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You reply to (Ether): cabbing in
> reply want me to aggro you first?
You reply to (Ether): want me to aggro you first?
>
The intercom crackles to life and you hear: Okay, Buddy, we're here. Time to get
out. I got things to do!
You climb out of the ship with a sense of relief.
Somehow isolated from the rest of the shipyard, this is a small secluded bay.
Seemingly devoid of life, you can only spot one or two personnel in this bay.
Otherwise, it is empty, lacking any interesting features. Several small
intersystem cabs sit atop the main launch pad, engines idling. A bright flashing
hologram flickers by a turbolift.
You hear a low rumble to the north, the thrusters of a heavy freighter as it
launches.
There are two obvious exits: north and lift.
Smuggler
Triess Doreetta, cabbie
(Ether) replies: Nah
<shout> Ursa lays a finger on them syringes...
A cab roars off into space.
reply okie dok
You reply to (Ether): okie dok
> lpn
Mercenary arrives.
North-South Walkway
[2: n, s]
IG14, guard droid
North-South Walkway
[2: n, s]
Hyllyard City Spaceport - Planet Myrkr
[5: w, n, se, s, e]
Myrkr Data Terminal is here.
North-South Walkway
[2: n, s]
North-South Walkway
[2: n, s]
IG77, guard droid
A Bounty Hunter
> n
n
You're on a walkway connecting the upper primary docks. The main landing pad is
to your north while a bunch of smaller hangars are to the south. Below you is
the lower drydock area, where starships are being serviced.
n
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: north and south.
IG14, guard droid
>
You're on a walkway connecting the upper primary docks. The main landing pad is
to your north while a bunch of smaller hangars are to the south. Below you is
the lower drydock area, where starships are being serviced.
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: north and south.
>
Hyllyard spaceport is a motley cluster of hangars and other smaller structures,
all arranged in a rough semi-circle. Service crew can be seen walking around,
lethargically performing their duties. Similarly, a few battered droids also
wander around aimlessly. A narrow walkway leads off to your west, descending to
street level.
The entire area is filled with noise, as can be expected from any normal
spaceport, even though this one barely qualifies.
There are five obvious exits: west, north, southeast, south, and east.
Myrkr Data Terminal is here.
> lps
North-South Walkway
[2: n, s]
North-South Walkway
[2: n, s]
IG14, guard droid
Small Auxiliary Bay
[2: n, lift]
Smuggler
Triess Doreetta, cabbie
A Mercenary
You cannot see in that direction.
> s
s
You're on a walkway connecting the upper primary docks. The main landing pad is
to your north while a bunch of smaller hangars are to the south. Below you is
the lower drydock area, where starships are being serviced.
s
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: north and south.
>
You're on a walkway connecting the upper primary docks. The main landing pad is
to your north while a bunch of smaller hangars are to the south. Below you is
the lower drydock area, where starships are being serviced.
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: north and south.
IG14, guard droid
>
Somehow isolated from the rest of the shipyard, this is a small secluded bay.
Seemingly devoid of life, you can only spot one or two personnel in this bay.
Otherwise, it is empty, lacking any interesting features. Several small
intersystem cabs sit atop the main launch pad, engines idling. A bright flashing
hologram flickers by a turbolift.
You hear a low rumble to the north, the thrusters of a heavy freighter as it
launches.
There are two obvious exits: north and lift.
Smuggler
Triess Doreetta, cabbie
A Mercenary
> lpn
North-South Walkway
[2: n, s]
IG14, guard droid
North-South Walkway
[2: n, s]
Hyllyard City Spaceport - Planet Myrkr
[5: w, n, se, s, e]
Myrkr Data Terminal is here.
North-South Walkway
[2: n, s]
North-South Walkway
[2: n, s]
IG77, guard droid
A Bounty Hunter
> peer lift
This is a small emergency room, connected to the dockyard medical facilities.
The once white walls are stained with a suspicious tone of rust red. Trash seems
predominant in this room, empty emergency packs, medkits and so on. However, the
only object of real interest is the old bacta tank sitting squarely in the
centre. Cables run from it, leading to a control panel nearby. A turbolift goes
up to the docks, while the main medical facility is to your south.
There are two obvious exits: turbolift and south.
RU-OK, medical droid
> reply you here already?
You reply to (Ether): you here already?
>
(Ether) replies: nod
reply grin
You reply to (Ether): grin
> l ether
You do not notice that here.
> n
l ether
You're on a walkway connecting the upper primary docks. The main landing pad is
to your north while a bunch of smaller hangars are to the south. Below you is
the lower drydock area, where starships are being serviced.
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: north and south.
IG14, guard droid
>
You do not notice that here.
> n
You're on a walkway connecting the upper primary docks. The main landing pad is
to your north while a bunch of smaller hangars are to the south. Below you is
the lower drydock area, where starships are being serviced.
l ether
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: north and south.
>
You do not notice that here.
> n
Hyllyard spaceport is a motley cluster of hangars and other smaller structures,
all arranged in a rough semi-circle. Service crew can be seen walking around,
lethargically performing their duties. Similarly, a few battered droids also
wander around aimlessly. A narrow walkway leads off to your west, descending to
street level.
l ether
The entire area is filled with noise, as can be expected from any normal
spaceport, even though this one barely qualifies.
There are five obvious exits: west, north, southeast, south, and east.
Myrkr Data Terminal is here.
>
You do not notice that here.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
fire ther n
The helmet locks onto your foe's jaw and you quickly fire a shot.
You injure Someone severely.
Someone stops dodging incoming fire in order to engage in combat.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 626 (-90) sp: 2251
>
Someone presses a button on a controller and a little droid pops out.
w
Someone takes a calculated swing at your head, but you manage to avoid it.
>
You notice the wear on your weapon.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) (damaged) at Someone
and fire it.
Your shot is pinpoint accurate, doing massive damage to your foe.
You raze Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone nicks you with a laser beam.
hp: 617 (-9) sp: 2251
pu
You power up the jetpack and raise a few meters off the ground.
> z w
You point your Mark II T-99G Pulse Rifle *Held* (wielded) (damaged) at Someone
and fire it.
The helmet locks onto your foe's gut and you quickly fire a shot.
You nail Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone wounds you badly with a laser beam.
hp: 595 (-24) sp: 2251
pdj
Taking the walkway, you descend to Hyllyard City's street level.
You zoom your jetpack west.
You are in a small courtyard just outside the docks. Here, you get your first
good look at Hyllyard City. During landing, it did not look that impressive.
Now, on the ground, you begin to revise your initial opinion... it's much worse
than you thought. Shabby looking buildings line the street, all badly maintained
with many marked by blaster fire. An archway to the west leads to what appears
to be a large city square.
You smell acrid smoke, typical from intense or prolonged blaster fire.
Sounds of blaster fire and shouts come from the west.
There are two obvious exits: west and east.
You bring the jetpack to a stop.
>
You power down the jetpack and gently land back on the ground.
> w
w
This is a narrow street that travels between the docks and the town square. Back
to the east you see a small courtyard. Beyond it, lie the docks. To the west the
street opens up into the square. You definitely see a battle going on in the
square.
w
You can hear sounds of a battle in the square.
There are two obvious exits: west and east.
A Thug
> w
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
>
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Probot
> s
You are in Hyllyard City's main square, which could be a rather nice place to be
if it didn't have hoards of combatants shooting at each other. And also if you
didn't present such a tempting target. You see a narrow street to your south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You feel capable again.
You can use a ranged weapon again.
n
fire ether e
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Probot
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) (damaged) e at Someone
and fire it.
The helmet locks onto your foe's right eye and you quickly fire a shot.
You wound Someone badly.
Someone charges into the room and slams your face with his elbow!
hp: 567 (-28) sp: 2251
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) (damaged) at Someone
and fire it.
You injure Someone.
n
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone nicks you with a laser beam.
hp: 556 (-11) sp: 2251
You would stand here and take in more of your surroundings except the occasional
blaster shot is landing near you more than occasionally. But do you have the
opportunity in between dodging shots to see a street north of you.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> w
You are in a flat piece of dusty ground that serves as Hyllyard City's main
square. And at the moment, several of the local inhabitants have decided to pick
a fight with the imperial garrison. And somehow, you're stuck in between the two
factions.
s
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> s
s
Dusty and unpaved is the general condition of the square. And at the moment, it
is being redecorated with tiny little pits from blaster shots. And unless you
wish to partake in the redecoration, you see a street to your west for a quick
exit.
s
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
A Bounty Hunter
>
What?
> e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You can use a ranged weapon again.
Bounty hunter arrives.
s
s
This is a narrow street that travels between the town square and the commercial
district. It is currently devoid of people at the moment, possibly due to the
battle being fought in the square. It may not be a good idea to enter it.
However, you see throngs of people milling about further south. The main square
is to the north.
s
You can hear the sounds of a battle in the square!
There are two obvious exits: north and south.
> s
You are standing in a narrow street that leads north to the town square and
south to the commercial district. The buildings here are in a better condition
than the others you've seen so far, obviously this is a better part of town.
Crowds of people are visible, going about their business.
You can hear the sounds of a battle in the square!
There are two obvious exits: north and south.
>
This is certainly a busy part of Hyllyard City, all sorts of people can be seen
walking around you. The sun is beating down quite mercilessly here, while the
dust thrown up by numerous feet isn't helping your comfort either. The street
continues to the south, where it widens up. The main square is to the north.
You are once again surrounded by the bustle of people, although most of them
aren't shooting at the moment.
There are two obvious exits: north and south.
Ithorian Scout
Cremo, the Power droid
>
The street here opens up into a marketplace. Actually, it's more like a small
square, bordered on all sides by buildings. It's so crowded here, moving through
requires some effort. Some hawkers are peddling various kinds of food here. Each
of them has a sign in front of their stalls in various languages so you can read
what's for sale. Most of the busiest activity seems to be to your south.
Exotic smells of various foodstuff tickles your nostrils.
Various cries from the peddlers can be heard all around you.
There are four obvious exits: west, north, south, and east.
A Thug
A Citizen
A Bounty Hunter
A Mercenary
> inv
You are carrying:
Arkell's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
An Imperial Medal *Held*
Smuggler Cab Card *Held*
Jetpack *Held* (worn)
A toolbox
Storage Retrieval Card 60494 *Held*
a pair of head sausages *Held*
Limited Edition Bookmark *Held*
Library Card *Held*
Tattoo with a text 'Will kill for money' *Held*
Slicertool *Held*
A health scanner *Held*
Black visored helmet (worn) (linked) *Held*
Two Wookiee carrying bag *Held*s
Mark II T-99G Pulse Rifle *Held* (wielded) (damaged)
You strain under the weight of your equipment.
> w
This is a corner of the Hyllyard City's marketplace. With just a brief glance,
you see the amount of junk for sale is incredible. All sorts of goods are being
displayed openly here, in stalls, temporary shops, or even on the ground.
Buildings to your north and west prohibit further travel in those directions.
The cries of peddlers fill your ears.
There are two obvious exits: south and east.
Groups Bischar, Peddler
>
rpr
You repair pulse rifle.
>
You feel capable again.
e
The street here opens up into a marketplace. Actually, it's more like a small
square, bordered on all sides by buildings. It's so crowded here, moving through
requires some effort. Some hawkers are peddling various kinds of food here. Each
of them has a sign in front of their stalls in various languages so you can read
what's for sale. Most of the busiest activity seems to be to your south.
Exotic smells of various foodstuff tickles your nostrils.
Various cries from the peddlers can be heard all around you.
There are four obvious exits: west, north, south, and east.
A Thug
A Citizen
A Bounty Hunter
A Mercenary
> lpn
A Narrow Street
[2: n, s]
Ithorian Scout
Cremo, the Power droid
A Narrow Street
[2: n, s]
A Narrow Street
[2: n, s]
Town Square
[4: w, n, s, e]
A Bounty Hunter
Town Square
[4: w, n, s, e]
> fire ether n
There is no ether to the north.
> w
This is a corner of the Hyllyard City's marketplace. With just a brief glance,
you see the amount of junk for sale is incredible. All sorts of goods are being
displayed openly here, in stalls, temporary shops, or even on the ground.
Buildings to your north and west prohibit further travel in those directions.
The cries of peddlers fill your ears.
There are two obvious exits: south and east.
Groups Bischar, Peddler
>
You can use a ranged weapon again.
s
There is a less of a crowd here, although the number of peddlers here remain the
same. And apparently, all of them have their sights on you, trying to make you
purchase something. A large structure, resembling either an administrative or
business building is west of you. The rest of the marketplace is to your east.
e
Various cries from the hawkers seem to bore into your head.
There are four obvious exits: west, north, south, and east.
> fire ether n
You are standing in the middle of a busy commercial district now, Hyllyard
City's marketplace. Actually it's more like a bazaar. Shoppers and other
citizens are walking around, haggling with ware dealers. You wonder if you could
get any good deals here, or would you get seriously ripped off.
You could never imagine that so many sounds could be concentrated in one place.
There are four obvious exits: west, north, south, and east.
A Thug
A Citizen
>
There is no ether to the north.
>
You can use a ranged weapon again.
> fire ether n
There is no ether to the north.
> n
n
The street here opens up into a marketplace. Actually, it's more like a small
square, bordered on all sides by buildings. It's so crowded here, moving through
requires some effort. Some hawkers are peddling various kinds of food here. Each
of them has a sign in front of their stalls in various languages so you can read
what's for sale. Most of the busiest activity seems to be to your south.
fire ether n
Exotic smells of various foodstuff tickles your nostrils.
Various cries from the peddlers can be heard all around you.
There are four obvious exits: west, north, south, and east.
A Thug
A Citizen
A Bounty Hunter
A Mercenary
>
This is certainly a busy part of Hyllyard City, all sorts of people can be seen
walking around you. The sun is beating down quite mercilessly here, while the
dust thrown up by numerous feet isn't helping your comfort either. The street
continues to the south, where it widens up. The main square is to the north.
You are once again surrounded by the bustle of people, although most of them
aren't shooting at the moment.
There are two obvious exits: north and south.
Ithorian Scout
Cremo, the Power droid
>
>
You can use a ranged weapon again.
n
fire ether n
You are standing in a narrow street that leads north to the town square and
south to the commercial district. The buildings here are in a better condition
than the others you've seen so far, obviously this is a better part of town.
Crowds of people are visible, going about their business.
You can hear the sounds of a battle in the square!
There are two obvious exits: north and south.
>
There is no ether to the north.
> lpn
A Narrow Street
[2: n, s]
Town Square
[4: w, n, s, e]
A Bounty Hunter
Town Square
[4: w, n, s, e]
Town Square
[4: w, n, s, e]
Town Square
[4: w, n, s, e]
An Imperial Probot
>
n
This is a narrow street that travels between the town square and the commercial
district. It is currently devoid of people at the moment, possibly due to the
battle being fought in the square. It may not be a good idea to enter it.
However, you see throngs of people milling about further south. The main square
is to the north.
You can hear the sounds of a battle in the square!
There are two obvious exits: north and south.
>
You can use a ranged weapon again.
n
fire ether n
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Bounty Hunter
>
There is no ether to the north.
> w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
w
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
>
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
> lpn
Town Square
[3: n, s, e]
Town Square
[4: w, n, s, e]
Town Square
[3: n, s, e]
An Imperial Probot
An Imperial Trooper
A Mercenary
Town Square
[3: s, e, nw]
A pile of 307 credits and BlasTech DH-17 blaster pistol are here.
You cannot see in that direction.
>
You can use a ranged weapon again.
fire ether n
There is no ether to the north.
> e
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
>
You can use a ranged weapon again.
fire ether n
There is no ether to the north.
e
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Bounty Hunter
> w
You get singed by some random blaster fire.
w
hp: 553 (-7) sp: 2251
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
>
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
> n
The stone archway where the imperials are taking cover is directly to your
south. Which might not be a good place to walk towards to, unless you're
seriously asking to be greeted warmly by the Imperials. A better direction could
be the street you see of to the north.
You can hear the sounds of the battle all around you!
There are three obvious exits: north, south, and east.
>
You can use a ranged weapon again.
n
You are standing on the west side of the square, but you are by no means out of
danger. Blaster shots from the direction of the archway are landing perilously
close to you. You notice a route of escape in the form of a narrow street to the
west.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> lpe
Town Square
[4: w, n, s, e]
Town Square
[4: w, n, s, e]
Town Square
[4: w, n, s, e]
Town Square
[4: w, n, s, e]
A Narrow Street
[2: w, e]
A Thug
> s
s
The stone archway where the imperials are taking cover is directly to your
south. Which might not be a good place to walk towards to, unless you're
seriously asking to be greeted warmly by the Imperials. A better direction could
be the street you see of to the north.
You can hear the sounds of the battle all around you!
There are three obvious exits: north, south, and east.
> e
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
> e
e
You get singed by some random blaster fire.
hp: 543 (-10) sp: 2251
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
> e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
e
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Bounty Hunter
>
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
>
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
>
What?
> n
n
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> lpe
A Narrow Street
[2: w, e]
A Thug
A Small Courtyard
[2: w, e]
Hyllyard City Spaceport - Planet Myrkr
[5: w, n, se, s, e]
XLR-D4
Myrkr Data Terminal is here.
East-West Walkway
[2: w, e]
IG88, guard droid
Repair Hangar
[1: w]
E1A2, sales droid
Powertap and Y-Wing [6624] (inoperable) are here.
> s
s
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
s
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
>
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
>
What?
> n
n
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> fire ether e
There is no ether to the east.
>
You can use a ranged weapon again.
e
This is a narrow street that travels between the docks and the town square. Back
to the east you see a small courtyard. Beyond it, lie the docks. To the west the
street opens up into the square. You definitely see a battle going on in the
square.
fire ether w
You can hear sounds of a battle in the square.
There are two obvious exits: west and east.
A Thug
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) w at Someone and fire
it.
You wound Someone.
> pu
You power up the jetpack and raise a few meters off the ground.
> z e 4
You zoom your jetpack east.
You are in a small courtyard just outside the docks. Here, you get your first
good look at Hyllyard City. During landing, it did not look that impressive.
Now, on the ground, you begin to revise your initial opinion... it's much worse
than you thought. Shabby looking buildings line the street, all badly maintained
with many marked by blaster fire. An archway to the west leads to what appears
to be a large city square.
You smell acrid smoke, typical from intense or prolonged blaster fire.
Sounds of blaster fire and shouts come from the west.
There are two obvious exits: west and east.
Taking a walkway leading up, you enter Hyllyard City's space port.
You zoom your jetpack east.
Hyllyard spaceport is a motley cluster of hangars and other smaller structures,
all arranged in a rough semi-circle. Service crew can be seen walking around,
lethargically performing their duties. Similarly, a few battered droids also
wander around aimlessly. A narrow walkway leads off to your west, descending to
street level.
The entire area is filled with noise, as can be expected from any normal
spaceport, even though this one barely qualifies.
There are five obvious exits: west, north, southeast, south, and east.
XLR-D4
Myrkr Data Terminal is here.
You zoom your jetpack east.
You're on a walkway connecting the upper primary docks. The main landing pad is
to the west while the repair bays are to the east. Below you is the lower
drydock area, where freighters are being serviced.
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: west and east.
IG88, guard droid
You zoom your jetpack east.
This seems to be the main repair hangar of the docks. You see scattered tools
littered around you. An old rusty fighter rests in one corner, resting on
blocks. There doesn't seem to be much activity here, seeing that the few
technicians present are lounging in a corner. A small counter is set up to one
side with a badly flickering hologram flickers above it. A jury-rigged powertap
sits next to it.
The noise from the main launching pads echoes dully inside this hangar.
The only obvious exit is west.
E1A2, sales droid
Powertap and Y-Wing [6624] (inoperable) are here.
You bring the jetpack to a stop.
>
You can use a ranged weapon again.
pdj
You feel capable again.
pu
You power down the jetpack and gently land back on the ground.
>
You power up the jetpack and raise a few meters off the ground.
> z w 5
You zoom your jetpack west.
You're on a walkway connecting the upper primary docks. The main landing pad is
to the west while the repair bays are to the east. Below you is the lower
drydock area, where freighters are being serviced.
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: west and east.
IG88, guard droid
You zoom your jetpack west.
Hyllyard spaceport is a motley cluster of hangars and other smaller structures,
all arranged in a rough semi-circle. Service crew can be seen walking around,
lethargically performing their duties. Similarly, a few battered droids also
wander around aimlessly. A narrow walkway leads off to your west, descending to
street level.
The entire area is filled with noise, as can be expected from any normal
spaceport, even though this one barely qualifies.
There are five obvious exits: west, north, southeast, south, and east.
XLR-D4
Myrkr Data Terminal is here.
Taking the walkway, you descend to Hyllyard City's street level.
You zoom your jetpack west.
You are in a small courtyard just outside the docks. Here, you get your first
good look at Hyllyard City. During landing, it did not look that impressive.
Now, on the ground, you begin to revise your initial opinion... it's much worse
than you thought. Shabby looking buildings line the street, all badly maintained
with many marked by blaster fire. An archway to the west leads to what appears
to be a large city square.
You smell acrid smoke, typical from intense or prolonged blaster fire.
Sounds of blaster fire and shouts come from the west.
There are two obvious exits: west and east.
You zoom your jetpack west.
This is a narrow street that travels between the docks and the town square. Back
to the east you see a small courtyard. Beyond it, lie the docks. To the west the
street opens up into the square. You definitely see a battle going on in the
square.
You can hear sounds of a battle in the square.
There are two obvious exits: west and east.
A Thug
You zoom your jetpack west.
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
You bring the jetpack to a stop.
> pdj
You power down the jetpack and gently land back on the ground.
w
> w
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Probot
> w
Someone nicks you with a blaster bolt from the east.
hp: 535 (-10) sp: 2251
You feel capable again.
Dusty and unpaved is the general condition of the square. And at the moment, it
is being redecorated with tiny little pits from blaster shots. And unless you
wish to partake in the redecoration, you see a street to your west for a quick
exit.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> n
You are in a flat piece of dusty ground that serves as Hyllyard City's main
square. And at the moment, several of the local inhabitants have decided to pick
a fight with the imperial garrison. And somehow, you're stuck in between the two
factions.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Mercenary
> s
fire ether e
You get singed by some random blaster fire.
hp: 531 (-6) sp: 2251
Dusty and unpaved is the general condition of the square. And at the moment, it
is being redecorated with tiny little pits from blaster shots. And unless you
wish to partake in the redecoration, you see a street to your west for a quick
exit.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) e at Someone and fire
it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You wound Someone badly.
Someone charges into the room and slams your face with his elbow!
hp: 481 (-50) sp: 2251
> s
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's right lung and you quickly fire a shot.
You damage Someone terribly.
Someone points his Miniature Ion Cannon (wielded) at you and fires it.
Someone nicks you with a blaster bolt.
hp: 470 (-11) sp: 2251
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
> n
You getpd
singed by some random blaster fire.
hp: 470 (0) sp: 2251
Dusty and unpaved is the general condition of the square. And at the moment, it
is being redecorated with tiny little pits from blaster shots. And unless you
wish to partake in the redecoration, you see a street to your west for a quick
exit.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's nose and you quickly fire a shot.
You damage Someone.
Someone attempts to strike you in the stomach with his elbow.
Someone hurts you mildly with his elbow.
hp: 457 (-13) sp: 2251
What?
>
Someone wields his Sorosuub rifle, which purrs with power.
t
You trip Someone and stun your victim with a clever maneuver.
hs
>
The scanner beeps : Someone is at 80% health.
>
Someone links a blaster to a helmet.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You injure Someone severely.
pd
The scanner makes a small beep.
What?
> w
w
You are standing on the west side of the square, but you are by no means out of
danger. Blaster shots from the direction of the archway are landing perilously
close to you. You notice a route of escape in the form of a narrow street to the
west.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
This is a narrow street that leads from the hotel to the town square. To the
west you can see the main gates leading to the gardens of a classy looking
building, and to the east the street opens up into the square. You can
definitely see a battle being fought in the square.
You can hear sounds of a battle in the square!
There are two obvious exits: west and east.
A Mercenary
A Bounty Hunter
> ml2
You get An MLR droid remote controller from A Wookiee carrying bag *Held*.
> e
e
You can use a ranged weapon again.
You are standing on the west side of the square, but you are by no means out of
danger. Blaster shots from the direction of the archway are landing perilously
close to you. You notice a route of escape in the form of a narrow street to the
west.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
Someone tries to track Arkell but fails.
Someone is trying to track you.
Dusty and unpaved is the general condition of the square. And at the moment, it
is being redecorated with tiny little pits from blaster shots. And unless you
wish to partake in the redecoration, you see a street to your west for a quick
exit.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You feel capable again.
s
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
> w
The stone archway where the imperials are taking cover is directly to your
south. Which might not be a good place to wn
alk towards to, unless you're
seriously asking to be greeted warmly by the Imperials. A better direction could
be the street you see of to the north.
You can hear the sounds of the battle all around you!
There are three obvious exits: north, south, and east.
>
You are standing on the west side of the square, but you are by no means out of
danger. Blaster shots from the direction of the archway are landing perilously
close to you. You notice a route of escape in the form of a narrow street to the
west.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> e
You get singed by some random blaster fire.
hp: 444 (-13) sp: 2251
Dusty and unpaved is the general condition of the square. And at the moment, it
is being redecorated with tiny little pits from blaster shots. And unless you
wish to partake in the redecoration, you see a street to your west for a quick
exit.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> sc
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 17373 experience.
Your wimpy is set at 14%, which is at 100 hp
Your wimpydir is set to out
You have 444 (716) hit points and 2251 (2251) social points.
You are sober.
You have 2 event points.
You struggle to carry a heavy load.
Your age is 91 Days 17 Hours 52 Minutes 34 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
> s
> s
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
s
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
> w
w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
Ether
>
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
>
> s
> e
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left eye and you quickly fire a shot.
You wound Someone badly.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone nails you with a laser beam.
hp: 415 (-31) sp: 2251
pd
MLR-G7 reports: I've cornered Someone.
You press the button and a droid pops off.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's right cheek and you quickly fire a shot.
Your shot is pinpoint accurate, doing massive damage to your foe.
You raze Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone injures you with a laser beam.
hp: 402 (-13) sp: 2251
>
The scanner makes a small beep.
t
There isn't anyone to trip!
hs
> look
hscan <target>
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
You can use a ranged weapon again.
sc
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 17390 experience.
Your wimpy is set at 14%, which is at 100 hp
Your wimpydir is set to out
You have 402 (716) hit points and 2251 (2251) social points.
You are sober.
You have 2 event points.
You strain under the weight of your equipment.
Your age is 91 Days 17 Hours 52 Minutes 46 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
>
Someone injures you with a laser beam from the north.
hp: 390 (-12) sp: 2251
> w
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam from the north.
hp: 333 (-57) sp: 2251
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
> get kit from bag
You get A medkit from A Wookiee carrying bag *Held*.
> major arkell
major arkell
hp: 360/716 sp: 2251/2251 dr: slightly drugged
major arkell
major arkell
You perform major surgery on yourself.
>
hp: 380/716 sp: 2251/2251 dr: numb
You perform major surgery on yourself.
> major arkell
This medkit does not have enough bacta medicine for that!
> major arkell
This medkit does not have enough bacta medicine for that!
>
Wait.
>
This medkit does not have enough bacta medicine for that!
> fa
fa
hp: 382/716 sp: 2251/2251 dr: numb
fa
You perform first aid on yourself.
>
hp: 386/716 sp: 2251/2251 dr: numb
You perform first aid on yourself.
This medkit is empty, so you dispose of it.
> s
What?
> s
Wait.
> look
What?
>
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
> get kit from bag
You get A medkit from A Wookiee carrying bag *Held*.
> major arkell
major arkell
hp: 411/716 sp: 2251/2251 dr: numb
major arkell
You perform major surgery on yourself.
> major arkell
hp: 432/716 sp: 2251/2251 dr: stoned
You perform major surgery on yourself.
>
hp: 454/716 sp: 2251/2251 dr: stoned
You perform major surgery on yourself.
>
hp: 480/716 sp: 2251/2251 dr: comfortably numb
You perform major surgery on yourself.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left eye and you quickly fire a shot.
You cock back an explosive round and aim it at Someone.
You fire the explosive round and see it detonate INTO Someone!
You nail Someone.
Someone stops dodging incoming fire in order to engage in combat.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone damages you with a laser beam.
hp: 448 (-32) sp: 2251
Someone takes a calculated swing at your head, but you manage to avoid it.
e
The archway where the Imperials are e
taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
> n
In another time, you would really stop and take in your surroundings. But
blaster shots inches from your head doesn't fit any of your current requirements
for pleasant sightseeing. A street is visible to the south-east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You can use a ranged weapon again.
MLR-G7 reports: I've cornered Someone.
s
w
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
Someone tries to move out of the room, but the little LR droid stops him!
Someone tries to track Arkell but fails.
Someone is trying to track you.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You injure Someone severely.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 341 (-107) sp: 2251
dis
You search for your enemy's weakest point and take a calculated swing at it,
connecting at just the right moment. Someone is dazed and disabled!
> hs
The scanner beeps : Someone is at 69% health.
>
The scanner makes a small beep.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's groin and you quickly fire a shot.
You wound Someone badly.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone missed you with a laser beam.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's right eye and you quickly fire a shot.
You cock back an explosive round and aim it at Someone.
You fire the explosive round and see it detonate INTO Someone!
You nail Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone annihilates you completely with a laser beam.
hp: 273 (-68) sp: 2251
The scanner makes a small beep.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's right cheek and you quickly fire a shot.
You injure Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone annihilates you completely with a laser beam.
hp: 199 (-74) sp: 2251
The scanner makes a small beep.
You feel capable again.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's heart and you quickly fire a shot.
Your shot is pinpoint accurate, doing massive damage to your foe.
You annihilate Someone completely.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 111 (-88) sp: 2251
t
You manage to trip Someone, causing him to stagger around senselessly.
hs
>
The scanner beeps : Someone is at 57% health.
>
The scanner makes a small beep.
e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> caa
hp: 716/716 sp: 2251/2251 dr: comfortably numb
You perform cureall surgery on yourself.
> w
You get singed by some random blaster fire.
hp: 714 (-2) sp: 2251
MLR-G7 reports: I've cornered Someone.
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
You can use a ranged weapon again.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You wound Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone injures you with a laser beam.
hp: 699 (-15) sp: 2251
t
You're not feeling quick enough to trip anyone.
hs
>
The scanner makes a small beep.
The scanner beeps : Someone is at 56% health.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's right eye and you quickly fire a shot.
Your shot is pinpoint accurate, doing massive damage to your foe.
You annihilate Someone completely.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone injures you with a laser beam.
hp: 686 (-13) sp: 2251
You feel capable again.
t
There isn't anyone to trip!
hs
>
hscan <target>
> w
You can use a ranged weapon again.
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
> e
You get singed by some random blaster fire.
hp: 673 (-13) sp: 2251
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam from the north.
hp: 596 (-77) sp: 2251
ml
You get An MLR droid remote controller from A Wookiee carrying bag *Held*.
> t
There isn't anyone to trip!
> hs
hscan <target>
> w
n
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
>
The stone archway where the imperials are taking cover is directly to your
south. Which might not be a good place to walk towards to, unless you're
seriously asking to be greeted warmly by the Imperials. A better direction could
be the street you see of to the north.
You can hear the sounds of the battle all around you!
There are three obvious exits: north, south, and east.
> e
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
> e
You are in Hyllyard City's main square, which could be a rather nice place to be
if it didn't have hoards of combatants shooting at each other. And also if you
didn't present such a tempting target. You see a narrow street to your south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> s
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> s
This is a narrow street that travels between the town square and the commercial
district. It is currently devoid of people at the moment, possibly due to the
battle being fought in the square. It may not be a good idea to enter it.
However, you see throngs of people milling about further south. The main square
is to the north.
You can hear the sounds of a battle in the square!
There are two obvious exits: north and south.
A Bounty Hunter
>
Ether injures you severely with a laser beam from the north.
hp: 579 (-17) sp: 2251
n
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
w
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You get singed by some random blaster fire.
hp: 578 (-1) sp: 2251
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> e
fire ether n
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) n at Someone and fire
it.
You missed Someone.
> w
You get singed by some random blaster fire.
hp: 575 (-11) sp: 2251
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
You can use a ranged weapon again.
e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently beinlpn
g used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
Someone tries to track Arkell but fails.
Someone is trying to track you.
w
Town Square
[4: w, n, s, e]
Town Square
[4: w, n, s, e]
Town Square
[4: w, n, s, e]
Town Square
[4: w, n, s, e]
An Imperial Stormtrooper
A Mercenary
A Narrow Street
[2: n, s]
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
MLR-G7 reports: I've cornered Someone.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's gut and you quickly fire a shot.
You injure Someone.
Someone has left himself wide open to a counter-attack!
Someone stops dodging incoming fire in order to engage in combat.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone wounds you badly with a laser beam.
hp: 549 (-26) sp: 2251
t
Someone takes a calculated swing at your head. Starbursts explode before your
eyes and you find yourself unable to do anything but battle for your life!
You're not feeling quick enough to trip anyone.
>
The scanner makes a small beep.
hs
The scanner beeps : Someone is at 48% health.
e
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> pd
You press the button and a droid pops off.
>
You can use a ranged weapon again.
w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
Someone tries to move out of the room, but the little LR droid stops him!
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You nick Someone lightly.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone wounds you badly with a laser beam.
hp: 523 (-26) sp: 2251
hs
The scanner beeps : Someone is at 47% health.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You cock back an explosive round and aim it at Someone.
You fire the explosive round and see it detonate INTO Someone!
You decimate Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 441 (-82) sp: 2251
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You cock back an explosive round and aim it at Someone.
You fire the explosive round and see it detonate INTO Someone!
You damage Someone terribly.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 335 (-106) sp: 2251
You are viciously clawed by Someone, leaving you temporarily defenseless.
hp: 324 (-11) sp: 2251
The scanner makes a small beep.
ammo
The Mark II T-99G Pulse Rifle *Held* (wielded) has 75 shots left.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's heart and you quickly fire a shot.
Your shot is pinpoint accurate, doing massive damage to your foe.
You cock back an explosive round and aim it at Someone.
You fire the explosive round and see it detonate INTO Someone!
You annihilate Someone completely.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone wounds you with a laser beam.
hp: 309 (-23) sp: 2251
The scanner makes a small beep.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
hs
The helmet locks onto your foe's heart and you quickly fire a shot.
You injure Someone severely.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone injures you severely with a laser beam.
hp: 293 (-16) sp: 2251
The scanner beeps : Someone is at 32% health.
>
The scanner makes a small beep.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You injure Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 234 (-59) sp: 2251
The scanner makes a small beep.
wp
Wimpy set to 0%, which is 0 hit points.
>
Someone tries to move out of the room, but the little LR droid stops him!
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left lung and you quickly fire a shot.
You nail Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone injures you severely with a laser beam.
hp: 217 (-17) sp: 2251
Someone tries to move out of the room, but the little LR droid stops him!
hs
The scanner beeps : Someone is at 29% health.
>
Someone gets a syringe containing silver liquid from A Wookiee carrying bag
*Held*.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's right eye and you quickly fire a shot.
Your shot is pinpoint accurate, doing massive damage to your foe.
You damage Someone terribly.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone damages you with a laser beam.
hp: 164 (-53) sp: 2251
Someone tries to inject himself, but is not successful.
hs
Someone tries to move out of the room, but the little LR droid stops him!
The scanner beeps : Someone is at 26% health.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You cock back an explosive round and aim it at Someone.
You fire the explosive round and see it detonate INTO Someone!
You damage Someone.
hs
hscan <target>
e
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> n
w
You are in Hyllyard City's main square, which could be a rather nice place to be
if it didn't have hoards of combatants shooting at each other. And also if you
didn't present such a tempting target. You see a narrow street to your south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You can use a ranged weapon again.
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
> s
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
sc
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18414 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 164 (716) hit points and 2251 (2251) social points.
You are sober and comfortably numb.
You have 2 event points.
You strain under the weight of your equipment.
Your age is 91 Days 17 Hours 54 Minutes 22 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
> dl
cureall: 9 minutes and 0 seconds
disable: 1 minutes and 50 seconds
> e
e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
e
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
>
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
>
What?
> gp
aa
You get Transdermal Patch from A Wookiee carrying bag *Held*.
>
You apply the patch on Arkell.
Arkell applies a patch to your neck.
> n
n
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
n
n
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
>
A simple sign here points to the north says, "Bar". That's all you have time to
read before a blaster shot hits the ground near you. The street leading to
Hyllyard City's shipyards is to the south. And you think it would be wise to
choose one of those exits instead of braving the square further.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
A Thug
>
You are standing in what is probably the safest part of the square, if it can be
called safe. You are in the north-east corner of the square, the farthest place
possible from the archway. That doesn't mean you are out of danger, though. You
notice a street leading north-east out of the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, south, and northeast.
>
MLR-G7 reports: I've cornered Someone.
ne
ne
This narrow street leads north-east from the town square. It seems far more
crowded than the other streets you have seen so far, especially taking into
account the battle in the square south-west of here. You wonder where this
street leads to merit the interest bestowed upon it.
You can hear sounds of battle coming from the square.
There are two obvious exits: northeast and southwest.
>
You have reached the end of the street. To the east is the destination of the
crowd... a tavern with the rather dubious name of the "Poisoned Water". However,
judging from the size of the crowd entering and leaving, this place must be
quite popular with the inhabitants of Hyllyard City. To the south-west, the
streets leads back to the square.
The sounds coming from the tavern are somewhat comparable in volume to the fire
fight happening to the south-west.
There are two obvious exits: southwest and enter.
Balogg, the Gamorrean Guard
Soghorog, the Gamorrean Guard
> sw
sw
This narrow street leads north-east from the town square. It seems far more
crowded than the other streets you have seen so far, especially taking into
account the battle in the square south-west of here. You wonder where this
street leads to merit the interest bestowed upon it.
ne
You can hear sounds of battle coming from the square.
There are two obvious exits: northeast and southwest.
>
You are standing in what is probably the safest part of the square, if it can be
called safe. You are in the north-east corner of the square, the farthest place
possible from the archway. That doesn't mean you are out of danger, though. You
notice a street leading north-east out of the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, south, and northeast.
> ne
ne
This narrow street leads north-east from the town square. It seems far more
crowded than the other streets you have seen so far, especially taking into
account the battle in the square south-west of here. You wonder where this
street leads to merit the interest bestowed upon it.
You can hear sounds of battle coming from the square.
There are two obvious exits: northeast and southwest.
>
You have reached the end of the street. To the east is the destination of the
crowd... a tavern with the rather dubious name of the "Poisoned Water". However,
judging from the size of the crowd entering and leaving, this place must be
quite popular with the inhabitants of Hyllyard City. To the south-west, the
streets leads back to the square.
The sounds coming from the tavern are somewhat comparable in volume to the fire
fight happening to the south-west.
There are two obvious exits: southwest and enter.
Soghorog, the Gamorrean Guard
Balogg, the Gamorrean Guard
>
What?
> enter
Ignoring the threatening looking thugs gathered by the entrance, you push the
swinging doors aside, entering the Poisoned Water with a sneer on your face and
a hand on a weapon.
Gloomy and dark, the atmosphere inside of the tavern is obviously different from
the sun drenched outside. At the moment, the only evidence of the sun is the
light is visible through the door slats. The Poisoned Water is filled to the
brim, obviously it does good business in Hyllyard City.
A myriad blend of smells hit your nose. It would take too long to figure them
out individually, so you leave it at that.
A wall of noise slams into you, almost stunning in its intensity. Maybe after
awhile, you'll go deaf and won't feel it anymore.
There are four obvious exits: north, south, east, and exit.
> e
A whole lot of aliens are gathered here, all conversing in their respective
languages. The bar is laid out in a circular arrangement around one of the
building's foundation pillars. Many strange looking bottles are arrayed on the
shelves while every remaining square inch of the pillar is covered with
ornaments and curios. Both deserve a closer look.
A sweet smelling smoke comes from a nearby patron's pipe, somehow fogging your
senses.
The foreground and background chatter merges into a low buzz that vibrates
through your skull.
There are four obvious exits: west, north, south, and east.
Jon Bodda, proud owner of this fine establishment.
A Mercenary
> n
n
As usual, tables, aliens, and intoxicating beverages form the main objects of
interest here, not much different from the rest of the tavern. Gleaming and
impressive looking wooden doors are north of you, a sign flashing above them
says, "Private".
You smell the aftermath of someone voiding their innards on the ground.
You hear the sounds of applause from behind the doors.
There are three obvious exits: west, north, and south.
A Drunk
>
You leave the main bar, entering a quieter section of the Poisoned Water.
This is still part of the Poisoned Water, albeit for more refined customers. You
could think of this as a club, although some of the patrons walking around look
as mean if not meaner than the ones outside. The furnishing here is not as
dilapidated as those in the main tavern, looking almost comfortable. A small
stage is located west, while curtains cover an alcove to your east.
Quiet music plays in the background.
There are four obvious exits: alcove, west, north, and south.
>
You feel capable again.
n
More shadowy figures are seated here. From the low murmur of urgent
conversation, it seems as much wheeling and dealing occurs here as outside.
Another curtained alcove is to your east while an archway leads north from here.
You think you see restrooms beyond it.
Low voices surround you.
There are four obvious exits: alcove, west, north, and south.
>
MLR-N7 reports: I've cornered Ether.
n
It is dark here, a solitary glow rod on the wall providing illumination. An
archway to the south leads back into the main club room. A large sign by the
northern door indicates that is the restrooms in several languages. A small
staircase is to your east.
The sudden silence here is a change.
There are two obvious exits: south and east.
> e
Only the stairs which go up to the second level are of any interest here.
Nothing is stirring, the tavern feels empty here. The only movement is to your
west where a few people walking to the restrooms. You see a small door to the
east.
u
People can be heard to your west.
There are two obvious exits: up and west.
>
This is a small landing on the second floor of the tavern. It extends further to
the south and west. A flight of stairs leads down, while another goes to the
third level.
Sounds drift up from the main room below.
There are four obvious exits: down, up, west, and south.
Alphon, the Ship Technician
Borno, the Gunman
> u
Climbing the stairs, you head up to the third floor.
u
This is the third and apparently highest floor of the Poisoned Water tavern. Far
from the rest of the tavern, everything is quiet. Except for the flickering
shadows cast upon the floor, nothing is moving. Doors go off to your east and
north. Stairs lead down from here.
This is the first true silence you've encountered since entering the tavern.
There are three obvious exits: down, north, and east.
>
What?
> n
A single chair and table rests here in this private room. The decor is simple,
plain, but still tasteful. A large window offers an expansive view of the
Hyllyard City and the surrounding jungle. Bright sunlight streams in, banishing
the gloom that seems to fill most of the rooms in this tavern.
A slight fragrant smell seems to tickle ever so slightly at your nose.
It is quiet, the sound from downstairs muffled. In fact, you can hear the
distant cries of the jungle animals.
The only obvious exit is south.
Eve
> u
What?
> sc
hp: 200 (20) sp: 2251
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18414 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 200 (716) hit points and 2251 (2251) social points.
You are sober and comfortably numb.
You have 2 event points.
You strain under the weight of your equipment.
Your age is 91 Days 17 Hours 54 Minutes 52 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
> dl
cureall: 8 minutes and 28 seconds
disable: 1 minutes and 18 seconds
> s
This is the third and apparently highest floor of the Poisoned Water tavern. Far
from the rest of the tavern, everything is quiet. Except for the flickering
shadows cast upon the floor, nothing is moving. Doors go off to your east and
north. Stairs lead down from here.
d
This is the first true silence you've encountered since entering the tavern.
There are three obvious exits: down, north, and east.
>
This is a small landing on the second floor of the tavern. It extends further to
the south and west. A flight of stairs leads down, while another goes to the
third level.
Sounds drift up from the main room below.
There are four obvious exits: down, up, west, and south.
Alphon, the Ship Technician
Borno, the Gunman
> fade
You attempt to fade into the background, but end up drawing even more attention
to yourself.
> u
Climbing the stairs, you head up to the third floor.
This is the third and apparently highest floor of the Poisoned Water tavern. Far
from the rest of the tavern, everything is quiet. Except for the flickering
shadows cast upon the floor, nothing is moving. Doors go off to your east and
north. Stairs lead down from here.
This is the first true silence you've encountered since entering the tavern.
There are three obvious exits: down, north, and east.
> n
A single chair and table rests here in this private room. The decor is simple,
plain, but still tasteful. A large window offers an expansive view of the
Hyllyard City and the surrounding jungle. Bright sunlight streams in, banishing
the gloom that seems to fill most of the rooms in this tavern.
A slight fragrant smell seems to tickle ever so slightly at your nose.
It is quiet, the sound from downstairs muffled. In fact, you can hear the
distant cries of the jungle animals.
The only obvious exit is south.
Eve
>
You feel capable again.
s
This is the third and apparently highest floor of the Poisoned Water tavern. Far
from the rest of the tavern, everything is quiet. Except for the flickering
shadows cast upon the floor, nothing is moving. Doors go off to your east and
north. Stairs lead down from here.
d
This is the first true silence you've encountered since entering the tavern.
There are three obvious exits: down, north, and east.
> fade
This is a small landing on the second floor of the tavern. It extends further to
the south and west. A flight of stairs leads down, while another goes to the
third level.
Sounds drift up from the main room below.
There are four obvious exits: down, up, west, and south.
Alphon, the Ship Technician
Borno, the Gunman
>
You attempt to fade into the background, but end up drawing even more attention
to yourself.
>
u
n
Climbing the stairs, you head up to the third floor.
This is the third and apparently highest floor of the Poisoned Water tavern. Far
from the rest of the tavern, everything is quiet. Except for the flickering
shadows cast upon the floor, nothing is moving. Doors go off to your east and
north. Stairs lead down from here.
This is the first true silence you've encountered since entering the tavern.
There are three obvious exits: down, north, and east.
>
A single chair and table rests here in this private room. The decor is simple,
plain, but still tasteful. A large window offers an expansive view of the
Hyllyard City and the surrounding jungle. Bright sunlight streams in, banishing
the gloom that seems to fill most of the rooms in this tavern.
A slight fragrant smell seems to tickle ever so slightly at your nose.
It is quiet, the sound from downstairs muffled. In fact, you can hear the
distant cries of the jungle animals.
The only obvious exit is south.
Eve
> inv
You are carrying:
Arkell's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
a pair of head sausages *Held*
Library Card *Held*
An Imperial Medal *Held*
Tattoo with a text 'Will kill for money' *Held*
Smuggler Cab Card *Held*
Slicertool *Held*
Mark II T-99G Pulse Rifle *Held* (wielded)
Jetpack *Held* (worn)
A toolbox
A medkit
Storage Retrieval Card 60494 *Held*
Limited Edition Bookmark *Held*
A health scanner *Held*
Black visored helmet (worn) (linked) *Held*
Two Wookiee carrying bag *Held*s
Transdermal Patch (applied)
You strain under the weight of your equipment.
> dl
cureall: 8 minutes and 12 seconds
disable: 1 minutes and 2 seconds
>
You feel capable again.
dl
cureall: 8 minutes and 10 seconds
disable: 1 minutes and 0 seconds
> gs
You get a syringe containing silver liquid from A Wookiee carrying bag *Held*.
> ia
You stick a needle deep into your own flesh.
Your wounds heal over as the drug runs through your body.
hp: 687/716 (+479)
> put syringe in bag
You feel capable again.
hp: 707 (20) sp: 2251
You put a syringe containing silver liquid in A Wookiee carrying bag *Held*.
> sc
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18414 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 707 (716) hit points and 2251 (2251) social points.
You are sober and comfortably numb.
You have 2 event points.
You strain under the weight of your equipment.
Your age is 91 Days 17 Hours 55 Minutes 18 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
> inv
You are carrying:
Arkell's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
Storage Retrieval Card 60494 *Held*
a pair of head sausages *Held*
Limited Edition Bookmark *Held*
Library Card *Held*
An Imperial Medal *Held*
Tattoo with a text 'Will kill for money' *Held*
Slicertool *Held*
Two Wookiee carrying bag *Held*s
A toolbox
A medkit
Smuggler Cab Card *Held*
A health scanner *Held*
Black visored helmet (worn) (linked) *Held*
Mark II T-99G Pulse Rifle *Held* (wielded)
Jetpack *Held* (worn)
Transdermal Patch (applied)
You strain under the weight of your equipment.
> check box
There are 14 parts left in the toolbox.
> lp 2
This is a large carrying bag of the type that Wookiees usually take on journeys.
It holds quite a bit of material. It's formed of the finest leather, hand rubbed
until it shines.
It contains:
Three toolboxes
Three Heavy Ammoes
a pile of scrap metal
Miniature Ion Cannon
It is somewhat full.
> lp
This is a large carrying bag of the type that Wookiees usually take on journeys.
It holds quite a bit of material. It's formed of the finest leather, hand rubbed
until it shines.
It contains:
Five Transdermal Patches
Two medkits
A strange Black Keycard
A crowbar
Ubrikkian R-TechApp ManTrap
a syringe containing silver liquid
A capsule of liquid cable
Whipcord
a bottle of silver liquid
An Ornate Passcard
A small access card
DS checkpoint pass
It is somewhat full.
>
Eve looks at you.
lps
Landing
[3: d, n, e]
You cannot see in that direction.
> inv
You are carrying:
Arkell's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
a pair of head sausages *Held*
Limited Edition Bookmark *Held*
Library Card *Held*
Tattoo with a text 'Will kill for money' *Held*
Smuggler Cab Card *Held*
Black visored helmet (worn) (linked) *Held*
Two Wookiee carrying bag *Held*s
Mark II T-99G Pulse Rifle *Held* (wielded)
Jetpack *Held* (worn)
A toolbox
A medkit
Storage Retrieval Card 60494 *Held*
An Imperial Medal *Held*
Slicertool *Held*
A health scanner *Held*
Transdermal Patch (applied)
You strain under the weight of your equipment.
> put toolbox in bag 2
You put A toolbox in A Wookiee carrying bag *Held*.
>
hp: 716 (1) sp: 2251
d
>
What?
> s
d
This is the third and apparently highest floor of the Poisoned Water tavern. Far
from the rest of the tavern, everything is quiet. Except for the flickering
shadows cast upon the floor, nothing is moving. Doors go off to your east and
north. Stairs lead down from here.
This is the first true silence you've encountered since entering the tavern.
There are three obvious exits: down, north, and east.
>
This is a small landing on the second floor of the tavern. It extends further to
the south and west. A flight of stairs leads down, while another goes to the
third level.
Sounds drift up from the main room below.
There are four obvious exits: down, up, west, and south.
Alphon, the Ship Technician
Borno, the Gunman
> d
Only the stairs which go up to the second level are of any interest here.
Nothing is stirring, the tavern feels empty here. The only movement is to your
west where a few people walking to the restrooms. You see a small door to the
east.
d
People can be heard to your west.
There are two obvious exits: up and west.
>
What?
> w
It is dark here, a solitary glow rod on the wall providing illumination. An
archway to the south leads back into the main club room. A large sign by the
northern door indicates that is the restrooms in several languages. A small
staircase is to your east.
s
s
The sudden silence here is a change.
There are two obvious exits: south and east.
> s
More shadowy figures are seated here. From the low murmur of urgent
conversation, it seems as much wheeling and dealing occurs here as outside.
Another curtained alcove is to your east while an archway leads north from here.
You think you see restrooms beyond it.
Low voices surround you.
There are four obvious exits: alcove, west, north, and south.
>
This is still part of the Poisoned Water, albeit for more refined customers. You
could think of this as a club, although some of the patrons walking around look
as mean if not meaner than the ones outside. The furnishing here is not as
dilapidated as those in the main tavern, looking almost comfortable. A small
stage is located west, while curtains cover an alcove to your east.
Quiet music plays in the background.
There are four obvious exits: alcove, west, north, and south.
>
You leave the club, entering the rowdier bar section of the Poisoned Water
again.
As usual, tables, aliens, and intoxicating beverages form the main objects of
interest here, not much different from the rest of the tavern. Gleaming and
impressive looking wooden doors are north of you, a sign flashing above them
says, "Private".
You smell the aftermath of someone voiding their innards on the ground.
You hear the sounds of applause from behind the doors.
There are three obvious exits: west, north, and south.
A Drunk
> s
s
A whole lot of aliens are gathered here, all conversing in their respective
languages. The bar is laid out in a circular arrangement around one of the
building's foundation pillars. Many strange looking bottles are arrayed on the
shelves while every remaining square inch of the pillar is covered with
ornaments and curios. Both deserve a closer look.
A sweet smelling smoke comes from a nearby patron's pipe, somehow fogging your
senses.
The foreground and background chatter merges into a low buzz that vibrates
through your skull.
There are four obvious exits: west, north, south, and east.
Jon Bodda, proud owner of this fine establishment.
A Mercenary
>
No tables are present here. Instead, the floor is occupied by a hologram emitted
from a projector embedded somewhere in the ceiling. You can't tell without
further examination but it appears to show a band performing.
Regardless of whatever is in that smoke, you're beginning to enjoy it.
Strangely, the noise around you has become a pleasant background buzz.
There are two obvious exits: west and north.
> w
w
Several side tables are located here near the entrance. It is brightly lit here,
although the air is hazy, clouded by the vast amount of foreign substances
smoked by the aliens gathered here. Various aliens are conducting business
openly among the tables. Obviously, the shadier dealings occur at the back of
the tavern. At a corner, spiral metal steps lead up to the docks.
A cloud of pleasant smelling smoke surrounds you.
Sounds of the shipyard are merged with the tavern's din here.
There are three obvious exits: up, north, and east.
A Drunk
>
What?
> u
You stand before a large official looking building. Official looking considering
there is no other building nearby higher than two stories. A single opening
serves as a doorway inside, a faded sign plastered on the wall beside it. A
heavy curtain serves as the actual door. Every now and then, someone dressed in
a pilot's outfit either enters or exits. Steps also lead down here, a flashing
visible hologram above it.
A thunderous roar fills the air as another ship launches.
There are three obvious exits: down, south, and enter.
A Technician
> s
s
You're on a walkway connecting the upper primary docks. The main landing pad is
to your south while the main control center is to the north. Below you is the
lower drydock area, where ships are being serviced.
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: north and south.
IG77, guard droid
>
You're on a walkway connecting the upper primary docks. The main landing pad is
to your south while the main control center is to the north. Below you is the
lower drydock area, where ships are being serviced.
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: north and south.
> s
Hyllyard spaceport is a motley cluster of hangars and other smaller structures,
all arranged in a rough semi-circle. Service crew can be seen walking around,
lethargically performing their duties. Similarly, a few battered droids also
wander around aimlessly. A narrow walkway leads off to your west, descending to
street level.
The entire area is filled with noise, as can be expected from any normal
spaceport, even though this one barely qualifies.
There are five obvious exits: west, north, southeast, south, and east.
XLR-D4
Myrkr Data Terminal is here.
> pu
You power up the jetpack and raise a few meters off the ground.
> z w
Taking the walkway, you descend to Hyllyard City's street level.
You zoom your jetpack west.
You are in a small courtyard just outside the docks. Here, you get your first
good look at Hyllyard City. During landing, it did not look that impressive.
Now, on the ground, you begin to revise your initial opinion... it's much worse
than you thought. Shabby looking buildings line the street, all badly maintained
with many marked by blaster fire. An archway to the west leads to what appears
to be a large city square.
You smell acrid smoke, typical from intense or prolonged blaster fire.
Sounds of blaster fire and shouts come from the west.
There are two obvious exits: west and east.
You bring the jetpack to a stop.
> pdj
You power down the jetpack and gently land back on the ground.
w
> w
This is a narrow street that travels between the docks and the town square. Back
to the east you see a small courtyard. Beyond it, lie the docks. To the west the
street opens up into the square. You definitely see a battle going on in the
square.
You can hear sounds of a battle in the square.
There are two obvious exits: west and east.
A Thug
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
>
You feel capable again.
s
s
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
>
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> lpw
Town Square
[3: w, n, e]
Town Square
[4: w, n, s, e]
MLR-N7
A Bounty Hunter
Town Square
[3: w, n, e]
MLR-G7
Town Square
[3: n, sw, e]
An Imperial Stormtrooper
You cannot see in that direction.
> fire ether w
There is no ether to the west.
> w
w
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
A Bounty Hunter
>
You can use a ranged weapon again.
fire ether n
There is no ether to the north.
> w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
You can use a ranged weapon again.
fire ether n
There is no ether to the north.
> w
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
>
You can use a ranged weapon again.
fire ether n
There is no ether to the north.
> e
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
e
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
A Bounty Hunter
> sc
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18414 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 716 (716) hit points and 2251 (2251) social points.
You are sober and comfortably numb.
You have 2 event points.
You struggle to carry a heavy load.
Your age is 91 Days 17 Hours 56 Minutes 26 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
> inv
You can use a ranged weapon again.
You are carrying:
Arkell's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
Storage Retrieval Card 60494 *Held*
Limited Edition Bookmark *Held*
Tattoo with a text 'Will kill for money' *Held*
A health scanner *Held*
Two Wookiee carrying bag *Held*s
Mark II T-99G Pulse Rifle *Held* (wielded)
A medkit
a pair of head sausages *Held*
Library Card *Held*
An Imperial Medal *Held*
Smuggler Cab Card *Held*
Slicertool *Held*
Black visored helmet (worn) (linked) *Held*
Jetpack *Held* (worn)
Transdermal Patch (applied)
An XLR droid remote controller
You struggle to carry a heavy load.
> e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
fire ether n
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
>
There is no ether to the north.
> e
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
fire ether n
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
>
> e
What?fire ether n
>
You can use a ranged weapon again.
There is no ether to the north.
> fire ether n
> n
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
n
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> n
n
A simple sign here points to the north says, "Bar". That's all you have time to
read before a blaster shot hits the ground near you. The street leading to
Hyllyard City's shipyards is to the south. And you think it would be wise to
choose one of those exits instead of braving the square further.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
A Thug
>
You are standing in what is probably the safest part of the square, if it can be
called safe. You are in the north-east corner of the square, the farthest place
possible from the archway. That doesn't mean you are out of danger, though. You
notice a street leading north-east out of the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, south, and northeast.
>
You can use a ranged weapon again.
n
What?
> fire ether ne
There is no ether to the northeast.
> w
If there was a more apt description fitting this square, it would be "Blaster
Fire". The dust kicked up by the battle is obscuring your vision, turning
everything into a hazy blaster bolt filled scene. However, you can see enough to
notice a street leading out of the square to your east and west.
w
You can hear the sounds of the battle all around you!
There are three obvious exits: west, south, and east.
A Thug
>
You are standing in the north side of the square, looking for cover. The blaster
fire hasn't slackened off up here, in fact, it might have increased. To the
north, a narrow street leads to what resembles a cross-roads.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
>
You can use a ranged weapon again.
fire ether n
There is no ether to the north.
>
You can use a ranged weapon again.
fire ether s
There is no ether to the south.
> e
If there was a more apt description fitting this square, it would be "Blaster
Fire". The dust kicked up by the battle is obscuring your vision, turning
everything into a hazy blaster bolt filled scene. However, you can see enough to
notice a street leading out of the square to your east and west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, south, and east.
A Thug
> s
s
Standing in the dusty square, you are very much aware of the blaster fire all
around you. In fact, you begin to wonder why are you standing here at all. A
street is visible to your north-east, and it looks like a better place to be
then where you are at the moment.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Mercenary
> s
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
In another time, you would really stop and take in your surroundings. But
blaster shots inches from your head doesn't fit any of your current requirements
for pleasant sightseeing. A street is visible to the south-east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You can use a ranged weapon again.
w
w
You are in Hyllyard City's main square, which could be a rather nice place to be
if it didn't have hoards of combatants shooting at each other. And also if you
didn't present such a tempting target. You see a narrow street to your south.
w
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
>
The stone archway where the imperials are taking cover is directly to your
south. Which might not be a good place to walk towards to, unless you're
seriously asking to be greeted warmly by the Imperials. A better direction could
be the street you see of to the north.
You can hear the sounds of the battle all around you!
There are three obvious exits: north, south, and east.
> s
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
s
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
>
What?
> e
You get singed by some random blaster fire.
hp: 714 (-2) sp: 2251
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> fire ether n
There is no ether to the north.
> e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
A Bounty Hunter
>
You can use a ranged weapon again.
Bounty hunter leaves west.
fire ether n
There is no ether to the north.
> e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
> w
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You can use a ranged weapon again.
fire ether s
There is no ether to the south.
> e
e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby pointse
to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
>
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
>
What?
> n
You can use a ranged weapon again.
n
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> fire ether e
You point your Mark II T-99G Pulse Rifle *Held* (wielded) e at Someone and fire
it.
You wound Someone.
> s
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
> s
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
w
w
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
>
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
> n
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You can use a ranged weapon again.
n
You are in Hyllyard City's main square, which could be a rather nice place to be
if it didn't have hoards of combatants shooting at each other. And also if you
didn't present such a tempting target. You see a narrow street to your south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Mercenary
> n
You would stand here and take in more of your surroundings except the occasional
blaster shot is landing near you more than occasionally. But do you have the
opportunity in between dodging shots to see a street north of you.
fire ether e
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
There is no ether to the east.
> lpe
You can use a ranged weapon again.
Autosaving.
Town Square
[4: w, n, s, e]
A Mercenary
Town Square
[3: w, n, s]
A Thug
You cannot see in that direction.
> s
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Mercenary
> s
You are in Hyllyard City's main square, which could be a rather nice place to be
if it didn't have hoards of combatants shooting at each other. And also if you
didn't present such a tempting target. You see a narrow street to your south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> s
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
A Bounty Hunter
> ds droid
Your examination of Mlr-g7 determines the following:
Mlr-g7 is 100% intact.
Mlr-g7 is ready for an overhaul.
> e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
ds droid
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
Your examination of Mlr-n7 determines the following:
Mlr-n7 is 100% intact.
Mlr-n7 is ready for an overhaul.
> w
You get singed by some random blaster fire.
hp: 712 (-4) sp: 2251
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
A Bounty Hunter
>
hp: 716 (4) sp: 2251
Someone nicks you with a laser beam from the north.
hp: 705 (-11) sp: 2251
alias eng entangle ether $*
Alias: eng (entangle ether $*) altered. You have 172 aliases out of your maximum
of 250.
e
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
fire ether n
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
A Bounty Hunter
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) n at Someone and fire
it.
The helmet locks onto your foe's left lung and you quickly fire a shot.
You damage Someone.
> e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You can use a ranged weapon again.
w
You get singed by some random blaster fire.
fire ether n
hp: 697 (-8) sp: 2251
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
A Bounty Hunter
>
There is no ether to the north.
> e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You can use a ranged weapon again.
fire ether n
There is no ether to the north.
> w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
A Bounty Hunter
> lpn
Town Square
[4: w, n, s, e]
An Imperial Stormtrooper
Town Square
[4: w, n, s, e]
Town Square
[4: w, n, s, e]
A Mercenary
Town Square
[3: w, s, e]
You cannot see in that direction.
> e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You can use a ranged weapon again.
w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
fire ether n
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
A Bounty Hunter
>
There is no ether to the north.
> e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
e
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
>
You can use a ranged weapon again.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's right eye and you quickly fire a shot.
Your shot is pinpoint accurate, doing massive damage to your foe.
You cock back an explosive round and aim it at Someone.
You fire the explosive round and see it detonate INTO Someone!
You annihilate Someone completely.
Someone stops dodging incoming fire in order to engage in combat.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone damages you with a laser beam.
hp: 673 (-32) sp: 2251
n
In another time, you would really stop and take in your surroundings. But
blaster shots inches from your head doesn't fit any of your current requirements
for pleasant sightseeing. A street is visible to the south-east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
Someone takes a calculated swing at your head, but you manage to avoid it.
s
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
pd
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
a shadow
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's gut and you quickly fire a shot.
You wound Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone damages you terribly with a laser beam.
hp: 637 (-36) sp: 2251
hp: 657 (20) sp: 2251
XLR-Y2 reports: I've cornered Someone.
You press the button and a droid pops off.
>
The scanner makes a small beep.
t
You manage to trip Someone, causing him to stagger around senselessly.
> hs
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You damage Someone.
The scanner beeps : Someone is at 81% health.
>
The scanner makes a small beep.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's groin and you quickly fire a shot.
Your shot is pinpoint accurate, doing massive damage to your foe.
You annihilate Someone completely.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone damages you with a laser beam.
hp: 622 (-35) sp: 2251
dl
The scanner makes a small beep.
cureall: 5 minutes and 24 seconds
silver poison: 7 minutes and 16 seconds
> hs
You feel capable again.
You can use a ranged weapon again.
hscan <target>
> w
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> xl2
You get An XLR droid remote controller from A Wookiee carrying bag *Held*.
> e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
> e
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> n
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
w
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
>
In another time, you would really stop and take in your surroundings. But
blaster shots inches from your head doesn't fit any of your current requirements
for pleasant sightseeing. A street is visible to the south-east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> s
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
w
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
> n
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You are in Hyllyard City's main square, which could be a rather nice place to be
if it didn't have hoards of combatants shooting at each other. And also if you
didn't present such a tempting target. You see a narrow street to your south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> w
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
s
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
A Bounty Hunter
> e
e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
s
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
What?
> e
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> se
You are standing in a narrow street that leads from the town square to a medical
facility. You can see the low squat building to the southeast. The street opens
up into the square to the north-west.
You can hear sounds of a battle in the square!
There are two obvious exits: northwest and southeast.
> se
This is a narrow street leading from the town square to the medical facility, a
low building to the east. You catch a glimpse of the shipyards to the
north-east. And further up the street to the north-west you can see the main
square.
You can hear sounds of a battle to the northwest.
There are two obvious exits: enter and northwest.
>
hp: 650 (20) sp: 2251
nw
nw
You are standing in a narrow street that leads from the town square to a medical
facility. You can see the low squat building to the southeast. The street opens
up into the square to the north-west.
You can hear sounds of a battle in the square!
There are two obvious exits: northwest and southeast.
>
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> n
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You nick Someone lightly.
Someone has left himself wide open to a counter-attack!
Someone stops dodging incoming fire in order to engage in combat.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone obliterates you with a laser beam.
hp: 600 (-50) sp: 2251
Someone tries to track Arkell but fails.
Someone is trying to track you.
Someone tries to track Arkell but fails.
Someone is trying to track you.
Someone tries to track Arkell but fails.
Someone is trying to track you.
pd
XLR-U1 reports: I've cornered Someone.
You press the button and a droid pops off.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's jaw and you quickly fire a shot.
You wound Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone wounds you badly with a laser beam.
hp: 574 (-26) sp: 2251
Someone disorients you with a knock on the head.
The scanner makes a small beep.
dis
You take a wild swing at Someone, but miss completely.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's right eye and you quickly fire a shot.
You wound Someone.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone damages you with a laser beam.
hp: 537 (-37) sp: 2251
hs
The scanner makes a small beep.
The scanner beeps : Someone is at 71% health.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You wound Someone.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone missed you with a laser beam.
The scanner makes a small beep.
look
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You nail Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone nails you with a laser beam.
hp: 517 (-28) sp: 2251
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
XLR-U1
>
The scanner makes a small beep.
You feel capable again.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You injure Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone injures you with a laser beam.
hp: 503 (-14) sp: 2251
dis
Someone takes a calculated swing at your head, but you manage to avoid it.
You take a wild swing at Someone, but miss completely.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's gut and you quickly fire a shot.
Your shot is pinpoint accurate, doing massive damage to your foe.
You wound Someone badly.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone damages you with a laser beam.
hp: 468 (-35) sp: 2251
s
The scanner makes a small beep.
You stagger around disoriented.
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> w
You stagger around disoriented.
This is a narrow street that travels between the docks and the town square. Back
to the east you see a small courtyard. Beyond it, lie the docks. To the west the
street opens up into the square. You definitely see a battle going on in the
square.
You can hear sounds of a battle in the square.
There are two obvious exits: west and east.
A Thug
> n
You stagger around disoriented.
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
>
You can use a ranged weapon again.
e
You try to move, but your legs are not co-operating.
>
You feel capable again.
e
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's gut and you quickly fire a shot.
You wound Someone.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone obliterates you with a laser beam.
hp: 420 (-48) sp: 2251
You stagger around disoriented.
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Mercenary
> dis
Disable who?
> s
You stagger around disoriented.
Standing in the dusty square, you are very much aware of the blaster fire all
around you. In fact, you begin to wonder why are you standing here at all. A
street is visible to your north-east, and it looks like a better place to be
then where you are at the moment.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> s
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
s
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Mercenary
>
In another time, you would really stop and take in your surroundings. But
blaster shots inches from your head doesn't fit any of your current requirements
for pleasant sightseeing. A street is visible to the south-east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You can use a ranged weapon again.
w
You stagger arounw
w
d disoriented.
You are in Hyllyard City's main square, which could be a rather nice place to be
if it didn't have hoards of combatants shooting at each other. And also if you
didn't present such a tempting target. You see a narrow street to your south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
>
The stone archway where the imperials are taking cover is directly to your
south. Which might not be a good place to walk towards to, unless you're
seriously asking to be greeted warmly by the Imperials. A better direction could
be the street you see of to the north.
You can hear the sounds of the battle all around you!
There are three obvious exits: north, south, and east.
> s
s
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
s
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
>
hp: 440 (20) sp: 2251
What?
>
What?
> e
You stagger around disoriented.
e
e
This is a narrow street that leads to the town square. Above the entrance to the
square is a massive archway, which is currently being used as cover by
Imperials. They seem to be fighting snipers firing from buildings around the
square.
You can hear sounds of a battle in the square!
There are two obvious exits: southwest and northeast.
> e
You stagger around disoriented.
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
> e
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
A Bounty Hunter
>
You try to move, but your legs are not co-operating.
>
You stagger around disoriented.
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
> e
e
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
e
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
A Bounty Hunter
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You stagger around disoriented.
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
> e
e
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
>
What?
XLR-U1 reports: I've cornered Someone.
> s
What?
> n
You stagger around disoriented.
You are standing in a narrow street that leads from the town square to a medical
facility. You can see the low squat building to the southeast. The street opens
up into the square to the north-west.
You can hear sounds of a battle in the square!
There are two obvious exits: northwest and southeast.
> s
What?
> nw
You stagger around disoriented.
This is a narrow street leading from the town square to the medical facility, a
low building to the east. You catch a glimpse of the shipyards to the
north-east. And further up the street to the north-west you can see the main
square.
You can hear sounds of a battle to the northwest.
There are two obvious exits: enter and northwest.
> nw
You stagger around disoriented.
You are standing in a narrow street that leads from the town square to a medical
facility. You can see the low squat building to the southeast. The street opens
up into the square to the north-west.
You can hear sounds of a battle in the square!
There are two obvious exits: northwest and southeast.
> nw
You stagger around disoriented.
This is a narrow street leading from the town square to the medical facility, a
low building to the east. You catch a glimpse of the shipyards to the
north-east. And further up the street to the north-west you can see the main
square.
You can hear sounds of a battle to the northwest.
There are two obvious exits: enter and northwest.
>
XLR-Y2 reports: I've cornered Someone.
nw
You stagger around disoriented.
nw
You are standing in a narrow street that leads from the town square to a medical
facility. You can see the low squat building to the southeast. The street opens
up into the square to the north-west.
You can hear sounds of a battle in the square!
There are two obvious exits: northwest and southeast.
>
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> w
You stagger around disoriented.
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
n
>
You stagger around disoriented.
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> n
What?
> n
n
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam from the west.
hp: 374 (-74) sp: 2251
Wait.
> n
Wait.
> n
Wait.
> n
You try to move, but your legs are not co-operating.
>
You stagger around disoriented.
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
Wait.
> w
w
Wait.
> w
Wait.
> n
Wait.
> n
Wait.
>
Wait.
> look
Someone wounds you with a laser beam from the north.
hp: 351 (-23) sp: 2251
Wait.
> n
n
You feel that your head clears up and that you are not so disoriented anymore.
In another time, you would really stop and take in your surroundings. But
blaster shots inches from your head doesn't fit any of your current requirements
for pleasant sightseeing. A street is visible to the south-east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Mercenary
> w
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> s
hp: 371 (20) sp: 2251
You are in Hyllyard City's main square, which could be a rather nice place to be
if it didn't have hoards of combatants shooting at each other. And also if you
didn't present such a tempting target. You see a narrow street to your south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> s
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
Arew <shout> did someone find a title on the ground? I think I lost mine.
sc
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18561 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 379 (716) hit points and 2251 (2251) social points.
You are sober and comfortably numb.
You have 2 event points.
You strain under the weight of your equipment.
Your age is 91 Days 17 Hours 59 Minutes 16 Seconds.
You have 984 credits and 1786915 credits in the bank.
dl
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
>
cureall: 4 minutes and 6 seconds
silver poison: 5 minutes and 58 seconds
> w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> inv
You are carrying:
Arkell's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
a pair of head sausages *Held*
Tattoo with a text 'Will kill for money' *Held*
Smuggler Cab Card *Held*
A health scanner *Held*
Black visored helmet (worn) (linked) *Held*
Two Wookiee carrying bag *Held*s
Jetpack *Held* (worn)
A medkit
Storage Retrieval Card 60494 *Held*
Limited Edition Bookmark *Held*
Library Card *Held*
An Imperial Medal *Held*
Slicertool *Held*
Mark II T-99G Pulse Rifle *Held* (wielded)
Transdermal Patch (applied)
You strain under the weight of your equipment.
> fire ether e
There is no ether to the east.
> n
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
A Bounty Hunter
> fire ether e
>
You can use a ranged weapon again.
fire ether e
The Stormtrooper shifts his stance slightly.
There is no ether to the east.
> s
You get singed by some random blaster fire.
hp: 373 (-6) sp: 2251
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> lpe
Town Square
[4: w, n, s, e]
MLR-N7
Town Square
[3: w, n, e]
XLR-Y2
Town Square
[3: w, n, se]
A Bounty Hunter
You cannot see in that direction.
>
You can use a ranged weapon again.
s
What?e
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> fire ether n
There is no ether to the north.
> e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You can use a ranged weapon again.
The XLR-droid goes pzzzttttttt.
fire ether n
There is no ether to the north.
> e
e
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
e
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> e
What?
>
hp: 401 (20) sp: 2251
What?
>
What?
> fire ether n
>
You can use a ranged weapon again.
n
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
XLR-U1
> fire ether w
There is no ether to the west.
>
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam from the north.
hp: 344 (-57) sp: 2251
You can use a ranged weapon again.
fire ether n
There is no ether to the north.
> w
You get singed by some random blaster fire.
hp: 341 (-3) sp: 2251
In another time, you would really stop and take in your surroundings. But
blaster shots inches from your head doesn't fit any of your current requirements
for pleasant sightseeing. A street is visible to the south-east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> fire ether n
> s
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
w
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
Arew <shout> Please?
You can use a ranged weapon again.
e
e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
> fire ether n
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
>
There is no ether to the north.
> w
w
w
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
w
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
> sc
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18561 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 341 (716) hit points and 2251 (2251) social points.
You are sober and stoned.
You have 2 event points.
You strain under the weight of your equipment.
Your age is 91 Days 17 Hours 59 Minutes 54 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
>
You can use a ranged weapon again.
e
e
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> e
e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> fire ether n
There is no ether to the north.
> w
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
> w
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You can use a ranged weapon again.
hp: 369 (20) sp: 2251
fire ether n
You point your Mark II T-99G Pulse Rifle *Held* (wielded) n at Someone and fire
it.
You missed Someone.
> w
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
w
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
You can use a ranged weapon again.
w
>
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
> n
The stone archway where the imperials are taking cover is directly to your
south. Which might not be a good place to walk towards to, unless you're
seriously asking to be greeted warmly by the Imperials. A better direction could
be the street you see of to the north.
fire ether e
You can hear the sounds of the battle all around you!
There are three obvious exits: north, south, and east.
>
There is no ether to the east.
>
Matellinc <shout> the person could have logged <<il duca>>
s
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
> e
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> fire ether e
>
You can use a ranged weapon again.
fire ether e
There is no ether to the east.
> ammo
The Mark II T-99G Pulse Rifle *Held* (wielded) has 54 shots left.
>
Someone wounds you with a laser beam from the north.
hp: 346 (-23) sp: 2251
g2
You can use a ranged weapon again.
You get Heavy Ammo from A Wookiee carrying bag *Held*.
> rr
You reload pulse rifle from the cartridge.
e
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> put ammo in bag 2
You put Heavy Ammo in A Wookiee carrying bag *Held*.
> w
fire ether n
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
There is no ether to the north.
>
e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
fire ether n
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
> e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
fire ether n
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You can use a ranged weapon again.
hp: 374 (20) sp: 2251
There is no ether to the north.
> w
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
w
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> fire ether n
> e
e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You can use a ranged weapon again.
w
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> fire ether n
There is no ether to the north.
> e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
fire ether n
> w
You can use a ranged weapon again.
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
e
fire ether n
>
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
There is no ether to the north.
>
Someone blasts you with a powerful shot.
e
Someone annihilates you completely with a laser beam from the west.
hp: 272 (-110) sp: 2251
fire ether n
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
>
>
You can use a ranged weapon again.
sc
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18561 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 272 (716) hit points and 2251 (2251) social points.
You are sober and stoned.
You have 2 event points.
You strain under the weight of your equipment.
Your age is 91 Days 18 Hours 50 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
> fire ether w
There is no ether to the west.
> w
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
w
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You can use a ranged weapon again.
s
This is a narrow street that travels between the town square and the commercial
district. It is currently devoid of people at the moment, possibly due to the
battle being fought in the square. It may not be a good idea to enter it.
However, you see throngs of people milling about further south. The main square
is to the north.
You can hear the sounds of a battle in the square!
There are two obvious exits: north and south.
> sc
hp: 287 (15) sp: 2251
The patch dries up.
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18561 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 287 (716) hit points and 2251 (2251) social points.
You are sober and stoned.
You have 2 event points.
You strain under the weight of your equipment.
Your age is 91 Days 18 Hours 56 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
> s
You are standing in a narrow street that leads north to the town square and
south to the commercial district. The buildings here are in a better condition
than the others you've seen so far, obviously this is a better part of town.
Crowds of people are visible, going about their business.
You can hear the sounds of a battle in the square!
There are two obvious exits: north and south.
> tp
gp
You find the nearest patch recepticle and quickly jam it in.
>
You get Transdermal Patch from A Wookiee carrying bag *Held*.
> aa
You apply the patch on Arkell.
Arkell applies a patch to your neck.
> inv
You are carrying:
Arkell's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
Limited Edition Bookmark *Held*
Library Card *Held*
Smuggler Cab Card *Held*
Jetpack *Held* (worn)
A medkit
Storage Retrieval Card 60494 *Held*
a pair of head sausages *Held*
An Imperial Medal *Held*
Tattoo with a text 'Will kill for money' *Held*
Slicertool *Held*
A health scanner *Held*
Black visored helmet (worn) (linked) *Held*
Two Wookiee carrying bag *Held*s
Mark II T-99G Pulse Rifle *Held* (wielded)
Transdermal Patch (applied)
You strain under the weight of your equipment.
> dl
cureall: 2 minutes and 22 seconds
silver poison: 4 minutes and 14 seconds
> s
This is certainly a busy part of Hyllyard City, all sorts of people can be seen
walking around you. The sun is beating down quite mercilessly here, while the
dust thrown up by numerous feet isn't helping your comfort either. The street
continues to the south, where it widens up. The main square is to the north.
You are once again surrounded by the bustle of people, although most of them
aren't shooting at the moment.
There are two obvious exits: north and south.
> sc
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18561 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 287 (716) hit points and 2251 (2251) social points.
You are sober and stoned.
You have 2 event points.
You strain under the weight of your equipment.
Your age is 91 Days 18 Hours 1 Minutes 2 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
>
Someone annihilates you completely with a laser beam from the north.
hp: 233 (-62) sp: 2251
major arkell
major arkell
hp: 255/716 sp: 2251/2251 dr: comfortably numb
major arkell
You perform major surgery on yourself.
>
hp: 269/716 sp: 2251/2251 dr: comfortably numb
You perform major surgery on yourself.
>
This medkit does not have enough bacta medicine for that!
> fire ether n
There is no ether to the north.
fa
fa
>
hp: 275/716 sp: 2251/2251 dr: comfortably numb
You perform first aid on yourself.
> s
hp: 278/716 sp: 2251/2251 dr: comfortably numb
You perform first aid on yourself.
This medkit is empty, so you dispose of it.
> w
The street here opens up into a marketplace. Actually, it's more like a small
square, bordered on all sides by buildings. It's so crowded here, moving through
requires some effort. Some hawkers are peddling various kinds of food here. Each
of them has a sign in front of their stalls in various languages so you can read
what's for sale. Most of the busiest activity seems to be to your south.
Exotic smells of various foodstuff tickles your nostrils.
Various cries from the peddlers can be heard all around you.
There are four obvious exits: west, north, south, and east.
Ithorian Scout
A Citizen
A Bounty Hunter
>
This is a corner of the Hyllyard City's marketplace. With just a brief glance,
you see the amount of junk for sale is incredible. All sorts of goods are being
displayed openly here, in stalls, temporary shops, or even on the ground.
Buildings to your north and west prohibit further travel in those directions.
The cries of peddlers fill your ears.
There are two obvious exits: south and east.
Groups Bischar, Peddler
>
You can use a ranged weapon again.
get kit from bag
You get A medkit from A Wookiee carrying bag *Held*.
> e
fire ether n
The street here opens up into a marketplace. Actually, it's more like a small
square, bordered on all sides by buildings. It's so crowded here, moving through
requires some effort. Some hawkers are peddling various kinds of food here. Each
of them has a sign in front of their stalls in various languages so you can read
what's for sale. Most of the busiest activity seems to be to your south.
Exotic smells of various foodstuff tickles your nostrils.
Various cries from the peddlers can be heard all around you.
There are four obvious exits: west, north, south, and east.
Ithorian Scout
A Citizen
A Bounty Hunter
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) n at Someone and fire
it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You injure Someone severely.
Someone has left himself wide open to a counter-attack!
> n
n
This is certainly a busy part of Hyllyard City, all sorts of people can be seen
walking around you. The sun is beating down quite mercilessly here, while the
dust thrown up by numerous feet isn't helping your comfort either. The street
continues to the south, where it widens up. The main square is to the north.
You are once again surrounded by the bustle of people, although most of them
aren't shooting at the moment.
There are two obvious exits: north and south.
>
You are standing in a narrow street that leads north to the town square and
south to the commercial district. The buildings here are in a better condition
than the others you've seen so far, obviously this is a better part of town.
Crowds of people are visible, going about their business.
You can hear the sounds of a battle in the square!
There are two obvious exits: north and south.
> n
This is a narrow street that travels between the town square and the commercial
district. It is currently devoid of people at the moment, possibly due to the
battle being fought in the square. It may not be a good idea to enter it.
However, you see throngs of people milling about further south. The main square
is to the north.
You can hear the sounds of a battle in the square!
There are two obvious exits: north and south.
>
You can use a ranged weapon again.
n
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam from the north.
hp: 213 (-65) sp: 2251
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> w
You get singed by some random blaster fire.
hp: 200 (-13) sp: 2251
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
MLR-N7 reports: I've cornered Someone.
hp: 220 (20) sp: 2251
e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left lung and you quickly fire a shot.
You nail Someone.
Someone stops dodging incoming fire in order to engage in combat.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone nicks you with a laser beam.
hp: 212 (-8) sp: 2251
t
hs
Your opponent isn't close enough to trip.
>
hscan <target>
> w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
You can use a ranged weapon again.
sc
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18815 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 220 (716) hit points and 2251 (2251) social points.
You are sober and comfortably numb.
You have 2 event points.
You strain under the weight of your equipment.
Your age is 91 Days 18 Hours 1 Minutes 28 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
> n
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
The corpse of Bounty hunter is here.
> fire ether e
There is no ether to the east.
>
The Stormtrooper shifts his stance slightly.
s
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
fire ether e
>
You can use a ranged weapon again.
fire ether e
There is no ether to the east.
> n
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
The corpse of Bounty hunter is here.
>
You can use a ranged weapon again.
s
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
e
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> fire ether e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
There is no ether to the east.
> e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You can use a ranged weapon again.
w
fire ether s
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) s at Someone and fire
it.
The helmet locks onto your foe's left eye and you quickly fire a shot.
You damage Someone.
> e
Someone annihilates you completely with a laser beam from the south.
hp: 160 (-60) sp: 2251
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
You can use a ranged weapon again.
hp: 188 (20) sp: 2251
w
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
fire ether s
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> e
You point your Mark II T-99G Pulse Rifle *Held* (wielded) s at Someone and fire
it.
You missed Someone.
>
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You can use a ranged weapon again.
inv
You are carrying:
Arkell's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
Limited Edition Bookmark *Held*
Library Card *Held*
An Imperial Medal *Held*
Tattoo with a text 'Will kill for money' *Held*
Smuggler Cab Card *Held*
Slicertool *Held*
A health scanner *Held*
Two Wookiee carrying bag *Held*s
Mark II T-99G Pulse Rifle *Held* (wielded)
Jetpack *Held* (worn)
A medkit
Storage Retrieval Card 60494 *Held*
a pair of head sausages *Held*
Black visored helmet (worn) (linked) *Held*
Transdermal Patch (applied)
You strain under the weight of your equipment.
> dl
cureall: 1 minutes and 29 seconds
silver poison: 3 minutes and 21 seconds
> w
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
fire ether s
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> w
You point your Mark II T-99G Pulse Rifle *Held* (wielded) s at Someone and fire
it.
You nick Someone.
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
MLR-N7 reports: I've cornered Someone.
>
You can use a ranged weapon again.
e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> t
There isn't anyone to trip!
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You nick Someone.
Someone stops dodging incoming fire in order to engage in combat.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 93 (-95) sp: 2251
Someone disorients you with a knock on the head.
t
The scanner makes a small beep.
You trip Someone and stun your victim with a clever maneuver.
> hs
The scanner beeps : Someone is at 62% health.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left eye and you quickly fire a shot.
You wound Someone badly.
Someone has left himself wide open to a counter-attack!
The scanner makes a small beep.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
dis
You missed Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone injures you with a laser beam.
hp: 81 (-12) sp: 2251
You cannot disable somebody while you are disabled yourself.
w
>
The scanner makes a small beep.
You stagger around disoriented.
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You feel capable again.
look
You can use a ranged weapon again.
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
Ether blasts you with a powerful shot.
Ether damages you with a laser beam from the west.
hp: 57 (-32) sp: 2251
dis
Disable who?
n
>
You stagger around disoriented.
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> w
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
s
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
What?
>
hp: 77 (20) sp: 2251
w
You stagger around disoriented.
w
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> caa
This patient needs 65 more seconds to recover from the last cureall.
n
n
> n
You stagger around disoriented.
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
The corpse of Bounty hunter is here.
>
Dusty and unpaved is the general condition of the square. And at the moment, it
is being redecorated with tiny little pits from blaster shots. And unless you
wish to partake in the redecoration, you see a street to your west for a quick
exit.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> n
n
n
You are in a flat piece of dusty ground that serves as Hyllyard City's main
square. And at the moment, several of the local inhabitants have decided to pick
a fight with the imperial garrison. And somehow, you're stuck in between the two
factions.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> n
Hyllyard City's main square is a bad place to be at the moment if you intend to
do any sightseeing. The Imperials must have really riled someone off to receive
this kind of response from the locals. To your east and west, there seem to be a
streets leaving the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, south, and east.
A Mercenary
>
What?
>
What?
>
What?
> sc
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18840 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 77 (716) hit points and 2251 (2251) social points.
You are sober and comfortably numb.
You have 2 event points.
You strain under the weight of your equipment.
Your age is 91 Days 18 Hours 2 Minutes 18 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
> dk
Disable who?
> dl
cureall: 1 minutes and 1 seconds
silver poison: 2 minutes and 53 seconds
sc
> e
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18840 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 77 (716) hit points and 2251 (2251) social points.
You are sober and comfortably numb.
You have 2 event points.
You struggle to carry a heavy load.
Your age is 91 Days 18 Hours 2 Minutes 26 Seconds.
You have 984 credits and 1786915 credits in the bank.
e
e
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
>
You stagger around disoriented.
You are standing in the north side of the square, looking for cover. The blaster
fire hasn't slackened off up here, in fact, it might have increased. To the
north, a narrow street leads to what resembles a cross-roads.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
> e
e
If there was a more apt description fitting this square, it would be "Blaster
Fire". The dust kicked up by the battle is obscuring your vision, turning
everything into a hazy blaster bolt filled scene. However, you can see enough to
notice a street leading out of the square to your east and west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, south, and east.
A Thug
> e
You get singed by some random blaster fire.
hp: 71 (-6) sp: 2251
You are standing in what is probably the safest part of the square, if it can be
called safe. You are in the north-east corner of the square, the farthest place
possible from the archway. That doesn't mean you are out of danger, though. You
notice a street leading north-east out of the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, south, and northeast.
>
You stagger around disoriented.
A simple sign here points to the north says, "Bar". That's all you have time to
read before a blaster shot hits the ground near you. The street leading to
Hyllyard City's shipyards is to the south. And you think it would be wise to
choose one of those exits instead of braving the square further.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
A Thug
>
What?
>
What?
> e
e
What?
> n
What?
> n
You stagger around disoriented.
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> n
Wait.
> n
You stagger around disoriented.
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
XLR-U1
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> ne
What?
> n
n
You try to move, but your legs are not co-operating.
n
> n
You stagger around disoriented.
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
XLR-U1
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
>
A simple sign here points to the north says, "Bar". That's all you have time to
read before a blaster shot hits the ground near you. The street leading to
Hyllyard City's shipyards is to the south. And you think it would be wise to
choose one of those exits instead of braving the square further.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
A Thug
> n
n
You are standing in what is probably the safest part of the square, if it can be
called safe. You are in the north-east corner of the square, the farthest place
possible from the archway. That doesn't mean you are out of danger, though. You
notice a street leading north-east out of the square.
n
You can hear the sounds of the battle all around you!
There are three obvious exits: west, south, and northeast.
>
What?
>
What?
> e
What?ne
> ne
ne
You stagger around disoriented.
This narrow street leads north-east from the town square. It seems far more
crowded than the other streets you have seen so far, especially taking into
account the battle in the square south-west of here. You wonder where this
street leads to merit the interest bestowed upon it.
You can hear sounds of battle coming from the square.
There are two obvious exits: northeast and southwest.
>
You have reached the end of the street. To the east is the destination of the
crowd... a tavern with the rather dubious name of the "Poisoned Water". However,
judging from the size of the crowd entering and leaving, this place must be
quite popular with the inhabitants of Hyllyard City. To the south-west, the
streets leads back to the square.
The sounds coming from the tavern are somewhat comparable in volume to the fire
fight happening to the south-west.
There are two obvious exits: southwest and enter.
Balogg, the Gamorrean Guard
Soghorog, the Gamorrean Guard
>
What?
> enter
You stagger around disoriented.
This narrow street leads north-east from the town square. It seems far more
crowded than the other streets you have seen so far, especially taking into
account the battle in the square south-west of here. You wonder where this
street leads to merit the interest bestowed upon it.
You can hear sounds of battle coming from the square.
There are two obvious exits: northeast and southwest.
>
You feel that your head clears up and that you are not so disoriented anymore.
ne
ne
You have reached the end of the street. To the east is the destination of the
crowd... a tavern with the rather dubious name of the "Poisoned Water". However,
judging from the size of the crowd entering and leaving, this place must be
quite popular with the inhabitants of Hyllyard City. To the south-west, the
streets leads back to the square.
The sounds coming from the tavern are somewhat comparable in volume to the fire
fight happening to the south-west.
There are two obvious exits: southwest and enter.
Soghorog, the Gamorrean Guard
Balogg, the Gamorrean Guard
>
hp: 99 (20) sp: 2251
enter
What?
>
Ignoring the threatening looking thugs gathered by the entrance, you push the
swinging doors aside, entering the Poisoned Water with a sneer on your face and
a hand on a weapon.
Gloomy and dark, the atmosphere inside of the tavern is obviously different from
the sun drenched outside. At the moment, the only evidence of the sun is the
light is visible through the door slats. The Poisoned Water is filled to the
brim, obviously it does good business in Hyllyard City.
A myriad blend of smells hit your nose. It would take too long to figure them
out individually, so you leave it at that.
A wall of noise slams into you, almost stunning in its intensity. Maybe after
awhile, you'll go deaf and won't feel it anymore.
There are four obvious exits: north, south, east, and exit.
>
Ursa <shout> *Set's Court Jester* agh! adc
e
e
A whole lot of aliens are gathered here, all conversing in their respective
languages. The bar is laid out in a circular arrangement around one of the
building's foundation pillars. Many strange looking bottles are arrayed on the
shelves while every remaining square inch of the pillar is covered with
ornaments and curios. Both deserve a closer look.
sc
A sweet smelling smoke comes from a nearby patron's pipe, somehow fogging your
senses.
The foreground and background chatter merges into a low buzz that vibrates
through your skull.
There are four obvious exits: west, north, south, and east.
Jon Bodda, proud owner of this fine establishment.
A Mercenary
>
This appears to be an area isolated from the main tavern where several small
tables are placed. The lighting is placed at strategic spots, throwing dark
shadows over the patrons seated here. The location also offers a good view of
the front entrance, a must for most citizens of Hyllyard city. A door is to the
south, while a curtain covers a doorway to the north.
Finally, your olfactory senses have died from prolonged exposure... you smell
nothing more.
You are isolated from the noise coming from the rest of the bar, only soft
whispers can be heard here.
There are two obvious exits: west and north.
A Drunk
> dl
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18840 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 99 (716) hit points and 2251 (2251) social points.
You are sober and comfortably numb.
You have 2 event points.
You struggle to carry a heavy load.
Your age is 91 Days 18 Hours 2 Minutes 42 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
>
cureall: 39 seconds
silver poison: 2 minutes and 31 seconds
> n
Pushing the curtains aside, you enter the room.
Vren Desparo walks into the room with a casual swagger.
You are in a room even darker than the back of the tavern. A single light source
provides just enough illumination for you to avoid stumbling into the
furnishing. A solitary table plus various battered chairs are the only objects
of interest here. From the looks of it, this room is obviously meant for private
meetings. The curtained doorway leads back out to the tavern.
The air in here is stale.
Other than the dull sounds from outside this room, you hear nothing.
The only obvious exit is south.
Vren Desparo, the ship dealer
> s
w
Pushing the curtains aside, you leave the room.
n
This appears to be an area isolated from the main tavern where several small
tables are placed. The lighting is placed at strategic spots, throwing dark
shadows over the patrons seated here. The location also offers a good view of
the front entrance, a must for most citizens of Hyllyard city. A door is to the
south, while a curtain covers a doorway to the north.
Finally, your olfactory senses have died from prolonged exposure... you smell
nothing more.
You are isolated from the noise coming from the rest of the bar, only soft
whispers can be heard here.
There are two obvious exits: west and north.
A Drunk
>
A whole lot of aliens are gathered here, all conversing in their respective
languages. The bar is laid out in a circular arrangement around one of the
building's foundation pillars. Many strange looking bottles are arrayed on the
shelves while every remaining square inch of the pillar is covered with
ornaments and curios. Both deserve a closer look.
A sweet smelling smoke comes from a nearby patron's pipe, somehow fogging your
senses.
The foreground and background chatter merges into a low buzz that vibrates
through your skull.
There are four obvious exits: west, north, south, and east.
Jon Bodda, proud owner of this fine establishment.
A Mercenary
> n
As usual, tables, aliens, and intoxicating beverages form the main objects of
interest here, not much different from the rest of the tavern. Gleaming and
impressive looking wooden doors are north of you, a sign flashing above them
says, "Private".
You smell the aftermath of someone voiding their innards on the ground.
You hear the sounds of applause from behind the doors.
There are three obvious exits: west, north, and south.
A Drunk
>
You leave the main bar, entering a quieter section of the Poisoned Water.
This is still part of the Poisoned Water, albeit for more refined customers. You
could think of this as a club, although some of the patrons walking around look
as mean if not meaner than the ones outside. The furnishing here is not as
dilapidated as those in the main tavern, looking almost comfortable. A small
stage is located west, while curtains cover an alcove to your east.
Quiet music plays in the background.
There are four obvious exits: alcove, west, north, and south.
> n
More shadowy figures are seated here. From the low murmur of urgent
conversation, it seems as much wheeling and dealing occurs here as outside.
Another curtained alcove is to your east while an archway leads north from here.
You think you see restrooms beyond it.
Low voices surround you.
There are four obvious exits: alcove, west, north, and south.
Shistavanen Wolfman Scout
> n
It is dark here, a solitary glow rod on the wall providing illumination. An
archway to the south leads back into the main club room. A large sign by the
northern door indicates that is the restrooms in several languages. A small
staircase is to your east.
e
The sudden silence here is a change.
There are two obvious exits: south and east.
>
Only the stairs which go up to the second level are of any interest here.
Nothing is stirring, the tavern feels empty here. The only movement is to your
west where a few people walking to the restrooms. You see a small door to the
east.
People can be heard to your west.
There are two obvious exits: up and west.
> u
u
This is a small landing on the second floor of the tavern. It extends further to
the south and west. A flight of stairs leads down, while another goes to the
third level.
u
Sounds drift up from the main room below.
There are four obvious exits: down, up, west, and south.
Alphon, the Ship Technician
Borno, the Gunman
>
Climbing the stairs, you head up to the third floor.
This is the third and apparently highest floor of the Poisoned Water tavern. Far
from the rest of the tavern, everything is quiet. Except for the flickering
shadows cast upon the floor, nothing is moving. Doors go off to your east and
north. Stairs lead down from here.
This is the first true silence you've encountered since entering the tavern.
There are three obvious exits: down, north, and east.
> n
What?
>
A single chair and table rests here in this private room. The decor is simple,
plain, but still tasteful. A large window offers an expansive view of the
Hyllyard City and the surrounding jungle. Bright sunlight streams in, banishing
the gloom that seems to fill most of the rooms in this tavern.
A slight fragrant smell seems to tickle ever so slightly at your nose.
It is quiet, the sound from downstairs muffled. In fact, you can hear the
distant cries of the jungle animals.
The only obvious exit is south.
Eve
> sc
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18840 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 99 (716) hit points and 2251 (2251) social points.
You are sober and comfortably numb.
You have 2 event points.
You struggle to carry a heavy load.
Your age is 91 Days 18 Hours 2 Minutes 52 Seconds.
You have 984 credits and 1786915 credits in the bank.
dl
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
>
cureall: 29 seconds
silver poison: 2 minutes and 21 seconds
>
MLR-G7 reports: I've cornered Someone.
>
MLR-N7 reports: I've cornered Someone.
>
cureall: 17 seconds
silver poison: 2 minutes and 9 seconds
>
hp: 127 (20) sp: 2251
> dl
s
d
cureall: 11 seconds
silver poison: 2 minutes and 3 seconds
>
This is the third and apparently highest floor of the Poisoned Water tavern. Far
from the rest of the tavern, everything is quiet. Except for the flickering
shadows cast upon the floor, nothing is moving. Doors go off to your east and
north. Stairs lead down from here.
This is the first true silence you've encountered since entering the tavern.
There are three obvious exits: down, north, and east.
>
This is a small landing on the second floor of the tavern. It extends further to
the south and west. A flight of stairs leads down, while another goes to the
third level.
Sounds drift up from the main room below.
There are four obvious exits: down, up, west, and south.
Alphon, the Ship Technician
Borno, the Gunman
> d
d
Only the stairs which go up to the second level are of any interest here.
Nothing is stirring, the tavern feels empty here. The only movement is to your
west where a few people walking to the restrooms. You see a small door to the
east.
People can be heard to your west.
There are two obvious exits: up and west.
>
What?
> w
It is dark here, a solitary glow rod on the wall providing illumination. An
archway to the south leads back into the main club room. A large sign by the
northern door indicates that is the restrooms in several languages. A small
staircase is to your east.
The sudden silence here is a change.
There are two obvious exits: south and east.
> s
More shadowy figures are seated here. From the low murmur of urgent
conversation, it seems as much wheeling and dealing occurs here as outside.
Another curtained alcove is to your east while an archway leads north from here.
You think you see restrooms beyond it.
Low voices surround you.
There are four obvious exits: alcove, west, north, and south.
Shistavanen Wolfman Scout
> s
s
This is still part of the Poisoned Water, albeit for more refined customers. You
could think of this as a club, although some of the patrons walking around look
as mean if not meaner than the ones outside. The furnishing here is not as
dilapidated as those in the main tavern, looking almost comfortable. A small
stage is located west, while curtains cover an alcove to your east.
s
Quiet music plays in the background.
There are four obvious exits: alcove, west, north, and south.
>
You leave the club, entering the rowdier bar section of the Poisoned Water
again.
As usual, tables, aliens, and intoxicating beverages form the main objects of
interest here, not much different from the rest of the tavern. Gleaming and
impressive looking wooden doors are north of you, a sign flashing above them
says, "Private".
You smell the aftermath of someone voiding their innards on the ground.
You hear the sounds of applause from behind the doors.
There are three obvious exits: west, north, and south.
A Drunk
> s
A whole lot of aliens are gathered here, all conversing in their respective
languages. The bar is laid out in a circular arrangement around one of the
building's foundation pillars. Many strange looking bottles are arrayed on the
shelves while every remaining square inch of the pillar is covered with
ornaments and curios. Both deserve a closer look.
A sweet smelling smoke comes from a nearby patron's pipe, somehow fogging your
senses.
The foreground and background chatter merges into a low buzz that vibrates
through your skull.
There are four obvious exits: west, north, south, and east.
Jon Bodda, proud owner of this fine establishment.
A Mercenary
>
No tables are present here. Instead, the floor is occupied by a hologram emitted
from a projector embedded somewhere in the ceiling. You can't tell without
further examination but it appears to show a band performing.
Regardless of whatever is in that smoke, you're beginning to enjoy it.
Strangely, the noise around you has become a pleasant background buzz.
There are two obvious exits: west and north.
> s
What?sc
>
You are: Arkell the Deadly Blaster Wielder
(neutral) Align (T/J): -9/0 (Twi'lek)
You have 18840 experience.
Your wimpy is set at 0%, which is at 0 hp
Your wimpydir is set to out
You have 135 (716) hit points and 2251 (2251) social points.
You are sober and stoned.
You have 2 event points.
You struggle to carry a heavy load.
Your age is 91 Days 18 Hours 3 Minutes 16 Seconds.
You have 984 credits and 1786915 credits in the bank.
Levels: (Primary Guild: mercenary)
Jedi : 0 Mercenary : 27 Pilot : 0
Scientist : 19 Smuggler : 0 Diplomat : 0
Bounty_hunter: 25 Slicer : 13 Assassin : 0
Merchant : 0
strength : 18 dexterity : 19 mechanical : 16
technical : 18 force : 19
> w
w
Several side tables are located here near the entrance. It is brightly lit here,
although the air is hazy, clouded by the vast amount of foreign substances
smoked by the aliens gathered here. Various aliens are conducting business
openly among the tables. Obviously, the shadier dealings occur at the back of
the tavern. At a corner, spiral metal steps lead up to the docks.
A cloud of pleasant smelling smoke surrounds you.
Sounds of the shipyard are merged with the tavern's din here.
There are three obvious exits: up, north, and east.
A Drunk
A Bounty Hunter
>
What?
> dl
cureall: 3 seconds
silver poison: 1 minutes and 55 seconds
> caa
This patient needs 1 more seconds to recover from the last cureall.
> u
You stand before a large official looking building. Official looking considering
there is no other building nearby higher than two stories. A single opening
serves as a doorway inside, a faded sign plastered on the wall beside it. A
heavy curtain serves as the actual door. Every now and then, someone dressed in
a pilot's outfit either enters or exits. Steps also lead down here, a flashing
visible hologram above it.
caa
A thunderous roar fills the air as another ship launches.
There are three obvious exits: down, south, and enter.
A Technician
>
This patient needs 1 more seconds to recover from the last cureall.
> caa
hp: 716/716 sp: 2251/2251 dr: comfortably numb
You perform cureall surgery on yourself.
> s
s
You're on a walkway connecting the upper primary docks. The main landing pad is
to your south while the main control center is to the north. Below you is the
lower drydock area, where ships are being serviced.
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: north and south.
IG77, guard droid
>
You're on a walkway connecting the upper primary docks. The main landing pad is
to your south while the main control center is to the north. Below you is the
lower drydock area, where ships are being serviced.
You are beginning to feel slightly deaf from all the noise.
There are two obvious exits: north and south.
> s
Hyllyard spaceport is a motley cluster of hangars and other smaller structures,
all arranged in a rough semi-circle. Service crew can be seen walking around,
lethargically performing their duties. Similarly, a few battered droids also
wander around aimlessly. A narrow walkway leads off to your west, descending to
street level.
w
The entire area is filled with noise, as can be expected from any normal
spaceport, even though this one barely qualifies.
There are five obvious exits: west, north, southeast, south, and east.
XLR-D4
Myrkr Data Terminal is here.
> w
w
Taking the walkway, you descend to Hyllyard City's street level.
You are in a small courtyard just outside the docks. Here, you get your first
good look at Hyllyard City. During landing, it did not look that impressive.
Now, on the ground, you begin to revise your initial opinion... it's much worse
than you thought. Shabby looking buildings line the street, all badly maintained
with many marked by blaster fire. An archway to the west leads to what appears
to be a large city square.
You smell acrid smoke, typical from intense or prolonged blaster fire.
Sounds of blaster fire and shouts come from the west.
There are two obvious exits: west and east.
>
This is a narrow street that travels between the docks and the town square. Back
to the east you see a small courtyard. Beyond it, lie the docks. To the west the
street opens up into the square. You definitely see a battle going on in the
square.
You can hear sounds of a battle in the square.
There are two obvious exits: west and east.
A Thug
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> w
w
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
w
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Mercenary
>
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
Dusty and unpaved is the general condition of the square. And at the moment, it
is being redecorated with tiny little pits from blaster shots. And unless you
wish to partake in the redecoration, you see a street to your west for a quick
exit.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> s
s
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
A pile of 323 credits, Light Body Armor, and BlasTech DH-17 blaster pistol are
here.
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> e
e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
> e
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> e
What?
> n
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
XLR-U1
> s
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> w
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
w
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> w
You get singed by some random blaster fire.
hp: 710 (-6) sp: 2251
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> e
fire ether s
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
There is no ether to the south.
> w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> fire ether n
> e
You can use a ranged weapon again.
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
fire ether n
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
There is no ether to the north.
> w
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
You can use a ranged weapon again.
fire ether n
There is no ether to the north.
> w
You are standing in a large square. The most interesting thing here by far is
the massive stone archway that forms the south-west entrance to the square. This
is probably the worst place in the square to be. Here the danger is the
greatest, as you are in the crossfire of the Imperials taking cover at the
archway and their assailants in the buildings surrounding the square.
You can hear the sounds of battle all around you!
There are three obvious exits: north, southwest, and east.
An Imperial Stormtrooper
>
You can use a ranged weapon again.
n
n
The stone archway where the imperials are taking cover is directly to your
south. Which might not be a good place to walk towards to, unless you're
seriously asking to be greeted warmly by the Imperials. A better direction could
be the street you see of to the north.
fire ether e
You can hear the sounds of the battle all around you!
There are three obvious exits: north, south, and east.
>
You are standing on the west side of the square, but you are by no means out of
danger. Blaster shots from the direction of the archway are landing perilously
close to you. You notice a route of escape in the form of a narrow street to the
west.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
There is no ether to the east.
> e
e
Dusty and unpaved is the general condition of the square. And at the moment, it
is being redecorated with tiny little pits from blaster shots. And unless you
wish to partake ie
n the redecoration, you see a street to your west for a quick
exit.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
A Mercenary
> e
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
fire ether e
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
>
You can use a ranged weapon again.
hp: 716 (6) sp: 2251
There is no ether to the east.
> e
This is a narrow street that travels between the docks and the town square. Back
to the east you see a small courtyard. Beyond it, lie the docks. To the west the
street opens up into the square. You definitely see a battle going on in the
square.
fire ether e
You can hear sounds of a battle in the square.
There are two obvious exits: west and east.
A Thug
>
>
MLR-N7 reports: I've cornered Someone.
>
You can use a ranged weapon again.
> w
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
s
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> s
s
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
XLR-U1
>
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> w
w
Wait.
> w
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
> e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
> e
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
> n
fire ether w
You get singed by some random blaster fire.
hp: 709 (-7) sp: 2251
In another time, you would really stop and take in your surroundings. But
blaster shots inches from your head doesn't fit any of your current requirements
for pleasant sightseeing. A street is visible to the south-east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
There is no ether to the west.
> s
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
w
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
> w
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
The archway where the Imperials are taking cover is directly to your west.
Nothing much can be seen in that direction, just lots of dust kicked up by the
firing and constant flashes of blaster fire. To your east, a street leads out of
the square.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
MLR-G7
>
You can use a ranged weapon again.
XLR-U1 reports: I've cornered Someone.
fire ether w
There is no ether to the west.
> e
e
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
> e
e
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
n
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
>
What?
>
You can use a ranged weapon again.
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
XLR-U1
a shadow
>
Someone tries to move out of the room, but the little LR droid stops him!
t
There isn't anyone to trip!
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's jaw and you quickly fire a shot.
You injure Someone severely.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone nicks you lightly with a laser beam.
hp: 709 (-7) sp: 2251
Someone disorients you with a knock on the head.
The scanner makes a small beep.
dis
You take a wild swing at Someone, but miss completely.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
hs
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You wound Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone wounds you badly with a laser beam.
hp: 684 (-25) sp: 2251
hp: 704 (20) sp: 2251
The scanner beeps : Someone is at 59% health.
>
The scanner makes a small beep.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You wound Someone badly.
Someone tickles you lightly with his sorosuub rifle.
hp: 698 (-6) sp: 2251
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's neck and you quickly fire a shot.
You wound Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone annihilates you completely with a laser beam.
hp: 626 (-72) sp: 2251
The scanner makes a small beep.
You feel capable again.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left lung and you quickly fire a shot.
You nail Someone.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone razes you with a laser beam.
hp: 586 (-40) sp: 2251
dis
You search for your enemy's weakest point and take a calculated swing at it,
connecting at just the right moment. Someone is dazed and disabled!
>
The scanner makes a small beep.
hs
The scanner beeps : Someone is at 53% health.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You cock back an explosive round and aim it at Someone.
You fire the explosive round and see it detonate INTO Someone!
You wound Someone badly.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone nails you with a laser beam.
hp: 554 (-32) sp: 2251
Someone tries to move out of the room, but the little LR droid stops him!
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
Your shot is pinpoint accurate, doing massive damage to your foe.
You cock back an explosive round and aim it at Someone.
You fire the explosive round and see it detonate INTO Someone!
You annihilate Someone completely.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 475 (-79) sp: 2251
look
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
XLR-U1
>
You feel capable again.
You can use a ranged weapon again.
n
Someone injures you with a laser beam from the west.
hp: 461 (-14) sp: 2251
You stagger around disoriented.
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> w
s
You stagger around disoriented.
This is a narrow street that travels between the docks and the town square. Back
to the east you see a small courtyard. Beyond it, lie the docks. To the west the
street opens up into the square. You definitely see a battle going on in the
square.
You can hear sounds of a battle in the square.
There are two obvious exits: west and east.
A Thug
>
You stagger around disoriented.
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> w
You stagger around disoriented.
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> s
In another time, you would really stop and take in your surroundings. But
blaster shots inches from your head doesn't fit any of your current requirements
for pleasant sightseeing. A street is visible to the south-east.
s
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
> s
What?
> w
You stagger around disoriented.
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
> w
w
w
You stagger around disoriented.
n
n
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
XLR-U1
>
In another time, you would really stop and take in your surroundings. But
blaster shots inches from your head doesn't fit any of your current requirements
for pleasant sightseeing. A street is visible to the south-east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You are in Hyllyard City's main square, which could be a rather nice place to be
if it didn't have hoards of combatants shooting at each other. And also if you
didn't present such a tempting target. You see a narrow street to your south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> n
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Probot
> n
n
You would stand here and take in more of your surroundings except the occasional
blaster shot is landing near you more than occasionally. But do you have the
opportunity in between dodging shots to see a street north of you.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
hp: 489 (20) sp: 2251
e
You try to move, but your legs are not co-operating.
>
e
>
You stagger around disoriented.
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Probot
> e
e
Probot leaves east.
You stagger around disoriented.
Dusty and unpaved is the general condition of the square. And at the moment, it
is being redecorated with tiny little pits from blaster shots. And unless you
wish to partake in the redecoration, you see a street to your west for a quick
exit.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> e
e
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Probot
a shadow
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> s
s
You stagger around disoriented.
A simple sign here points to the north says, "Bar". That's all you have time to
read before a blaster shot hits the ground near you. The street leading to
Hyllyard City's shipyards is to the south. And you think it would be wise to
choose one of those exits instead of braving the square further.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
A Thug
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> s
s
You are still in the square, and very much still in a firefight before the local
inhabitants and the Imperial occupation force. From the badly shot up signs
here, it seems the medical facility is to your south. The street to the docks is
north of you.
s
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and south.
Two Thugs
XLR-U1
>
You are standing in the south-west side of the town square. You start to calm
down a bit but a blaster bolt missing you by inches reminds you that you aren't
out of it yet. There is a narrow street leading to the south-east. To the west
you can see the archway.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and southeast.
A Bounty Hunter
>
What?
> w
w
You stagger around disoriented.
w
At the moment, it feels like the combatants in the square are using heavy
repeater blasters. Even if they aren't, they sure are putting up a tremendous
amount of fire. A sign nearby points to your east, and you note that a street is
visible to the west.
You can hear the sounds of the battle all around you!
There are three obvious exits: west, north, and east.
XLR-Y2
>
You are standing in the town square with the intense urge to stop standing and
run for cover. Blaster bolts are coming uncomfortably close to you. To the west
you can see the archway, which is currently being used as cover by the
Imperials. You also notice a narrow street leading south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
MLR-N7
>
You stagger around disoriented.
You are in Hyllyard City's main square, which could be a rather nice place to be
if it didn't have hoards of combatants shooting at each other. And also if you
didn't present such a tempting target. You see a narrow street to your south.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> w
w
To the south-west is the massive archway currently used by the Imperials as
cover from the surrounding snipers. Doesn't look like a very good place to be at
the moment. Also in that direction, you see a street exiting the square.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Stormtrooper
A pile of 323 credits, Light Body Armor, and BlasTech DH-17 blaster pistol are
here.
>
The stone archway where the imperials are taking cover is directly to your
south. Which might not be a good place to walk towards to, unless you're
seriously asking to be greeted warmly by the Imperials. A better direction could
be the street you see of to the north.
You can hear the sounds of the battle all around you!
There are three obvious exits: north, south, and east.
> e
e
You stagger around disoriented.
e
You are standing on the west side of the square, but you are by no means out of
danger. Blaster shots from the direction of the archway are landing perilously
close to you. You notice a route of escape in the form of a narrow street to the
west.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
Dusty and unpaved is the general condition of the square. And at the moment, it
is being redecorated with tiny little pits from blaster shots. And unless you
wish to partake in the redecoration, you see a street to your west for a quick
exit.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
>
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> e
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Probot
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You injure Someone severely.
Someone has left himself wide open to a counter-attack!
Someone stops dodging incoming fire in order to engage in combat.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone wounds you badly with a laser beam.
hp: 472 (-25) sp: 2251
You feel that your head clears up and that you are not so disoriented anymore.
tpdpd
What?
>
You can use a ranged weapon again.
w
Ether nails you with a laser beam from the east.
hp: 441 (-31) sp: 2251
You are standing in the middle of the town square. To the south-west you can see
the archway, and the blaster fire emanating from it. Additional sources of
blaster fire are the buildings that surround the square. This is not a good time
to visit Hyllyard City, apparently.
A charred stench fills your nostrils.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
> e
e
This square is certainly large enough to land a good sized freighter. Actually,
from the blasted look of it, probably a few impromptu landings have been made in
the past. Or even a couple of miscalculated landings since the docks are just to
the your east.
You can hear the sounds of the battle all around you!
There are four obvious exits: west, north, south, and east.
An Imperial Probot
>
You are standing in a large square. To the south-west you can see a massive
archway looming over a street that heads to the south-west. Even more
interesting is the battle taking place in the square. It appears to be between
some Imperials and a group of snipers firing from the safety of the surrounding
buildings. The Imperials have good cover at the arch, though, and for the moment
it seems to be a stalemate.
You can hear the sounds of the battle filling the square!
There are four obvious exits: west, north, south, and east.
> e
This is a narrow street that travels between the docks and the town square. Back
to the east you see a small courtyard. Beyond it, lie the docks. To the west the
street opens up into the square. You definitely see a battle going on in the
square.
You can hear sounds of a battle in the square.
There are two obvious exits: west and east.
A Thug
>
hp: 461 (20) sp: 2251
e
You are in a small courtyard just outside the docks. Here, you get your first
good look at Hyllyard City. During landing, it did not look that impressive.
Now, on the ground, you begin to revise your initial opinion... it's much worse
than you thought. Shabby looking buildings line the street, all badly maintained
with many marked by blaster fire. An archway to the west leads to what appears
to be a large city square.
You smell acrid smoke, typical from intense or prolonged blaster fire.
Sounds of blaster fire and shouts come from the west.
There are two obvious exits: west and east.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left eye and you quickly fire a shot.
You injure Someone severely.
Someone stops dodging incoming fire in order to engage in combat.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 326 (-135) sp: 2251
pd
MLR-O8 reports: I've cornered Someone.
You press the button and a droid pops off.
> t
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You injure Someone severely.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you with a laser beam.
hp: 272 (-54) sp: 2251
The scanner makes a small beep.
You manage to trip Someone, causing him to stagger around senselessly.
> hs
The scanner beeps : Someone is at 39% health.
>
Someone tries to move out of the room, but the little LR droid stops him!
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You injure Someone severely.
Someone tries to move out of the room, but the little LR droid stops him!
The scanner makes a small beep.
You are viciously clawed by Someone, leaving you temporarily defenseless.
hp: 247 (-25) sp: 2251
The scanner makes a small beep.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You injure Someone severely.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone nails you with a laser beam.
hp: 219 (-28) sp: 2251
Someone tries to move out of the room, but the little LR droid stops him!
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's right eye and you quickly fire a shot.
You nail Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone damages you terribly with a laser beam.
hp: 181 (-38) sp: 2251
The scanner makes a small beep.
You feel capable again.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's heart and you quickly fire a shot.
Your shot is pinpoint accurate, doing massive damage to your foe.
You decimate Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 82 (-107) sp: 2251
t
The scanner makes a small beep.
Someone tries to move out of the room, but the little LR droid stops him!
hs
You trip Someone and stun your victim with a clever maneuver.
>
The scanner beeps : Someone is at 30% health.
>
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's right lung and you quickly fire a shot.
Your shot is pinpoint accurate, doing massive damage to your foe.
You annihilate Someone completely.
Someone tries to move out of the room, but the little LR droid stops him!
The scanner makes a small beep.
Someone disorients you with a knock on the head.
The scanner makes a small beep.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's right eye and you quickly fire a shot.
You cock back an explosive round and aim it at Someone.
You fire the explosive round and see it detonate INTO Someone!
You injure Someone severely.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone injures you severely with a laser beam.
hp: 63 (-19) sp: 2251
e
The scanner makes a small beep.
Someone tries to move out of the room, but the little LR droid stops him!
You stagger around disoriented.
Taking a walkway leading up, you enter Hyllyard City's space port.
Hyllyard spaceport is a motley cluster of hangars and other smaller structures,
all arranged in a rough semi-circle. Service crew can be seen walking around,
lethargically performing their duties. Similarly, a few battered droids also
wander around aimlessly. A narrow walkway leads off to your west, descending to
street level.
The entire area is filled with noise, as can be expected from any normal
spaceport, even though this one barely qualifies.
There are five obvious exits: west, north, southeast, south, and east.
XLR-D4
Myrkr Data Terminal is here.
> major arkell
major arkell
You can't perform major surgery while you are fighting!
major arkell
major arkell
> major arkell
hp: 82/716 sp: 2251/2251 dr: comfortably numb
You perform major surgery on yourself.
>
hp: 100/716 sp: 2251/2251 dr: comfortably numb
You perform major surgery on yourself.
> major arkell
hp: 114/716 sp: 2251/2251 dr: comfortably numb
You perform major surgery on yourself.
> major arkell
hp: 131/716 sp: 2251/2251 dr: comfortably numb
You perform major surgery on yourself.
>
Arkell is already too drugged up for that.
>
Wait.
> w
Wait.
>
You feel capable again.
You can use a ranged weapon again.
w
You stagger around disoriented.
The little LR droid blocks that direction with an energy field!
> pu
You power up the jetpack and raise a few meters off the ground.
>
Autosaving.
z w
Taking the walkway, you descend to Hyllyard City's street level.
You zoom your jetpack west.
You are in a small courtyard just outside the docks. Here, you get your first
good look at Hyllyard City. During landing, it did not look that impressive.
Now, on the ground, you begin to revise your initial opinion... it's much worse
than you thought. Shabby looking buildings line the street, all badly maintained
with many marked by blaster fire. An archway to the west leads to what appears
to be a large city square.
You smell acrid smoke, typical from intense or prolonged blaster fire.
Sounds of blaster fire and shouts come from the west.
There are two obvious exits: west and east.
MLR-O8
You bring the jetpack to a stop.
>
Someone performs cureall surgery on himself.
pdj
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
You cock back an explosive round and aim it at Someone.
You fire the explosive round and see it detonate INTO Someone!
You wound Someone badly.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 61 (-70) sp: 2252
You power down the jetpack and gently land back on the ground.
> t
You're not feeling quick enough to trip anyone.
>
Someone tried to disorient you but your head was already spinning.
The scanner makes a small beep.
hs
The scanner beeps : Someone is at 97% health.
>
You feel capable again.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
The helmet locks onto your foe's jaw and you quickly fire a shot.
You injure Someone severely.
Someone has left himself wide open to a counter-attack!
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone blasts you with a powerful shot.
Someone annihilates you completely with a laser beam.
hp: 2 (-59) sp: 2252
hp: 22 (20) sp: 2252
The scanner makes a small beep.
You point your Mark II T-99G Pulse Rifle *Held* (wielded) at Someone and fire
it.
t
The helmet locks onto your foe's left cheek and you quickly fire a shot.
You nail Someone.
Someone points his Sorosuub Terminator VB-100 *Held* (wielded) (improved) at you
and fires it.
Someone wounds you badly with a laser beam.
hp: -4 (-26) sp: 2252
<death> Someone cackles maniacally as Sorosuub Rifle empties fiery death into Arkell at A Small Courtyard.