 926626 off > superheal
You need to rest another 2 minutes 28 seconds before you can superheal again.
39/903 926626 off > ref
You fill the syringe with silver liquid from the bottle.
39/903 926626 off > inj gqc
You try to inject yourself, but wimp out and get silver liquid everywhere.
39/903 926626 off > e
The guards look over your access card, and let you pass. One of the guards blushes and says:
Sorry, I forgot. That area is not yet finished. Please come back later.
39/903 926626 off > e
The guards look over your access card, and let you pass. One of the guards blushes and says:
Sorry, I forgot. That area is not yet finished. Please come back later.
inj gqc
39/903 926626 off >
You must catch your breath before you can inject somebody.
39/903 926626 off > look
A thin path through the park leads upto the front of a large ferricote archway leading to Crseih
station's industrial center. Several natives stand in line, waiting for their turn to pass through
to places of work.
inj gqc
There are two obvious exits: east and west.
Two gate guards
39/903 926626 off > inj gqc
You must catch your breath before you can inject somebody.
39/903 926626 off >
You must catch your breath before you can inject somebody.
39/903 926626 off > w
You feel capable again.
n
The plants here thin out slightly as the path approaches a large gate. Just east of here you can
see several of the local citizens of Crseih station moving in slow, orderly lines through this large
portal. The paths in the park also continue to the south and west.
There are three obvious exits: south, east, and west.
39/903 926626 off > inj gqc
What?
39/903 926626 off >
You stick a needle deep into your own flesh.
Your wounds heal over as the drug runs through your body.
hp: 61/903 (+22)
61/903 926626 off > n
What?
61/903 926626 off > n
What?w
61/903 926626 off >
The path here is almost covered in weeds. The small green plants have grown up between the cracks
in the old pavement. Several paths, all better looked after than this one, can be seen to the
north, east and west.
There are three obvious exits: east, north, and west.
61/903 926626 off >
You feel capable again.
tell thundar bah 22 silver :(
You tell Thundar: bah 22 silver :(
69/903 926626 off > reply come finish me off
You reply to Sead: come finish me off
e
69/903 926626 off >
The plants here thin out slightly as the path approaches a large gate. Just east of here you can
see several of the local citizens of Crseih station moving in slow, orderly lines through this large
portal. The paths in the park also continue to the south and west.
There are three obvious exits: south, east, and west.
69/903 926626 off > reply mis
You reply to Sead: mis
69/903 926626 off > tell thundar come finish me off
You tell Thundar: come finish me off
l
69/903 926626 off > look
The plants here thin out slightly as the path approaches a large gate. Just east of here you can
see several of the local citizens of Crseih station moving in slow, orderly lines through this large
portal. The paths in the park also continue to the south and west.
There are three obvious exits: south, east, and west.
69/903 926626 off >
The plants here thin out slightly as the path approaches a large gate. Just east of here you can
see several of the local citizens of Crseih station moving in slow, orderly lines through this large
portal. The paths in the park also continue to the south and west.
There are three obvious exits: south, east, and west.
69/903 926626 off > n
What?e
69/903 926626 off >
A thin path through the park leads upto the front of a large ferricote archway leading to Crseih
station's industrial center. Several natives stand in line, waiting for their turn to pass through
to places of work.
There are two obvious exits: east and west.
Two gate guards
69/903 926626 off > n
What?e
69/903 926626 off >
The guards look over your access card, and let you pass. One of the guards blushes and says:
Sorry, I forgot. That area is not yet finished. Please come back later.
69/903 926626 off > n
What?w
69/903 926626 off > w
The plants here thin out slightly as the path approaches a large gate. Just east of here you can
see several of the local citizens of Crseih station moving in slow, orderly lines through this large
portal. The paths in the park also continue to the south and west.
There are three obvious exits: south, east, and west.
69/903 926626 off >
The path here is almost covered in weeds. The small green plants have grown up between the cracks
in the old pavement. Several paths, all better looked after than this one, can be seen to the
north, east and west.
There are three obvious exits: east, north, and west.
69/903 926626 off > n
The parklands thin out here, paths heading into the clearing from several different directions. A
large basin of water stands in the center of the clearing, a statue in its center throwing water
high into the air.
n
There are five obvious exits: south, east, northwest, north, and west.
Three sinjaks
69/903 926626 off >
The path here splits in several directions. A large leather tent has been set up to the east, its
flaps open, with a small sign posted above it. The sounds of water can be heard from the south.
There are four obvious exits: south, east, north, and west.
69/903 926626 off > e
This small tent is used by a grizzled old mercenary who now works as a combat medic. A small sign
posted near the door states that he is willing to sell his skills with no questions asked. The
tent's exit is to the west.
The only obvious exit is west.
A Ithorian patient
A grizzled old combat medic
69/903 926626 off > w
w
The path here splits in several directions. A large leather tent has been set up to the east, its
flaps open, with a small sign posted above it. The sounds of water can be heard from the south.
There are four obvious exits: south, east, north, and west.
69/903 926626 off > w
This small section of the park rests in the shadow of a massive tree that stands just south of here.
Most of the plants here seem to have suffered less from the radiation then elsewhere in the park.
Paths wind out of this clearing in several directions.
There are four obvious exits: southeast, east, north, and west.
69/903 926626 off >
The path here travels beside a large hedge to the west. This sickly looking plant has suffered
rather badly from the high levels of radiation on the station. A small side path travels east,
while a larger path runs north-south.
There are three obvious exits: south, east, and north.
69/903 926626 off > w
What?n
69/903 926626 off >
A thick ferricote wall stands here, blocking any travel to the north. Strange vines cover the wall,
almost hiding it from your view. A strangely shaped hedge is west and south from here, casting
strange shadows on the ground. A large path leads east-west, while a smaller path follows the side
of the hedge to the south.
There are three obvious exits: south, east, and west.
69/903 926626 off > n
What?
77/903 926626 off > delays
w
cureall: 5 minutes and 52 seconds
silver poison: 9 minutes and 34 seconds
superheal: 1 minutes and 54 seconds
77/903 926626 off >
You are standing just south of one of the park's gates. The large ferricote structure can be seen
to the north, a pair of guards standing next to it. Looking around, you notice several strange
plants here, clinging to the thick walls.
There are three obvious exits: east, north, and west.
77/903 926626 off > n
A thick path through the park leads upto the front of a large ferricote archway leads deeper into
Crseih station's complex set of domes. Several natives stand in line, waiting for their turn to
pass through the gate.
TICK IN 5 SECONDS.
There are two obvious exits: south and north.
Two gate guards
77/903 926626 off > n
The guards look over your access card, and let you pass.
w
The walls of the shacks are made from the thickest material that their owners could find in an
attempt to protect them from the radiation. Small insects bite at your legs and arms as you walk
through the streets. Several dirt covered children cling to their mother as you pass. Dark shadows
seem to hide between the hovels of the slums.
There is a large gateway to the south.
There are two obvious exits: south and north.
77/903 926626 off >
What?
77/903 926626 off > n
Various beings line the sides of the small trail you are on, glaring at you from behind dirt covered
faces. Dark shadows seem to hide between the hovels of the slums. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
There are two obvious exits: south and north.
77/903 926626 off > n
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Silent beggars follow you with their eyes as you walk between the
lopsided hovels. Various beings line the sides of the small trail you are on, glaring at you from
behind dirt covered faces. Dark shadows seem to hide between the hovels of the slums.
There are five obvious exits: northeast, northwest, east, south, and west.
77/903 926626 off > n
What?
77/903 926626 off > w
There is a quick scurry of feet as someone ducks down one of the many alleys. Dark shadows seem to
hide between the hovels of the slums. Small insects bite at your legs and arms as you walk through
the streets. The walls of the shacks are made from the thickest material that their owners could
find in an attempt to protect them from the radiation.
n
There are two obvious exits: east and west.
A Human beggar
77/903 926626 off >
What?
77/903 926626 off > n
What?w
77/903 926626 off > n
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation. There is a quick scurry
of feet as someone ducks down one of the many alleys.
There are three obvious exits: northwest, south, and east.
77/903 926626 off >
What?
77/903 926626 off > n
What?w
77/903 926626 off >
What?
77/903 926626 off > nw
Several dirt covered children cling to their mother as you pass. Small insects bite at your legs
and arms as you walk through the streets. The energy shield overhead seems slightly less stable in
this part of town, allowing higher levels of radiation to filter through. The walls of the shacks
are made from the thickest material that their owners could find in an attempt to protect them from
the radiation.
n
There are three obvious exits: southeast, south, and north.
77/903 926626 off >
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Dark stains cover the ground here, as if blood had been spilt here
recently. Large cracks cover the walls of several of the hovels here. The walls of the shacks are
made from the thickest material that their owners could find in an attempt to protect them from the
radiation.
There are three obvious exits: east, south, and southwest.
77/903 926626 off > n
What?
77/903 926626 off > e
There is a quick scurry of feet as someone ducks down one of the many alleys. Various beings line
the sides of the small trail you are on, glaring at you from behind dirt covered faces. Dark stains
cover the ground here, as if blood had been spilt here recently. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
n
There are three obvious exits: southeast, east, and west.
77/903 926626 off >
What?
77/903 926626 off > n
What?nw
77/903 926626 off > w
What?
77/903 926626 off >
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Dark stains cover the ground here, as if blood had been spilt here
recently. Large cracks cover the walls of several of the hovels here. The walls of the shacks are
made from the thickest material that their owners could find in an attempt to protect them from the
radiation.
There are three obvious exits: east, south, and southwest.
77/903 926626 off > w
What?nw
77/903 926626 off >
What?
77/903 926626 off > s
Several dirt covered children cling to their mother as you pass. Small insects bite at your legs
and arms as you walk through the streets. The energy shield overhead seems slightly less stable in
this part of town, allowing higher levels of radiation to filter through. The walls of the shacks
are made from the thickest material that their owners could find in an attempt to protect them from
the radiation.
w
There are three obvious exits: southeast, south, and north.
77/903 926626 off >
What?
77/903 926626 off > nw
What?sw
77/903 926626 off >
What?
77/903 926626 off > e
What?
77/903 926626 off > n
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Dark stains cover the ground here, as if blood had been spilt here
recently. Large cracks cover the walls of several of the hovels here. The walls of the shacks are
made from the thickest material that their owners could find in an attempt to protect them from the
radiation.
There are three obvious exits: east, south, and southwest.
77/903 926626 off > e
There is a quick scurry of feet as someone ducks down one of the many alleys. Various beings line
the sides of the small trail you are on, glaring at you from behind dirt covered faces. Dark stains
cover the ground here, as if blood had been spilt here recently. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
There are three obvious exits: southeast, east, and west.
77/903 926626 off > n
What?
77/903 926626 off > ne
What?e
77/903 926626 off >
Silent beggars follow you with their eyes as you walk between the lopsided hovels. Somewhere off to
the north you can hear loud chanting. Dark stains cover the ground here, as if blood had been spilt
here recently. Small insects bite at your legs and arms as you walk through the streets.
There are two obvious exits: south and west.
77/903 926626 off > n
What?
77/903 926626 off > w
w
There is a quick scurry of feet as someone ducks down one of the many alleys. Various beings line
the sides of the small trail you are on, glaring at you from behind dirt covered faces. Dark stains
cover the ground here, as if blood had been spilt here recently. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
There are three obvious exits: southeast, east, and west.
85/903 926626 off >
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Dark stains cover the ground here, as if blood had been spilt here
recently. Large cracks cover the walls of several of the hovels here. The walls of the shacks are
made from the thickest material that their owners could find in an attempt to protect them from the
radiation.
There are three obvious exits: east, south, and southwest.
85/903 926626 off > sw
Large cracks cover the walls of several of the hovels here. The energy shield overhead seems
slightly less stable in this part of town, allowing higher levels of radiation to filter through.
Small insects bite at your legs and arms as you walk through the streets.
There are four obvious exits: northeast, southeast, south, and southwest.
85/903 926626 off > w
What?
85/903 926626 off > s
There is a quick scurry of feet as someone ducks down one of the many alleys. Somewhere off to the
north you can hear loud chanting. Small insects bite at your legs and arms as you walk through the
streets. Large cracks cover the walls of several of the hovels here.
There are three obvious exits: east, north, and west.
85/903 926626 off > w
Small insects bite at your legs and arms as you walk through the streets. Somewhere off to the
north you can hear loud chanting. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation.
w
There are three obvious exits: northeast, east, and south.
85/903 926626 off >
What?
85/903 926626 off > nw
What?n
85/903 926626 off >
What?
85/903 926626 off > s
Dark shadows seem to hide between the hovels of the slums. Various beings line the sides of the
small trail you are on, glaring at you from behind dirt covered faces. Dark stains cover the ground
here, as if blood had been spilt here recently.
w
There are two obvious exits: southeast and north.
85/903 926626 off >
What?
85/903 926626 off > sw
What?
85/903 926626 off > se
Dark shadows seem to hide between the hovels of the slums. Small insects bite at your legs and arms
as you walk through the streets. There is a quick scurry of feet as someone ducks down one of the
many alleys. Silent beggars follow you with their eyes as you walk between the lopsided hovels.
The only obvious exit is northwest.
A Human gang member
A Rodian gang member
85/903 926626 off > e
What?
85/903 926626 off >
You run away.
delays
Dark shadows seem to hide between the hovels of the slums. Various beings line the sides of the
small trail you are on, glaring at you from behind dirt covered faces. Dark stains cover the ground
here, as if blood had been spilt here recently.
There are two obvious exits: southeast and north.
Your legs take you northwest.
cureall: 5 minutes and 20 seconds
silver poison: 9 minutes and 2 seconds
superheal: 1 minutes and 22 seconds
85/903 926626 off > n
Small insects bite at your legs and arms as you walk through the streets. Somewhere off to the
north you can hear loud chanting. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation.
There are three obvious exits: northeast, east, and south.
85/903 926626 off > n
What?
85/903 926626 off > ne
Large cracks cover the walls of several of the hovels here. The energy shield overhead seems
slightly less stable in this part of town, allowing higher levels of radiation to filter through.
Small insects bite at your legs and arms as you walk through the streets.
There are four obvious exits: northeast, southeast, south, and southwest.
85/903 926626 off > ne
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Dark stains cover the ground here, as if blood had been spilt here
recently. Large cracks cover the walls of several of the hovels here. The walls of the shacks are
made from the thickest material that their owners could find in an attempt to protect them from the
radiation.
There are three obvious exits: east, south, and southwest.
85/903 926626 off > n
What?
85/903 926626 off > e
There is a quick scurry of feet as someone ducks down one of the many alleys. Various beings line
the sides of the small trail you are on, glaring at you from behind dirt covered faces. Dark stains
cover the ground here, as if blood had been spilt here recently. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
n
There are three obvious exits: southeast, east, and west.
85/903 926626 off >
What?
85/903 926626 off > ne
What?
85/903 926626 off > nw
What?
85/903 926626 off > e
Silent beggars follow you with their eyes as you walk between the lopsided hovels. Somewhere off to
the north you can hear loud chanting. Dark stains cover the ground here, as if blood had been spilt
here recently. Small insects bite at your legs and arms as you walk through the streets.
se
There are two obvious exits: south and west.
85/903 926626 off >
What?
85/903 926626 off > s
Dark stains cover the ground here, as if blood had been spilt here recently. Silent beggars follow
you with their eyes as you walk between the lopsided hovels. Large cracks cover the walls of
several of the hovels here.
e
There are three obvious exits: northwest, southeast, and north.
85/903 926626 off >
What?
85/903 926626 off > n
Silent beggars follow you with their eyes as you walk between the lopsided hovels. Somewhere off to
the north you can hear loud chanting. Dark stains cover the ground here, as if blood had been spilt
here recently. Small insects bite at your legs and arms as you walk through the streets.
There are two obvious exits: south and west.
85/903 926626 off > s
Dark stains cover the ground here, as if blood had been spilt here recently. Silent beggars follow
you with their eyes as you walk between the lopsided hovels. Large cracks cover the walls of
several of the hovels here.
There are three obvious exits: northwest, southeast, and north.
93/903 926626 off > nw
There is a quick scurry of feet as someone ducks down one of the many alleys. Various beings line
the sides of the small trail you are on, glaring at you from behind dirt covered faces. Dark stains
cover the ground here, as if blood had been spilt here recently. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
n
There are three obvious exits: southeast, east, and west.
93/903 926626 off >
What?
93/903 926626 off > e
Silent beggars follow you with their eyes as you walk between the lopsided hovels. Somewhere off to
the north you can hear loud chanting. Dark stains cover the ground here, as if blood had been spilt
here recently. Small insects bite at your legs and arms as you walk through the streets.
There are two obvious exits: south and west.
93/903 926626 off > s
Dark stains cover the ground here, as if blood had been spilt here recently. Silent beggars follow
you with their eyes as you walk between the lopsided hovels. Large cracks cover the walls of
several of the hovels here.
There are three obvious exits: northwest, southeast, and north.
93/903 926626 off > w
What?
93/903 926626 off > nw
There is a quick scurry of feet as someone ducks down one of the many alleys. Various beings line
the sides of the small trail you are on, glaring at you from behind dirt covered faces. Dark stains
cover the ground here, as if blood had been spilt here recently. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
There are three obvious exits: southeast, east, and west.
93/903 926626 off > delays
cureall: 5 minutes and 2 seconds
silver poison: 8 minutes and 44 seconds
superheal: 1 minutes and 4 seconds
93/903 926626 off > s
What?
93/903 926626 off > w
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Dark stains cover the ground here, as if blood had been spilt here
recently. Large cracks cover the walls of several of the hovels here. The walls of the shacks are
made from the thickest material that their owners could find in an attempt to protect them from the
radiation.
There are three obvious exits: east, south, and southwest.
93/903 926626 off > nw
What?
93/903 926626 off > n
What?
93/903 926626 off > ne
What?
93/903 926626 off > w
What?s
93/903 926626 off >
Several dirt covered children cling to their mother as you pass. Small insects bite at your legs
and arms as you walk through the streets. The energy shield overhead seems slightly less stable in
this part of town, allowing higher levels of radiation to filter through. The walls of the shacks
are made from the thickest material that their owners could find in an attempt to protect them from
the radiation.
There are three obvious exits: southeast, south, and north.
Thundar
93/903 926626 off >
Thundar leaves south.
w
What?s
93/903 926626 off > se
Several dirt covered children cling to their mother as you pass. Dark shadows seem to hide between
the hovels of the slums. Somewhere off to the north you can hear loud chanting.
There are three obvious exits: northwest, west, and north.
Thundar
93/903 926626 off >
You run away.
Several dirt covered children cling to their mother as you pass. Small insects bite at your legs
and arms as you walk through the streets. The energy shield overhead seems slightly less stable in
this part of town, allowing higher levels of radiation to filter through. The walls of the shacks
are made from the thickest material that their owners could find in an attempt to protect them from
the radiation.
There are three obvious exits: southeast, south, and north.
Your legs take you north.
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation. There is a quick scurry
of feet as someone ducks down one of the many alleys.
There are three obvious exits: northwest, south, and east.
93/903 926626 off > e
There is a quick scurry of feet as someone ducks down one of the many alleys. Dark shadows seem to
hide between the hovels of the slums. Small insects bite at your legs and arms as you walk through
the streets. The walls of the shacks are made from the thickest material that their owners could
find in an attempt to protect them from the radiation.
s
There are two obvious exits: east and west.
A Human beggar
93/903 926626 off > s
What?
93/903 926626 off >
What?
93/903 926626 off > delays w
Syntax: delays
This skill lists any delays pending for skills with delays greater than 30 seconds.
The following skills/items are listed in delays:
absorb/dissipate energy awareness
battle meditation bioengineering
bioengineering surgery carsunum
combine compel
construct construct ammo (aconstruct)
cultivate patch cureall
decay decoy
disable duplicate
manipulate DNA enhance attribute
force shield forge (cab cards)
glitterstim hack bank
haste hostile takeover
immunity inspire
ionpulse ionshield
linehack manufacture
memory wipe personalize
project damage rally
red poison setup lab
shield from force silver poison
superheal superheal other
adrenaline rush jury rig
relief effort nanotechnology
extortion hire double
93/903 926626 off > wimpy 0
Wimpy set to 0%, which is 0 hit points.
93/903 926626 off > look
There is a quick scurry of feet as someone ducks down one of the many alleys. Dark shadows seem to
hide between the hovels of the slums. Small insects bite at your legs and arms as you walk through
the streets. The walls of the shacks are made from the thickest material that their owners could
find in an attempt to protect them from the radiation.
There are two obvious exits: east and west.
A Human beggar
93/903 926626 off > w
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation. There is a quick scurry
of feet as someone ducks down one of the many alleys.
s
There are three obvious exits: northwest, south, and east.
93/903 926626 off >
It is a wonder that anyone could live in this type of squalor. There are none of the comforts you
are used to here, the hovel is almost empty. The floor of the hovel is just bare rock, the dirt
swept out into the streets.
The only obvious exit is north.
93/903 926626 off > s
What?
93/903 926626 off > delays
cureall: 4 minutes and 48 seconds
silver poison: 8 minutes and 30 seconds
superheal: 50 seconds
93/903 926626 off > n
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation. There is a quick scurry
of feet as someone ducks down one of the many alleys.
e
There are three obvious exits: northwest, south, and east.
100/903 926626 off > ne
There is a quick scurry of feet as someone ducks down one of the many alleys. Dark shadows seem to
hide between the hovels of the slums. Small insects bite at your legs and arms as you walk through
the streets. The walls of the shacks are made from the thickest material that their owners could
find in an attempt to protect them from the radiation.
There are two obvious exits: east and west.
A Human beggar
100/903 926626 off >
What?
100/903 926626 off > e
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Silent beggars follow you with their eyes as you walk between the
lopsided hovels. Various beings line the sides of the small trail you are on, glaring at you from
behind dirt covered faces. Dark shadows seem to hide between the hovels of the slums.
se
There are five obvious exits: northeast, northwest, east, south, and west.
100/903 926626 off >
What?
100/903 926626 off > e
Large cracks cover the walls of several of the hovels here. Dark stains cover the ground here, as
if blood had been spilt here recently. Somewhere off to the north you can hear loud chanting. Dark
shadows seem to hide between the hovels of the slums.
s
There are three obvious exits: east, north, and west.
100/903 926626 off >
What?
100/903 926626 off > e
Dark stains cover the ground here, as if blood had been spilt here recently. The walls of the
shacks are made from the thickest material that their owners could find in an attempt to protect
them from the radiation. Silent beggars follow you with their eyes as you walk between the lopsided
hovels.
s
There are two obvious exits: southwest and west.
100/903 926626 off >
What?
100/903 926626 off > sw
The only decoration in the hovel is a small painting of alien make. The floor of the hovel is just
bare rock, the dirt swept out into the streets. It is a wonder that anyone could live in this type
of squalor.
The only obvious exit is northeast.
100/903 926626 off > sw
What?ne
100/903 926626 off >
Dark stains cover the ground here, as if blood had been spilt here recently. The walls of the
shacks are made from the thickest material that their owners could find in an attempt to protect
them from the radiation. Silent beggars follow you with their eyes as you walk between the lopsided
hovels.
There are two obvious exits: southwest and west.
100/903 926626 off > w
Large cracks cover the walls of several of the hovels here. Dark stains cover the ground here, as
if blood had been spilt here recently. Somewhere off to the north you can hear loud chanting. Dark
shadows seem to hide between the hovels of the slums.
There are three obvious exits: east, north, and west.
100/903 926626 off > nw
What?w
100/903 926626 off > n
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Silent beggars follow you with their eyes as you walk between the
lopsided hovels. Various beings line the sides of the small trail you are on, glaring at you from
behind dirt covered faces. Dark shadows seem to hide between the hovels of the slums.
There are five obvious exits: northeast, northwest, east, south, and west.
100/903 926626 off >
What?
100/903 926626 off > w
There is a quick scurry of feet as someone ducks down one of the many alleys. Dark shadows seem to
hide between the hovels of the slums. Small insects bite at your legs and arms as you walk through
the streets. The walls of the shacks are made from the thickest material that their owners could
find in an attempt to protect them from the radiation.
sw
There are two obvious exits: east and west.
A Human beggar
100/903 926626 off >
What?
100/903 926626 off > w
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation. There is a quick scurry
of feet as someone ducks down one of the many alleys.
s
There are three obvious exits: northwest, south, and east.
100/903 926626 off >
It is a wonder that anyone could live in this type of squalor. There are none of the comforts you
are used to here, the hovel is almost empty. The floor of the hovel is just bare rock, the dirt
swept out into the streets.
The only obvious exit is north.
100/903 926626 off > delays
cureall: 4 minutes and 36 seconds
silver poison: 8 minutes and 18 seconds
superheal: 38 seconds
100/903 926626 off > n
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation. There is a quick scurry
of feet as someone ducks down one of the many alleys.
nw
There are three obvious exits: northwest, south, and east.
100/903 926626 off >
Several dirt covered children cling to their mother as you pass. Small insects bite at your legs
and arms as you walk through the streets. The energy shield overhead seems slightly less stable in
this part of town, allowing higher levels of radiation to filter through. The walls of the shacks
are made from the thickest material that their owners could find in an attempt to protect them from
the radiation.
There are three obvious exits: southeast, south, and north.
Thundar
100/903 926626 off > w
Thundar leaves southeast.
What?
100/903 926626 off > n
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Dark stains cover the ground here, as if blood had been spilt here
recently. Large cracks cover the walls of several of the hovels here. The walls of the shacks are
made from the thickest material that their owners could find in an attempt to protect them from the
radiation.
n
There are three obvious exits: east, south, and southwest.
100/903 926626 off >
What?
100/903 926626 off > ne
What?
100/903 926626 off > e
Thundar enters.
There is a quick scurry of feet as someone ducks down one of the many alleys. Various beings line
the sides of the small trail you are on, glaring at you from behind dirt covered faces. Dark stains
cover the ground here, as if blood had been spilt here recently. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
There are three obvious exits: southeast, east, and west.
100/903 926626 off >
Thundar enters.
Thundar tries to track Gqc but fails.
heal gqc
Thundar is trying to track you.
d
e
You begin to meditate, concentrating on healing...
100/903 926626 off >
What?
100/903 926626 off >
Silent beggars follow you with their eyes as you walk between the lopsided hovels. Somewhere off to
the north you can hear loud chanting. Dark stains cover the ground here, as if blood had been spilt
here recently. Small insects bite at your legs and arms as you walk through the streets.
There are two obvious exits: south and west.
100/903 926626 off > e
What?
100/903 926626 off >
Thundar enters.
s
Dark stains cover the ground here, as if blood had been spilt here recently. Silent beggars follow
you with their eyes as you walk between the lopsided hovels. Large cracks cover the walls of
several of the hovels here.
There are three obvious exits: northwest, southeast, and north.
100/903 926626 off > s
What?w
100/903 926626 off >
You fail to heal yourself.
heal gqc
What?
100/903 926626 off >
Thundar enters.
You cannot use this skill again so quickly.
100/903 926626 off >
Thundar tries to track Gqc but fails.
Thundar is trying to track you.
s
What?
100/903 926626 off > n
Silent beggars follow you with their eyes as you walk between the lopsided hovels. Somewhere off to
the north you can hear loud chanting. Dark stains cover the ground here, as if blood had been spilt
here recently. Small insects bite at your legs and arms as you walk through the streets.
There are two obvious exits: south and west.
100/903 926626 off > n
What?
107/903 926626 off > w
Thundar enters.
w
There is a quick scurry of feet as someone ducks down one of the many alleys. Various beings line
the sides of the small trail you are on, glaring at you from behind dirt covered faces. Dark stains
cover the ground here, as if blood had been spilt here recently. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
There are three obvious exits: southeast, east, and west.
107/903 926626 off > s
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Dark stains cover the ground here, as if blood had been spilt here
recently. Large cracks cover the walls of several of the hovels here. The walls of the shacks are
made from the thickest material that their owners could find in an attempt to protect them from the
radiation.
There are three obvious exits: east, south, and southwest.
107/903 926626 off >
Several dirt covered children cling to their mother as you pass. Small insects bite at your legs
and arms as you walk through the streets. The energy shield overhead seems slightly less stable in
this part of town, allowing higher levels of radiation to filter through. The walls of the shacks
are made from the thickest material that their owners could find in an attempt to protect them from
the radiation.
There are three obvious exits: southeast, south, and north.
107/903 926626 off >
You feel capable again.
sw
What?s
107/903 926626 off >
Several dirt covered children cling to their mother as you pass. Dark shadows seem to hide between
the hovels of the slums. Somewhere off to the north you can hear loud chanting.
There are three obvious exits: northwest, west, and north.
107/903 926626 off > e
What?s
107/903 926626 off >
What?
107/903 926626 off > w
There is a quick scurry of feet as someone ducks down one of the many alleys. Somewhere off to the
north you can hear loud chanting. Small insects bite at your legs and arms as you walk through the
streets. Large cracks cover the walls of several of the hovels here.
There are three obvious exits: east, north, and west.
107/903 926626 off > w
Small insects bite at your legs and arms as you walk through the streets. Somewhere off to the
north you can hear loud chanting. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation.
There are three obvious exits: northeast, east, and south.
107/903 926626 off > nw
What?
107/903 926626 off > delays
cureall: 4 minutes and 18 seconds
silver poison: 8 minutes and 0 seconds
superheal: 20 seconds
107/903 926626 off > n
What?
107/903 926626 off > e
There is a quick scurry of feet as someone ducks down one of the many alleys. Somewhere off to the
north you can hear loud chanting. Small insects bite at your legs and arms as you walk through the
streets. Large cracks cover the walls of several of the hovels here.
n
There are three obvious exits: east, north, and west.
107/903 926626 off >
Large cracks cover the walls of several of the hovels here. The energy shield overhead seems
slightly less stable in this part of town, allowing higher levels of radiation to filter through.
Small insects bite at your legs and arms as you walk through the streets.
There are four obvious exits: northeast, southeast, south, and southwest.
107/903 926626 off > n
What?ne
107/903 926626 off >
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Dark stains cover the ground here, as if blood had been spilt here
recently. Large cracks cover the walls of several of the hovels here. The walls of the shacks are
made from the thickest material that their owners could find in an attempt to protect them from the
radiation.
There are three obvious exits: east, south, and southwest.
107/903 926626 off > n
What?
107/903 926626 off > e
There is a quick scurry of feet as someone ducks down one of the many alleys. Various beings line
the sides of the small trail you are on, glaring at you from behind dirt covered faces. Dark stains
cover the ground here, as if blood had been spilt here recently. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
There are three obvious exits: southeast, east, and west.
Thundar
107/903 926626 off >
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
You injure Thundar severely.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar nicks you lightly with an energy bolt.
hp: 101 (-6) sp: 3816
n
What?w
101/903 926630 off >
Thundar tries to track Gqc but fails.
Thundar is trying to track you.
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Dark stains cover the ground here, as if blood had been spilt here
recently. Large cracks cover the walls of several of the hovels here. The walls of the shacks are
made from the thickest material that their owners could find in an attempt to protect them from the
radiation.
There are three obvious exits: east, south, and southwest.
101/903 926630 off > w
What?s
101/903 926630 off >
Several dirt covered children cling to their mother as you pass. Small insects bite at your legs
and arms as you walk through the streets. The energy shield overhead seems slightly less stable in
this part of town, allowing higher levels of radiation to filter through. The walls of the shacks
are made from the thickest material that their owners could find in an attempt to protect them from
the radiation.
There are three obvious exits: southeast, south, and north.
101/903 926630 off > s
Several dirt covered children cling to their mother as you pass. Dark shadows seem to hide between
the hovels of the slums. Somewhere off to the north you can hear loud chanting.
s
There are three obvious exits: northwest, west, and north.
101/903 926630 off >
What?
101/903 926630 off > w
There is a quick scurry of feet as someone ducks down one of the many alleys. Somewhere off to the
north you can hear loud chanting. Small insects bite at your legs and arms as you walk through the
streets. Large cracks cover the walls of several of the hovels here.
There are three obvious exits: east, north, and west.
101/903 926630 off >
You can use a ranged weapon again.
w
Small insects bite at your legs and arms as you walk through the streets. Somewhere off to the
north you can hear loud chanting. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation.
There are three obvious exits: northeast, east, and south.
101/903 926630 off > s
Dark shadows seem to hide between the hovels of the slums. Various beings line the sides of the
small trail you are on, glaring at you from bs
ehind dirt covered faces. Dark stains cover the ground
here, as if blood had been spilt here recently.
There are two obvious exits: southeast and north.
101/903 926630 off >
What?
101/903 926630 off > e
What?se
101/903 926630 off >
Dark shadows seem to hide between the hovels of the slums. Small insects bite at your legs and arms
as you walk through the streets. There is a quick scurry of feet as someone ducks down one of the
many alleys. Silent beggars follow you with their eyes as you walk between the lopsided hovels.
The only obvious exit is northwest.
A Human gang member
A Rodian gang member
101/903 926630 off > s
What?
101/903 926630 off > nw
You must give your attacker a chance to fight back.
101/903 926630 off >
You point your Disruption cannon *Held* (wielded) at Gang member and fire it.
A dark red beam shoots out of the cannon, nailing your target!
You wound A Human gang member.
Gang member stings you sharply with his vibroaxe.
hp: 99 (-9) sp: 3816
Gang member stings you sharply with his vibroaxe.
hp: 91 (-8) sp: 3816
nw
Dark shadows seem to hide between the hovels of the slums. Various beings line the sides of the
small trail you are on, glaring at you from behind dirt covered faces. Dark stains cover the ground
here, as if blood had been spilt here recently.
There are two obvious exits: southeast and north.
91/903 926637 off > n
Small insects bite at your legs and arms as you walk through the streets. Somewhere off to the
north you can hear loud chanting. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation.
e
There are three obvious exits: northeast, east, and south.
91/903 926637 off >
There is a quick scurry of feet as someone ducks down one of the many alleys. Somewhere off to the
north you can hear loud chanting. Small insects bite at your legs and arms as you walk through the
streets. Large cracks cover the walls of several of the hovels here.
e
There are three obvious exits: east, north, and west.
91/903 926637 off >
Several dirt covered children cling to their mother as you pass. Dark shadows seem to hide between
the hovels of the slums. Somewhere off to the north you can hear loud chanting.
There are three obvious exits: northwest, west, and north.
91/903 926637 off > e
What?
91/903 926637 off > s
What?n
91/903 926637 off >
You can use a ranged weapon again.
Several dirt covered children cling to their mother as you pass. Small insects bite at your legs
and arms as you walk through the streets. The energy shield overhead seems slightly less stable in
this part of town, allowing higher levels of radiation to filter through. The walls of the shacks
are made from the thickest material that their owners could find in an attempt to protect them from
the radiation.
There are three obvious exits: southeast, south, and north.
91/903 926637 off > e
What?
91/903 926637 off > se
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation. There is a quick scurry
of feet as someone ducks down one of the many alleys.
s
There are three obvious exits: northwest, south, and east.
91/903 926637 off >
It is a wonder that anyone could live in this type of squalor. There are none of the comforts you
are used to here, the hovel is almost empty. The floor of the hovel is just bare rock, the dirt
swept out into the streets.
The only obvious exit is north.
91/903 926637 off > s
What?
91/903 926637 off > n
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. The walls of the shacks are made from the thickest material that
their owners could find in an attempt to protect them from the radiation. There is a quick scurry
of feet as someone ducks down one of the many alleys.
There are three obvious exits: northwest, south, and east.
91/903 926637 off > e
There is a quick scurry of feet as someone ducks down one of the many alleys. Dark shadows seem to
hide between the hovels of the slums. Small insects bite at your legs and arms as you walk through
the streets. The walls of the shacks are made from the thickest material that their owners could
find in an attempt to protect them from the radiation.
There are two obvious exits: east and west.
A Human beggar
91/903 926637 off > e
The energy shield overhead seems slightly less stable in this part of town, allowing higher levels
of radiation to filter through. Silent beggars follow you with their eyes as you walk between the
lopsided hovels. Various beings line the sides of the small trail you are on, glaring at you from
behind dirt covered faces. Dark shadows seem to hide between the hovels of the slums.
There are five obvious exits: northeast, northwest, east, south, and west.
91/903 926637 off > s
Various beings line the sides of the small trail you are on, glaring at you from behind dirt covered
faces. Dark shadows seem to hide between the hovels of the slums. Silent beggars follow you with
their eyes as you walk between the lopsided hovels.
s
There are two obvious exits: south and north.
91/903 926637 off >
The walls of the shacks are made from the thickest material that their owners could find in an
attempt to protect them from the radiation. Small insects bite at your legs and arms as you walk
through the streets. Several dirt covered children cling to their mother as you pass. Dark shadows
seem to hide between the hovels of the slums.
There is a large gateway to the south.
There are two obvious exits: south and north.
91/903 926637 off > s
A thick path through the park leads upto the front of a large ferricote archway leads deeper into
Crseih station's complex set of domes. Several natives stand in line, waiting for their turn to
pass through the gate.
superheal
There are two obvious exits: south and north.
Two gate guards
91/903 926637 off > s
You heal yourself completely.
903/903 926637 off >
You are standing just south of one of the park's gates. The large ferricote structure can be seen
to the north, a pair of guards standing next to it. Looking around, you notice several strange
plants here, clinging to the thick walls.
There are three obvious exits: east, north, and west.
903/903 926637 off > s
What?s
903/903 926637 off >
What?
903/903 926637 off > e
A thick ferricote wall stands here, blocking any travel to the north. Strange vines cover the wall,
almost hiding it from your view. A strangely shaped hedge is west and south from here, casting
strange shadows on the ground. A large path leads east-west, while a smaller path follows the side
of the hedge to the south.
s
There are three obvious exits: south, east, and west.
903/903 926637 off > s
The path here travels beside a large hedge to the west. This sickly looking plant has suffered
rather badly from the high levels of radiation on the station. A small side path travels east,
while a larger path runs north-south.
There are three obvious exits: south, east, and north.
903/903 926637 off > s
A small statue has been placed here, standing in the middle of the three paths that lead into this
clearing. The statue is of a strange looking alien, carved from the local rock.
There are four obvious exits: south, east, north, and west.
903/903 926637 off >
This small pathway winds its way between the thick plantlife that has been planted here. Strange
shrubs, most no taller than two feet, grow in thick patches in the radiation corrupted soil. The
main path runs north and south, while a smaller, less defined path heads east.
There are three obvious exits: south, east, and north.
903/903 926637 off > s
The path here wanders through the alien parklands of Crseih station. Strange plants stand either
side of the thin pathway. The main path runs east-west, and a smaller pathway runs north.
s
There are three obvious exits: east, north, and west.
903/903 926637 off > s
You feel capable again.
What?
903/903 926637 off >
What?
903/903 926637 off > e
The path here splits off in several directions. In the center of the clearing is a small fountain,
spewing a thin stream of murky water high into the air. The fountain itself is made to look like
the Emperor, but has been defaced so that it is almost unrecognisable.
s
There are four obvious exits: south, east, north, and west.
903/903 926637 off > s
You are walking along a small path through the Crseih parklands. Several strange plants cling to
the sides of the pathway, mutated by the strong radiation in this system. The path leads north and
south.
There are two obvious exits: south and north.
903/903 926637 off > s
You are standing just inside the gate that leads towards Crseih station's docks. All around you
plants spring out from the ground, reaching up towards the flickering shields. Strange shadows
cover the ground as the black hole and the blue giant cross the sky above. A path leads north.
There are two obvious exits: south and north.
A gate guard
903/903 926637 off > s
Wait.
903/903 926637 off > s
You pass through the gate, into Crseih's docks.
The crowd of beggars has thinned out here, making way for people from more worlds than you can count
to stand in line to enter Crseih station's main town. Several guards are normally stationed here,
keeping the worst of them from entering. A large gate leads north, into town.
There are two obvious exits: south and north.
903/903 926637 off >
You are standing on a small trail that leads from Crseih station's main dock to the township.
Several aliens lie near the side of the road, containers nearby to catch spare credits that they
hope people will give them. To the north is the main gates into the town, while the docks are to
the south.
There are two obvious exits: south and north.
A gate guard
903/903 926637 off > s
You are standing on the northern edge of Crseih station's docks. Beggars line the pathway, trying
to get you to part with a few credits. As you watch, a large freighter lands off to the east
somewhere, its engines roaring loudly. The air here is stale and humid, making sweat trickle down
your neck.
s
There are three obvious exits: south, southeast, and north.
903/903 926637 off >
Beggars swarm around you as you walk through the hot and humid docks of Crseih. Flickering shadows
hide the details of several old ships that stand derelict on the hard packed earth. Above you the
shields flicker in bright colours.
There are two obvious exits: east and north.
A rodian beggar
903/903 926637 off > se
Wait.
903/903 926637 off > e
You are standing in the center of the docks for Crseih. You are surrounded by the dead husks of old
ships, and the rusted bodies of several still in use. Small paths have been worn into the hard
packed earth of the docks, leading in almost every direction. From here you can see the first of
Crseih's many protected domes, glittering under its heavy shielding, to the northwest.
s
There are six obvious exits: south, east, northeast, northwest, north, and west.
903/903 926637 off > s
Beggars swarm around you as you walk through the hot and humid docks of Crseih. Flickering shadows
hide the details of several old ships that stand derelict on the hard packed earth. Above you the
shields flicker in bright colours.
There are three obvious exits: south, northeast, and north.
903/903 926637 off > se
Strange shadows flicker along the ground as the dying blue giant rises overhead. The light is given
a strange glow from the shields that cover Crseih. A large docking space has been cleared just to
the southeast, and a well traveled path leads north.
There are two obvious exits: southeast and north.
A jawa beggar
903/903 926637 off >
You are standing on the bright, fetid landing dock on the Crseih station. Around you, other ships
stand at dock, each one looking in worse condition than the one before it. A small pathway has been
marked out here, heading northwest. In that direction, you can see the first of Crseih station's
domes.
The only obvious exit is northwest.
Smuggler
Crseih station message board and X-wing [239] are here.
903/903 926637 off > delays
cureall: 3 minutes and 40 seconds
silver poison: 7 minutes and 22 seconds
superheal: 9 minutes and 46 seconds
903/903 926637 off > c thundar
Baffle whom ?
903/903 926637 off > alias c baffle thundar
Alias: c (baffle thundar) altered. You have 105 aliases out of your maximum of 250.
903/903 926637 off > cl
What?l
903/903 926637 off >
You are standing on the bright, fetid landing dock on the Crseih station. Around you, other ships
stand at dock, each one looking in worse condition than the one before it. A small pathway has been
marked out here, heading northwest. In that direction, you can see the first of Crseih station's
domes.
The only obvious exit is northwest.
Smuggler
Crseih station message board and X-wing [239] are here.
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
c
903/903 926637 off >
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
c
903/903 926637 off >
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
c
903/903 926637 off >
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
c
903/903 926637 off >
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > l
You are standing on the bright, fetid landing dock on the Crseih station. Around you, other ships
stand at dock, each one looking in worse condition than the one before it. A small pathway has been
marked out here, heading northwest. In that direction, you can see the first of Crseih station's
domes.
The only obvious exit is northwest.
Smuggler
Crseih station message board and X-wing [239] are here.
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
A shuttle lands.
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > enter shuttle
You enter the shuttle and look for a place to sit.
l
The inside of this shuttle doesn't look much better than the outside. The seats are tattered and
torn, and a thick miasma of smoke fills the air. There is a rather loud and disturbing rattle coming
from the rear of the shuttle. A small bar was once set in the corner of the shuttle, but it has been
torn apart to increase the number of people the shuttle can fit. Several dirty windows line the
sides of the shuttle.
The only obvious exit is out.
Completely torn card is here.
903/903 926637 off >
The inside of this shuttle doesn't look much better than the outside. The seats are tattered and
torn, and a thick miasma of smoke fills the air. There is a rather loud and disturbing rattle coming
from the rear of the shuttle. A small bar was once set in the corner of the shuttle, but it has been
torn apart to increase the number of people the shuttle can fit. Several dirty windows line the
sides of the shuttle.
The only obvious exit is out.
Completely torn card is here.
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > l
The inside of this shuttle doesn't look much better than the outside. The seats are tattered and
torn, and a thick miasma of smoke fills the air. There is a rather loud and disturbing rattle coming
from the rear of the shuttle. A small bar was once set in the corner of the shuttle, but it has been
torn apart to increase the number of people the shuttle can fit. Several dirty windows line the
sides of the shuttle.
c
The only obvious exit is out.
Completely torn card is here.
903/903 926637 off >
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > who
q
Star Wars Mud!!!!
There are currently 28 adventurers!
[HM 30] Hanse McStudmuffin, tastylicious. (Noghri) (Imperial Army) [NH] 20m
[HM 30] Sighfigh has finished reading Elizabeth Moon's "Hunting Party" and
is now reading "A Sporting Chance" and has 1 Light Jedi slot(fast)
(Jawa) (Rebel) [NH] 7m
[HM 30] (Thundar) (Wookiee) (Rebel Army)
[HM 25] Titania Queen of the Merchants - Finger twist (Noghri) (Rebel) [NH]
[HM 23] Keyse (Human) (Rebel Army)
[HM 14] Javelin (Rodian) (Neutral) [NH]
[42] Gqc the Detonator Expert (Falleen) (Imperial Army)
[39] Leah the Mistress of Martial Arts (Gand) (Rebel) [NH]
[21] Jovin the Weapons Improver (Bothan) (Imperial)
[19] Fromper the Expert Scientist (Jawa) (Rebel) [NH] 16m
[19] Kaiel the Expert Scientist (Rodian) (Imperial Army)
[19] Tallman the Godfather of Smugglers (Wookiee) (Rebel) [NH]
[19] Torbin the Expert Scientist (Ithorian) (Rebel)
[18] Seven the Veteran of Player Killing (Twi'lek) (Rebel Army)
[17] Glorian the Explosives Expert (Defel) (Rebel)
[14] Rastor the Expert Predator (Rodian) (Imperial Army)
[12] Sead the Night Stalker (Bothan) (Imperial Army)
[11] Rocky the Poisoner (Noghri) (Imperial Army) 20m
[9] Pepin the Grenade Novice (Bothan) (Rebel) 8m
[8] Dpsviper the Blaster Expert (Falleen) (Rebel) 2m
[8] Ruune the Apprentice Freighter Pilot (Gand) (Rebel)
[7] Belal the Apprentice Surgeon (Rodian) (Imperial)
[7] Demandred the Blaster Novice (Rodian) (Imperial) 11m
[4] Iz the Novice Smuggler (Ewok) (Rebel) 23m
[4] Levon the Aspiring Slicer (Gungan) (Imperial)
[4] Napalm the Graduate Apprentice Mercenary (Rodian) (Rebel)
[4] Silencer the Droid Mechanic (Gand) (Imperial)
[4] Zardon the Starfighter Pilot (Rodian) (Rebel) 3m
903/903 926637 off >
What?
903/903 926637 off > rn
No news is good news! But wait! Does that mean that news is bad? Or do you get the choice of good
news or bad news? And do you get to choose what you'd like first?
903/903 926637 off > l
The inside of this shuttle doesn't look much better than the outside. The seats are tattered and
torn, and a thick miasma of smoke fills the air. There is a rather loud and disturbing rattle coming
from the rear of the shuttle. A small bar was once set in the corner of the shuttle, but it has been
torn apart to increase the number of people the shuttle can fit. Several dirty windows line the
sides of the shuttle.
The only obvious exit is out.
Completely torn card is here.
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > tell sead phew
You tell Sead: phew
l
903/903 926637 off > c
The inside of this shuttle doesn't look much better than the outside. The seats are tattered and
torn, and a thick miasma of smoke fills the air. There is a rather loud and disturbing rattle coming
from the rear of the shuttle. A small bar was once set in the corner of the shuttle, but it has been
torn apart to increase the number of people the shuttle can fit. Several dirty windows line the
sides of the shuttle.
The only obvious exit is out.
Completely torn card is here.
903/903 926637 off >
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
c
903/903 926637 off >
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off > c
Baffle whom ?
903/903 926637 off >
Thundar appears from the shadows.
Sead replies: hmm?
\
What?
903/903 926637 off >
Thundar tries to track Gqc but fails.
Thundar is trying to track you.
c
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
You nick Thundar lightly.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar nicks you with an energy bolt.
hp: 893 (-10) sp: 3813
In a great feat of cunning, you manage to baffle Thundar, causing him to injure himself.
893/903 926638 off > l
The inside of this shuttle doesn't look much better than the outside. The seats are tattered and
torn, and a thick miasma of smoke fills the air. There is a rather loud and disturbing rattle coming
from the rear of the shuttle. A small bar was once set in the corner of the shuttle, but it has been
torn apart to increase the number of people the shuttle can fit. Several dirty windows line the
sides of the shuttle.
The only obvious exit is out.
Thundar
Completely torn card is here.
893/903 926638 off > mob
The scanner beeps : Thundar is at 69% health.
893/903 926638 off >
You point your Disruption cannon *Held* (wielded) at Thundar and fire it.
You wound Thundar badly.
Thundar comes to his senses.
Thundar intimidates you with his great bulk and large teeth, causing you to freeze in terror!
reply er nvm
You are paralyzed.
899/903 926645 off >
You are paralyzed and cannot attack.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar nicks you lightly with an energy bolt.
hp: 892 (-7) sp: 3815
Thundar seems to disappear.
You can move again.
reply er nvm
You reply to Sead: er nvm
c
892/903 926645 off >
You're too busy to baffle anyone just yet.
892/903 926645 off >
mob
The scanner beeps : Someone is at 68% health.
892/903 926645 off >
You can use a ranged weapon again.
You point your Disruption cannon *Held* (wielded) at Someone and fire it.
You nick .
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone obliterates you with an energy bolt.
hp: 842 (-50) sp: 3815
c
You're too busy to baffle anyone just yet.
l
842/903 926647 off >
The inside of this shuttle doesn't look much better than the outside. The seats are tattered and
torn, and a thick miasma of smoke fills the air. There is a rather loud and disturbing rattle coming
from the rear of the shuttle. A small bar was once set in the corner of the shuttle, but it has been
torn apart to increase the number of people the shuttle can fit. Several dirty windows line the
sides of the shuttle.
The only obvious exit is out.
Completely torn card is here.
842/903 926647 off >
c
You're too busy to baffle anyone just yet.
842/903 926647 off > c
You feel capable again.
You point your Disruption cannon *Held* (wielded) at Someone and fire it.
You wound .
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone injures you with an energy bolt.
hp: 827 (-15) sp: 3815
The door closes and with a loud humming noise the shuttle takes off.
In a great feat of cunning, you manage to baffle Someone, causing him to injure himself.
827/903 926653 off > mob
The scanner beeps : Someone is at 62% health.
827/903 926653 off >
Sead replies: giggle. ;)
You used the last of your ammo.
-----------------RELOAD-----------------
mob
You point your Disruption cannon *Held* (wielded) at Someone and fire it.
You wound badly.
Someone comes to his senses.
The scanner beeps : Someone is at 60% health.
827/903 926663 off >
Someone intimidates you with his great bulk and large teeth, causing you to freeze in terror!
You are paralyzed and cannot attack.
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone wounds you with an energy bolt.
hp: 807 (-20) sp: 3815
You can move again.
reply gonna die
You reply to Sead: gonna die
807/903 926663 off >
You can use a ranged weapon again.
reply btw :)
You tickle Someone lightly with your disruption cannon.
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone damages you with an energy bolt.
hp: 775 (-32) sp: 3815
You reply to Sead: btw :)
775/903 926664 off > rl
What?
775/903 926664 off >
c
You're too busy to baffle anyone just yet.
775/903 926664 off > c
You're too busy to baffle anyone just yet.
775/903 926664 off >
You feel capable again.
You tickle Someone lightly with your disruption cannon.
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone injures you severely with an energy bolt.
hp: 757 (-18) sp: 3815
unwiel d
What?
757/903 926665 off >
You tickle Someone lightly with your disruption cannon.
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone injures you with an energy bolt.
hp: 736 (-21) sp: 3815
Someone takes a calculated swing at your head, but you manage to avoid it.
unwield d
A tear comes to your eye as you unwield the cannon.
c
736/903 926666 off >
In a great feat of cunning, you manage to baffle Someone, causing him to injure himself.
736/903 926666 off > mob
You attempt to butt Someone in the arm with your head.
You strike Someone badly with your head.
Someone comes to his senses.
The scanner beeps : Someone is at 56% health.
736/903 926670 off > l
The inside of this shuttle doesn't look much better than the outside. The seats are tattered and
torn, and a thick miasma of smoke fills the air. There is a rather loud and disturbing rattle coming
from the rear of the shuttle. A small bar was once set in the corner of the shuttle, but it has been
torn apart to increase the number of people the shuttle can fit. Several dirty windows line the
sides of the shuttle.
There are no obvious exits.
Completely torn card is here.
736/903 926670 off >
You attempt to butt Someone in the side of the head with your head.
You tickle Someone lightly with your head.
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone wounds you badly with an energy bolt.
hp: 710 (-26) sp: 3815
Sead replies: you? me? hmm?
ditch thundar
Someone sidesteps your poorly planned attack.
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone nicks you lightly with an energy bolt.
hp: 707 (-9) sp: 3816
707/903 926671 off > reply me
You reply to Sead: me
707/903 926671 off >
You feel capable again.
You attempt to punch Someone in the arm with your fist.
You tickle Someone lightly with your fist.
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with an energy bolt.
hp: 577 (-130) sp: 3816
out
What?
577/903 926673 off >
Someone takes a calculated swing at your head, but you manage to avoid it.
Sead replies: why?
You attempt to jam Someone in the hand with your knee.
You tap Someone innocently with your knee.
c
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone annihilates you with an energy bolt.
hp: 525 (-52) sp: 3816
In a great feat of cunning, you manage to baffle Someone, causing him to injure himself.
525/903 926673 off >
Sead replies: how?
reply thundar
You attempt to jam Someone in the foot with your knee.
You strike Someone badly with your knee.
Someone comes to his senses.
You reply to Sead: thundar
525/903 926678 off > c
You're too busy to baffle anyone just yet.
525/903 926678 off > l
The inside of this shuttle doesn't look much better than the outside. The seats are tattered and
torn, and a thick miasma of smoke fills the air. There is a rather loud and disturbing rattle coming
from the rear of the shuttle. A small bar was once set in the corner of the shuttle, but it has been
torn apart to increase the number of people the shuttle can fit. Several dirty windows line the
sides of the shuttle.
mob
There are no obvious exits.
a shadow
Completely torn card is here.
525/903 926678 off >
You attempt to kick Someone in the stomach with your foot.
You tickle Someone lightly with your foot.
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone injures you severely with an energy bolt.
hp: 509 (-16) sp: 3816
The scanner beeps : Someone is at 50% health.
509/903 926679 off > c
You're too busy to baffle anyone just yet.
509/903 926679 off >
You attempt to jam Someone in the leg with your knee.
You hurt Someone mildly with your knee.
c
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone nicks you with an energy bolt.
hp: 495 (-14) sp: 3816
You're too busy to baffle anyone just yet.
495/903 926682 off >
Someone takes a calculated swing at your head, but you manage to avoid it.
Sead replies: oh
c
You're too busy to baffle anyone just yet.
495/903 926682 off >
c
You feel capable again.
Someone sidesteps your poorly planned attack.
Someone points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Someone missed you with an energy bolt.
In a great feat of cunning, you manage to baffle Someone, causing him to injure himself.
495/903 926682 off > out
What?
495/903 926682 off > out
What?
495/903 926682 off >
You attempt to kick Someone in the torso with your foot.
You sting Someone with your foot.
Someone comes to his senses.
The shuttle lands on a planet and the door opens.
out
You sense a disturbance in the Force.
Thundar appears out of the corner of your eye.
This dirty room is used by the shuttle from Crseih station. Several rather strange looking aliens
stand patiently in line, waiting for the shuttle to arrive. There is a thick cloud of smoke filling
the chamber, making it rather difficult to breathe. A few rather old looking benches have been
placed here, but most of them are in use, so you will just have to stay standing.
The only obvious exit is north.
Thundar
A dirt covered shuttle is here.
495/903 926684 off > n
Thundar enters.
w
You are in a modern and well-built shuttle docking area. You see other similar landing areas to the
north, east, and south. A door to the west leads out of this dock. You also see a large sign on the
wall.
There are four obvious exits: south, east, north, and west.
Thundar
495/903 926684 off >
Thundar enters.
You are in a very clean (and very busy) shuttle terminal. From here, you can access the landing bays
to the east through a security door. Shuttles to Gamorr, Rodia, and a few other places are currently
operational. The ticket counter is to the north, and the Rodian Package Tours office is to the
south. A large sign on the wall catches your attention.
There are four obvious exits: east, south, exit, and north.
Thundar
495/903 926684 off > exit
You attempt to butt Thundar in the leg with your head.
You tap Thundar innocently with your head.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar damages you with an energy bolt.
hp: 463 (-32) sp: 3816
Sead replies: :(
Thundar enters.
This is the main dock of the planet Soleada. This planet is a large tourist attraction, as well as
home to many. As you look around you, you see many people walking around, looking at various
attractions. Among the sights to see here are a zoo and a museum. Also there is a rest home for the
old and the Crystalline Estates, which serves as a home to many travelers. There seems to be a
shuttle terminal to the east of here; it's rather busy. A path to the south leads to the Regency
Hotel.
There are four obvious exits: east, south, west, and north.
Smuggler
Glorian the Explosives Expert
Thundar
Titania Queen of the Merchants - Finger twist
463/903 926684 off > n
n
Thundar enters.
n
This is a pathway on the glorious planet of Soleada. To the immediate south you see the dock for the
planet. To the north are various shops and such, as well as the Crystalline Estates. This is the
main tourist attraction of the galaxy.
There are four obvious exits: east, south, west, and north.
Thundar
The Soleada Main Board is here.
463/903 926684 off >
Thundar enters.
Farther to the north you can see the Crystalline Estates, which is the home to many players. To the
west you can see a museum and to the south is the main dock of Soleada. The sky above is very clear
and a perfect shade of blue. Many people are walking from place to place, seeing all the sights this
planet has to offer. The Soleada Zoo is to the east, offering entertainment for everyone.
There are four obvious exits: east, south, north, and museum.
Thundar
463/903 926684 off > n
Thundar enters.
This is a pathway leading between the main dock of Soleada and the fine Crystalline Estates. As you
look north, you see the large crystal mountain which makes up the exterior of the estates. They look
like a very lovely place to visit. To the east you see the Bounty Hunter Outpost, and to the west is
the Soleada Bank.
There are four obvious exits: east, estates, south, and west.
Thundar
463/903 926684 off >
What?
463/903 926684 off >
Thundar dances around as you miss.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar nicks you with an energy bolt.
hp: 453 (-10) sp: 3816
estates
Thundar enters.
spo
This is the lobby for the Crystalline Estates Condos. Residents may enter their condominiums from
here. Guests may inquire about purchasing a condo to the east or buy additions for their condo to
the west. This is a most cozy lobby.
There are three obvious exits: east, exit, and west.
Thundar
Crystalline Estates Board is here.
453/903 926684 off >
Thundar takes a calculated swing at your head. Starbursts explode before your eyes and you find
-------/damn disablers\-------
yourself unable to do anything but battle for your life!
No scanning while you are fighting a player.
453/903 926684 off > c
You're too busy to baffle anyone just yet.
453/903 926684 off >
You attempt to butt Thundar in the leg with your head.
You hurt Thundar mildly with your head.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar injures you severely with an energy bolt.
hp: 436 (-17) sp: 3816
out
What?s
s
436/903 926688 off >
What?
436/903 926688 off >
What?
436/903 926688 off >
You attempt to punch Thundar in the arm with your fist.
You strike Thundar badly with your fist.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar razes you with an energy bolt.
hp: 400 (-42) sp: 3816
exit
Thundar enters.
l
This is a pathway leading between the main dock of Soleada and the fine Crystalline Estates. As you
look north, you see the large crystal mountain which makes up the exterior of the estates. They look
like a very lovely place to visit. To the east you see the Bounty Hunter Outpost, and to the west is
the Soleada Bank.
There are four obvious exits: east, estates, south, and west.
Thundar
400/903 926694 off >
This is a pathway leading between the main dock of Soleada and the fine Crystalline Estates. As you
look north, you see the large crystal mountain which makes up the exterior of the estates. They look
like a very lovely place to visit. To the east you see the Bounty Hunter Outpost, and to the west is
the Soleada Bank.
There are four obvious exits: east, estates, south, and west.
Thundar
400/903 926694 off >
You attempt to jam Thundar in the head with your knee.
You tap Thundar innocently with your knee.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar blasts you with a powerful shot.
Thundar annihilates you completely with an energy bolt.
hp: 336 (-64) sp: 3816
ditch thundar
336/903 926694 off > s
ditch thundar
Thundar enters.
Farther to the north you can see the Crystalline Estates, which is the home to many players. To the
west you can see a museum and to the south is the main dock of Soleada. The sky above is very clear
and a perfect shade of blue. Many people are walking from place to place, seeing all the sights this
planet has to offer. The Soleada Zoo is to the east, offering entertainment for everyone.
There are four obvious exits: east, south, north, and museum.
Thundar
336/903 926694 off >
You attempt to strike Thundar in the hand with your elbow.
You strike Thundar badly with your elbow.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar blasts you with a powerful shot.
Thundar damages you terribly with an energy bolt.
hp: 297 (-39) sp: 3816
ditch thundar
297/903 926699 off >
Thundar intimidates you with his great bulk and large teeth, causing you to freeze in terror!
You are paralyzed.
297/903 926699 off > ditch thundar
You are paralyzed.
297/903 926699 off > ditch thundar
You are paralyzed and cannot attack.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar wounds you with an energy bolt.
hp: 275 (-22) sp: 3816
You can move again.
ditch thundar
275/903 926699 off >
275/903 926699 off > s
Thundar enters.
This is a pathway on the glorious planet of Soleada. To the immediate south you see the dock for the
planet. To the north are various shops and such, as well as the Crystalline Estates. This is the
main tourist attraction of the galaxy.
There are four obvious exits: east, south, west, and north.
Thundar
The Soleada Main Board is here.
275/903 926699 off > s
s
Thundar enters.
This is the main dock of the planet Soleada. This planet is a large tourist attraction, as well as
home to many. As you look around you, you see many people walking around, looking at various
attractions. Among the sights to see here are a zoo and a museum. Also there is a rest home for the
old and the Crystalline Estates, which serves as a home to many travelers. There seems to be a
shuttle terminal to the east of here; it's rather busy. A path to the south leads to the Regency
Hotel.
There are four obvious exits: east, south, west, and north.
Smuggler
Titania Queen of the Merchants - Finger twist
Glorian the Explosives Expert
Thundar
Transport Shuttle (RT. 407: Soleada-Endor-Jubilar) is here.
275/903 926699 off > s
Thundar enters.
The pathway continues north to the Landing and east towards a massive, dark-stone building you
easily identify as the Regency Hotel. Immediately to the east of here are the gardens of the hotel,
and beyond that is the building itself. To the west is the Soleada Securities Exchange.
There are four obvious exits: south, east, north, and west.
Thundar
Slicer
275/903 926699 off >
You attempt to kick Thundar in the torso with your foot.
You tap Thundar innocently with your foot.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar nails you with an energy bolt.
hp: 245 (-30) sp: 3816
e
Thundar enters.
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.
There are two obvious exits: south and north.
Grethel
Thundar
245/903 926699 off >
What?
245/903 926699 off >
You attempt to roundhouse Thundar in the torso with your leg.
You strike Thundar badly with your leg.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar blasts you with a powerful shot.
Thundar injures you severely with an energy bolt.
hp: 227 (-18) sp: 3816
follow kill thundar
You stop Thundar from following you.
w
227/903 926705 off > n
You attempt to kick Thundar in the face with your foot.
You tickle Thundar lightly with your foot.
Thundar points his Sorosuub Eradicator XL-50 *Held* (wielded) (improved) at you and fires it.
Thundar blasts you with a powerful shot.
Thundar damages you with an energy bolt.
hp: 193 (-34) sp: 3816
What?
193/903 926706 off >
The pathway continues north to the Landing and east towards a massive, dark-stone building you
easily identify as the Regency Hotel. Immediately to the east of here are the gardens of the hotel,
and beyond that is the building itself. To the west is the Soleada Securities Exchange.
There are four obvious exits: south, east, north, and west.
Slicer
193/903 926706 off > ds
What?
193/903 926706 off >
Thundar enters.
n
Thundar leaves north.
Sead replies: and lose like, 1 mil exp?
ds
This is the main dock of the planet Soleada. This planet is a large tourist attraction, as well as
home to many. As you look around you, you see many people walking around, looking at various
attractions. Among the sights to see here are a zoo and a museum. Also there is a rest home for the
old and the Crystalline Estates, which serves as a home to many travelers. There seems to be a
shuttle terminal to the east of here; it's rather busy. A path to the south leads to the Regency
Hotel.
There are four obvious exits: east, south, west, and north.
Smuggler
Glorian the Explosives Expert
Titania Queen of the Merchants - Finger twist
Transport Shuttle (RT. 407: Soleada-Endor-Jubilar) and Transport Shuttle (RT. 103:
Coruscant-Soleada-Eichbaum) are here.
193/903 926706 off >
Smuggler says: Okay, Gqc, let's get going.
The smuggler takes 1000 credits from you as you enter a private ship.
You are sitting in the cramped passenger compartment of a small private ship - a ship you've hired
for quick transportation, with no questions asked. All in all, you're really glad you don't have to
stay here for very long.
There are no obvious exits.
193/903 926706 off > reply yes
You reply to Sead: yes
193/903 926706 off > l
You are sitting in the cramped passenger compartment of a small private ship - a ship you've hired
for quick transportation, with no questions asked. All in all, you're really glad you don't have to
stay here for very long.
There are no obvious exits.
193/903 926706 off > delays
cureall: 1 minutes and 52 seconds
silver poison: 5 minutes and 34 seconds
superheal: 7 minutes and 58 seconds
193/903 926706 off > ca
This patient needs 112 more seconds to recover from the last cureall.
193/903 926706 off >
Sead replies: :(
l
You are sitting in the cramped passenger compartment of a small private ship - a ship you've hired
for quick transportation, with no questions asked. All in all, you're really glad you don't have to
stay here for very long.
There are no obvious exits.
199/903 926706 off > l
You are sitting in the cramped passenger compartment of a small private ship - a ship you've hired
for quick transportation, with no questions asked. All in all, you're really glad you don't have to
stay here for very long.
rn
There are no obvious exits.
199/903 926706 off >
A pity there's no news left to read. Whatever will you do for entertainment now, o bored one?
199/903 926706 off >
The intercom crackles to life and you hear: You like tapestries? The Tower of Law on Bimmisaari has
some really nice tapestries.
l
You are sitting in the cramped passenger compartment of a small private ship - a ship you've hired
for quick transportation, with no questions asked. All in all, you're really glad you don't have to
stay here for very long.
There are no obvious exits.
199/903 926706 off > l
Autosaving.
You are sitting in the cramped passenger compartment of a small private ship - a ship you've hired
for quick transportation, with no questions asked. All in all, you're really glad you don't have to
stay here for very long.
There are no obvious exits.
199/903 926706 off > delays
score
cureall: 1 minutes and 40 seconds
silver poison: 5 minutes and 22 seconds
superheal: 7 minutes and 46 seconds
199/903 926706 off >
You are: Gqc the Detonator Expert
(imperial) Align (T/J): -55/50 (Falleen)
You have 926706 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 199 (903) hit points and 3816 (3816) social points.
You are sober and numb.
You notice the weight of your equipment.
Your age is 156 Days 22 Hours 56 Minutes 30 Seconds.
You have 12055 credits and 410000 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 19 Mercenary : 42 Pilot : 0
Scientist : 27 Smuggler : 0 Diplomat : 0
199/903 926706 off > l
You are sitting in the cramped passenger compartment of a small private ship - a ship you've hired
for quick transportation, with no questions asked. All in all, you're really glad you don't have to
stay here for very long.
There are no obvious exits.
199/903 926706 off > rn
No news is boring!
199/903 926706 off >
The intercom crackles to life and you hear: You have to be careful who you get your drugs from these
days. I understand there's a rash of bad hallucinogens on the market.
l
You are sitting in the cramped passenger compartment of a small private ship - a ship you've hired
for quick transportation, with no questions asked. All in all, you're really glad you don't have to
stay here for very long.
There are no obvious exits.
199/903 926706 off >
Sead replies: anything I can do to help?
reply nope
You reply to Sead: nope
l
199/903 926706 off >
You are sitting in the cramped passenger compartment of a small private ship - a ship you've hired
for quick transportation, with no questions asked. All in all, you're really glad you don't have to
stay here for very long.
There are no obvious exits.
199/903 926706 off > l
You are sitting in the cramped passenger compartment of a small private ship - a ship you've hired
for quick transportation, with no questions asked. All in all, you're really glad you don't have to
stay here for very long.
There are no obvious exits.
199/903 926706 off >
You feel capable again.
The intercom crackles to life and you hear: Okay, Lady, we're here. Time to get out. I got things to
do!
delays
You climb out of the ship with a sense of relief.
This is the private dock leading to the Imperial barracks on the Death Star. You are surprised at
the lack of activity here as opposed to the hundreds of other docks on this massive battle station.
A few Imperial citizens and off duty officers head to and from their quarters.
You hear the distinctive roar of a squadron of tie fighters fly by.
The only obvious exit is west.
Smuggler
cureall: 1 minutes and 26 seconds
silver poison: 5 minutes and 8 seconds
superheal: 7 minutes and 32 seconds
205/903 926706 off > w
This is a hallway leading from the private dock to the condos. The dock had been expanded in the
past to receive capital ships, and with the ever increasing amount of troops, some of the condos
near the hangar were removed to increase the hangar area. The end result is of course that a
hallway is now needed to get to the condos.
n
There are two obvious exits: east and north.
205/903 926706 off > spo
This is the access point for the Death Star condos when coming from the private dock. The dock
itself lies to the south and east, and in this area are the condos lined up and down a massively
long hallway. If you have one here, a Stormtrooper is sure to escort you to your room.
The only obvious exit is south.
205/903 926706 off >
Handprint scan confirmed. Welcome Gqc.
The security cameras and listening devices crackle to life as you enter your room. Panic ds_condos
for available commands.
205/903 926706 off > reply whee, got away ;)
You reply to Sead: whee, got away ;)
205/903 926706 off > l
See newbie pker. See newbie pker spydroiding me. Die newbie pker, die.
There are four obvious exits: bar, shop, dock, and landing.
205/903 926706 off >
Sead replies: whee
pk almost had me :)
Gqc <pk> almost had me :)
rn
205/903 926706 off >
No news is boring!
205/903 926706 off > ki
Imperial: Neutral: Rebel:
---------------------- ---------------------- ----------------------
l
Hanse (A) 50 I (Thundar) (A) 50
Gqc (A) 42 Keyse (A) 43
Kaiel (A) 19 Seven (A) 18 I
Rastor (A) 14
Sead (A) 12
Rocky (A) 11 I
205/903 926706 off >
See newbie pker. See newbie pker spydroiding me. Die newbie pker, die.
There are four obvious exits: bar, shop, dock, and landing.
205/903 926706 off >
Sead replies: thank god :(
reply got a 22 hp silver at 30 hps, and thought i was fucked :)
You reply to Sead: got a 22 hp silver at 30 hps, and thought i was fucked :)
rn
211/903 926706 off > l
No news is boring!
211/903 926706 off >
See newbie pker. See newbie pker spydroiding me. Die newbie pker, die.
There are four obvious exits: bar, shop, dock, and landing.
211/903 926706 off > l
See newbie pker. See newbie pker spydroiding me. Die newbie pker, die.
There are four obvious exits: bar, shop, dock, and landing.
211/903 926706 off >
Sead replies: nod.
Thundar <pk> i suck :(