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	<id>https://gubaba.org/mi2/wiki/index.php?action=history&amp;feed=atom&amp;title=Security_Room</id>
	<title>Security Room - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://gubaba.org/mi2/wiki/index.php?action=history&amp;feed=atom&amp;title=Security_Room"/>
	<link rel="alternate" type="text/html" href="https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;action=history"/>
	<updated>2026-05-05T07:43:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20384&amp;oldid=prev</id>
		<title>Locheeric: /* Battles */</title>
		<link rel="alternate" type="text/html" href="https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20384&amp;oldid=prev"/>
		<updated>2015-03-11T05:55:05Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Battles&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:55, 11 March 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l73&quot;&gt;Line 73:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 73:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Romance of the Three Kingdoms - Free For All&amp;#039;&amp;#039;&amp;#039;: An epic battle scene, with several terrains held by armies, and featuring the romanticized versions of warriors from [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Shu Shu], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wei Wei], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wu Wu], and [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Jin Jin], as well as others, programmed to act both as battlefield leaders and enemy elites. Pick a side, or simply oppose everyone, and wage battle with literally hundreds of soldiers stationed everywhere around scenic ancient China. Every few divisions defeated &amp;#039;unlocks&amp;#039; an enemy general, a warrior skilled enough to make up for more than all the defeated divisions on their own. Enemies will re-take every battlefield position left unattended for long, unless their supply lines are cut, so this scenario requires either incredible strength and stamina or planning ahead and strategy, as the goal (unless on free for all mode) is to prevent your army from getting wiped out. Outnumbered several thousand to one, and facing off ancient heroes. Programmed by [[Paria]], as requested vaguely by [[Hanako]].&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Romance of the Three Kingdoms - Free For All&amp;#039;&amp;#039;&amp;#039;: An epic battle scene, with several terrains held by armies, and featuring the romanticized versions of warriors from [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Shu Shu], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wei Wei], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wu Wu], and [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Jin Jin], as well as others, programmed to act both as battlefield leaders and enemy elites. Pick a side, or simply oppose everyone, and wage battle with literally hundreds of soldiers stationed everywhere around scenic ancient China. Every few divisions defeated &amp;#039;unlocks&amp;#039; an enemy general, a warrior skilled enough to make up for more than all the defeated divisions on their own. Enemies will re-take every battlefield position left unattended for long, unless their supply lines are cut, so this scenario requires either incredible strength and stamina or planning ahead and strategy, as the goal (unless on free for all mode) is to prevent your army from getting wiped out. Outnumbered several thousand to one, and facing off ancient heroes. Programmed by [[Paria]], as requested vaguely by [[Hanako]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Recover Sachiko&amp;#039;&amp;#039;&amp;#039;: A simple program, a virtual copy of [[Sachiko Uchiha]] for people to practice taking down with non-lethal means, as requested by [[Hanako]] Uchiha due to the events of a mission where she was taken. The purpose is to take down and disable her without killing or maiming her, where she brings her A game to the fight.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Recover Sachiko&amp;#039;&amp;#039;&amp;#039;: A simple program, a virtual copy of [[Sachiko Uchiha]] for people to practice taking down with non-lethal means, as requested by [[Hanako]] Uchiha due to the events of a mission where she was taken. The purpose is to take down and disable her without killing or maiming her, where she brings her A game to the fight.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;Dietrich Weber&#039;&#039;&#039;: A simulation of super soldier and under-custody PARADIGM antagonist Dietrich Weber.&amp;lt;br&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: PARADIGM]] [[Category: Technology]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: PARADIGM]] [[Category: Technology]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Locheeric</name></author>
	</entry>
	<entry>
		<id>https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20295&amp;oldid=prev</id>
		<title>Sparda: /* Scenarios */</title>
		<link rel="alternate" type="text/html" href="https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20295&amp;oldid=prev"/>
		<updated>2015-02-22T22:44:54Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Scenarios&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:44, 22 February 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l32&quot;&gt;Line 32:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 32:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Scenarios====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Scenarios====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;With an overall &amp;#039;theme&amp;#039; and a set of goals, these programs are designed to work towards a more versatile &amp;#039;goal&amp;#039;. From a training course to a full blown &amp;#039;Hunger Games&amp;#039; setup.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;With an overall &amp;#039;theme&amp;#039; and a set of goals, these programs are designed to work towards a more versatile &amp;#039;goal&amp;#039;. From a training course to a full blown &amp;#039;Hunger Games&amp;#039; setup.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Operation: Raccoon City&#039;&#039;&#039; - Program designed by [[Luca Sparda]] taking from his [[BSAA|B.S.A.A.]] files, he has recreated the September 1998 T-Virus outbreak from the Midwestern American Raccoon City. Several opponents such as zombies, [http://residentevil.wikia.com/Licker lickers], a [http://residentevil.wikia.com/Tyrant Tyrant], and [http://residentevil.wikia.com/Hunter hunters], in a sealed off, chaotic city, with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three different &lt;/del&gt;mission objectives, picked each session:  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Operation: Raccoon City&#039;&#039;&#039; - Program designed by [[Luca Sparda]] taking from his [[BSAA|B.S.A.A.]] files, he has recreated the September 1998 T-Virus outbreak from the Midwestern American Raccoon City. Several opponents such as zombies, [http://residentevil.wikia.com/Licker lickers], a [http://residentevil.wikia.com/Tyrant Tyrant], and [http://residentevil.wikia.com/Hunter hunters], in a sealed off, chaotic city, with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;multiple &lt;/ins&gt;mission objectives, picked each session:  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Survive&amp;#039;&amp;#039;&amp;#039;: In which the ammo is scarce, the enemies are plentiful and safe spots are few and far between, meant to practice teamwork, adaptability and resource management. Great for solo efforts as well, with less ammo to split up.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Survive&amp;#039;&amp;#039;&amp;#039;: In which the ammo is scarce, the enemies are plentiful and safe spots are few and far between, meant to practice teamwork, adaptability and resource management. Great for solo efforts as well, with less ammo to split up.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Seek and Destroy&amp;#039;&amp;#039;&amp;#039;: In which the enemies are more scarce but the group has to actively take out a Tyrant which is carrying an important piece of their helicopter and get it back.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Seek and Destroy&amp;#039;&amp;#039;&amp;#039;: In which the enemies are more scarce but the group has to actively take out a Tyrant which is carrying an important piece of their helicopter and get it back.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Hunter and Prey&amp;#039;&amp;#039;&amp;#039;: In which an opposing squad of Umbrella Special Forces is out to get them, competing for ammo and health. First team to take out the other wins. The monsters are still active.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Hunter and Prey&amp;#039;&amp;#039;&amp;#039;: In which an opposing squad of Umbrella Special Forces is out to get them, competing for ammo and health. First team to take out the other wins. The monsters are still active.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;**&#039;&#039;&#039;Hard Difficulty Setting&#039;&#039;&#039;: After thirty minutes of inactivity, any zombies defeated but not beheaded or burnt will upgrade into a [http://residentevil.wikia.com/V-ACT Crimson Head], a far more dangerous and vicious zombie with actual extra-human speed and increased resilience, as well as claws.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;**&#039;&#039;&#039;Contagion Setting&#039;&#039;&#039;: A vicious additional difficulty, with the added issue that if a zombie bites the agent, after a random time delay (1 hour to 6 hours), they will begin turning into a zombie themselves, and the scenario will get an abrupt game over when the timer runs out. This timer is, of course, invisible.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Dying Light&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Luca Sparda]] as a higher variation to the &amp;#039;&amp;#039;&amp;#039;Raccoon City&amp;#039;&amp;#039;&amp;#039; sim. This adds elements of Parkour, less ammo, and Crimson Head zombies. This is about avoiding direct confrontation with the undead and finding alternate and quicker ways to avoid them, as well as conserving ammo in lieu of accomplishing mission objectives, the purpose is out and out survival.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Dying Light&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Luca Sparda]] as a higher variation to the &amp;#039;&amp;#039;&amp;#039;Raccoon City&amp;#039;&amp;#039;&amp;#039; sim. This adds elements of Parkour, less ammo, and Crimson Head zombies. This is about avoiding direct confrontation with the undead and finding alternate and quicker ways to avoid them, as well as conserving ammo in lieu of accomplishing mission objectives, the purpose is out and out survival.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Seven Minutes&amp;#039;&amp;#039;&amp;#039;: Based on the B.S.A.A. reports from 2009, the location is inside a lab shaped suspiciously like an ancient temple, where a single Desert Eagle is located for those able to hunt it down. The sole opposition (after getting past the regular scenario), is a lone super soldier B.O.W., who has superhuman reflexes, strength, regeneration, and a series of instant kill one-hit attacks, as well as the ability to burst out in super speed movement. The Super-Soldier BOW will begin the scenario by saying he has Seven Minutes to play with the agents, and then attempt to kill them. He can dodge bullets from any angle, and is essentially unstoppable. Agents are required to use wits, teamwork, and stealth to survive, and possibly even take down this opponent. Physically equivalent to a [[Luca|Son]] [[Nikolai|of]] [[Seiya Sumeragi|Spa]][[Sparda|rda]], and essentially a wall of Hit Points. Survival completes the scenario, but to win will require to take down the Super-Soldier B.O.W. within the Seven Minutes. Those who succeed will get a notice of achievement in any other scenario they enter, noted on their person like a medal.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Seven Minutes&amp;#039;&amp;#039;&amp;#039;: Based on the B.S.A.A. reports from 2009, the location is inside a lab shaped suspiciously like an ancient temple, where a single Desert Eagle is located for those able to hunt it down. The sole opposition (after getting past the regular scenario), is a lone super soldier B.O.W., who has superhuman reflexes, strength, regeneration, and a series of instant kill one-hit attacks, as well as the ability to burst out in super speed movement. The Super-Soldier BOW will begin the scenario by saying he has Seven Minutes to play with the agents, and then attempt to kill them. He can dodge bullets from any angle, and is essentially unstoppable. Agents are required to use wits, teamwork, and stealth to survive, and possibly even take down this opponent. Physically equivalent to a [[Luca|Son]] [[Nikolai|of]] [[Seiya Sumeragi|Spa]][[Sparda|rda]], and essentially a wall of Hit Points. Survival completes the scenario, but to win will require to take down the Super-Soldier B.O.W. within the Seven Minutes. Those who succeed will get a notice of achievement in any other scenario they enter, noted on their person like a medal.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;***&#039;&#039;&#039;Hard Difficulty Setting&#039;&#039;&#039;: After thirty minutes of inactivity, any zombies defeated but not beheaded or burnt will upgrade into a [http://residentevil.wikia.com/V-ACT Crimson Head], a far more dangerous and vicious zombie with actual extra-human speed and increased resilience, as well as claws.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;***&#039;&#039;&#039;Contagion Setting&#039;&#039;&#039;: A vicious additional difficulty, with the added issue that if a zombie bites the agent, after a random time delay (1 hour to 6 hours), they will begin turning into a zombie themselves, and the scenario will get an abrupt game over when the timer runs out. This timer is, of course, invisible.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Combat Obstacle Course&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Jacqueline_&amp;quot;Jackal&amp;quot;_Egret|Jackal]], this is an obstacle course of sorts combined with combat situations. The obstacle course consists of a series of typical athletic challenges such as climbing (including a rock face and part of a building), crossing a space between buildings using a cable, crossing a field with patches of high grass to approach a building containing a gunman, etc.  The opponents are mostly armed with assault rifles and knives, although some have hand grenades.  The order of obstacles is randomized with each run, and the timing and locations at which enemies are encountered is randomized as well, to avoid emphasizing mere pattern-learning.  The scenario allows the user to set the level of enemy cunning, enemy toughness (basically HP), and user toughness (how many hits can be taken before losing).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Combat Obstacle Course&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Jacqueline_&amp;quot;Jackal&amp;quot;_Egret|Jackal]], this is an obstacle course of sorts combined with combat situations. The obstacle course consists of a series of typical athletic challenges such as climbing (including a rock face and part of a building), crossing a space between buildings using a cable, crossing a field with patches of high grass to approach a building containing a gunman, etc.  The opponents are mostly armed with assault rifles and knives, although some have hand grenades.  The order of obstacles is randomized with each run, and the timing and locations at which enemies are encountered is randomized as well, to avoid emphasizing mere pattern-learning.  The scenario allows the user to set the level of enemy cunning, enemy toughness (basically HP), and user toughness (how many hits can be taken before losing).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Bug Hunt&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Prae Shinra]] In an attempt to train agents against the &amp;quot;Xenomorph&amp;quot; menace encountered on several missions, Prae has designed this sim with various objectives and increasing difficulty. The sim takes place in a large spaceship with a set number of Xenomorphs.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Bug Hunt&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Prae Shinra]] In an attempt to train agents against the &amp;quot;Xenomorph&amp;quot; menace encountered on several missions, Prae has designed this sim with various objectives and increasing difficulty. The sim takes place in a large spaceship with a set number of Xenomorphs.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Sparda</name></author>
	</entry>
	<entry>
		<id>https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20294&amp;oldid=prev</id>
		<title>Sparda: /* Scenarios */</title>
		<link rel="alternate" type="text/html" href="https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20294&amp;oldid=prev"/>
		<updated>2015-02-22T22:42:09Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Scenarios&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:42, 22 February 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l39&quot;&gt;Line 39:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 39:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Contagion Setting&amp;#039;&amp;#039;&amp;#039;: A vicious additional difficulty, with the added issue that if a zombie bites the agent, after a random time delay (1 hour to 6 hours), they will begin turning into a zombie themselves, and the scenario will get an abrupt game over when the timer runs out. This timer is, of course, invisible.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Contagion Setting&amp;#039;&amp;#039;&amp;#039;: A vicious additional difficulty, with the added issue that if a zombie bites the agent, after a random time delay (1 hour to 6 hours), they will begin turning into a zombie themselves, and the scenario will get an abrupt game over when the timer runs out. This timer is, of course, invisible.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Dying Light&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Luca Sparda]] as a higher variation to the &amp;#039;&amp;#039;&amp;#039;Raccoon City&amp;#039;&amp;#039;&amp;#039; sim. This adds elements of Parkour, less ammo, and Crimson Head zombies. This is about avoiding direct confrontation with the undead and finding alternate and quicker ways to avoid them, as well as conserving ammo in lieu of accomplishing mission objectives, the purpose is out and out survival.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Dying Light&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Luca Sparda]] as a higher variation to the &amp;#039;&amp;#039;&amp;#039;Raccoon City&amp;#039;&amp;#039;&amp;#039; sim. This adds elements of Parkour, less ammo, and Crimson Head zombies. This is about avoiding direct confrontation with the undead and finding alternate and quicker ways to avoid them, as well as conserving ammo in lieu of accomplishing mission objectives, the purpose is out and out survival.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&#039;&#039;&#039;Seven Minutes&#039;&#039;&#039;: Based on the B.S.A.A. reports from 2009, the location is inside a lab shaped suspiciously like an ancient temple, where a single Desert Eagle is located for those able to hunt it down. The sole opposition (after getting past the regular scenario), is a lone super soldier B.O.W., who has superhuman reflexes, strength, regeneration, and a series of instant kill one-hit attacks, as well as the ability to burst out in super speed movement. The Super-Soldier BOW will begin the scenario by saying he has Seven Minutes to play with the agents, and then attempt to kill them. He can dodge bullets from any angle, and is essentially unstoppable. Agents are required to use wits, teamwork, and stealth to take down this opponent. Physically equivalent to a [[Luca|Son]] [[Nikolai|of]] [[Seiya Sumeragi|Spa]][[Sparda|rda]].&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&#039;&#039;&#039;Seven Minutes&#039;&#039;&#039;: Based on the B.S.A.A. reports from 2009, the location is inside a lab shaped suspiciously like an ancient temple, where a single Desert Eagle is located for those able to hunt it down. The sole opposition (after getting past the regular scenario), is a lone super soldier B.O.W., who has superhuman reflexes, strength, regeneration, and a series of instant kill one-hit attacks, as well as the ability to burst out in super speed movement. The Super-Soldier BOW will begin the scenario by saying he has Seven Minutes to play with the agents, and then attempt to kill them. He can dodge bullets from any angle, and is essentially unstoppable. Agents are required to use wits, teamwork, and stealth to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;survive, and possibly even &lt;/ins&gt;take down this opponent. Physically equivalent to a [[Luca|Son]] [[Nikolai|of]] [[Seiya Sumeragi|Spa]][[Sparda|rda]]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and essentially a wall of Hit Points. Survival completes the scenario, but to win will require to take down the Super-Soldier B.O.W. within the Seven Minutes. Those who succeed will get a notice of achievement in any other scenario they enter, noted on their person like a medal&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Combat Obstacle Course&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Jacqueline_&amp;quot;Jackal&amp;quot;_Egret|Jackal]], this is an obstacle course of sorts combined with combat situations. The obstacle course consists of a series of typical athletic challenges such as climbing (including a rock face and part of a building), crossing a space between buildings using a cable, crossing a field with patches of high grass to approach a building containing a gunman, etc.  The opponents are mostly armed with assault rifles and knives, although some have hand grenades.  The order of obstacles is randomized with each run, and the timing and locations at which enemies are encountered is randomized as well, to avoid emphasizing mere pattern-learning.  The scenario allows the user to set the level of enemy cunning, enemy toughness (basically HP), and user toughness (how many hits can be taken before losing).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Combat Obstacle Course&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Jacqueline_&amp;quot;Jackal&amp;quot;_Egret|Jackal]], this is an obstacle course of sorts combined with combat situations. The obstacle course consists of a series of typical athletic challenges such as climbing (including a rock face and part of a building), crossing a space between buildings using a cable, crossing a field with patches of high grass to approach a building containing a gunman, etc.  The opponents are mostly armed with assault rifles and knives, although some have hand grenades.  The order of obstacles is randomized with each run, and the timing and locations at which enemies are encountered is randomized as well, to avoid emphasizing mere pattern-learning.  The scenario allows the user to set the level of enemy cunning, enemy toughness (basically HP), and user toughness (how many hits can be taken before losing).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Bug Hunt&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Prae Shinra]] In an attempt to train agents against the &amp;quot;Xenomorph&amp;quot; menace encountered on several missions, Prae has designed this sim with various objectives and increasing difficulty. The sim takes place in a large spaceship with a set number of Xenomorphs.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Bug Hunt&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Prae Shinra]] In an attempt to train agents against the &amp;quot;Xenomorph&amp;quot; menace encountered on several missions, Prae has designed this sim with various objectives and increasing difficulty. The sim takes place in a large spaceship with a set number of Xenomorphs.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Sparda</name></author>
	</entry>
	<entry>
		<id>https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20293&amp;oldid=prev</id>
		<title>Sparda: /* Scenarios */</title>
		<link rel="alternate" type="text/html" href="https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20293&amp;oldid=prev"/>
		<updated>2015-02-22T22:39:39Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Scenarios&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:39, 22 February 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l39&quot;&gt;Line 39:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 39:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Contagion Setting&amp;#039;&amp;#039;&amp;#039;: A vicious additional difficulty, with the added issue that if a zombie bites the agent, after a random time delay (1 hour to 6 hours), they will begin turning into a zombie themselves, and the scenario will get an abrupt game over when the timer runs out. This timer is, of course, invisible.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Contagion Setting&amp;#039;&amp;#039;&amp;#039;: A vicious additional difficulty, with the added issue that if a zombie bites the agent, after a random time delay (1 hour to 6 hours), they will begin turning into a zombie themselves, and the scenario will get an abrupt game over when the timer runs out. This timer is, of course, invisible.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Dying Light&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Luca Sparda]] as a higher variation to the &amp;#039;&amp;#039;&amp;#039;Raccoon City&amp;#039;&amp;#039;&amp;#039; sim. This adds elements of Parkour, less ammo, and Crimson Head zombies. This is about avoiding direct confrontation with the undead and finding alternate and quicker ways to avoid them, as well as conserving ammo in lieu of accomplishing mission objectives, the purpose is out and out survival.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Dying Light&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Luca Sparda]] as a higher variation to the &amp;#039;&amp;#039;&amp;#039;Raccoon City&amp;#039;&amp;#039;&amp;#039; sim. This adds elements of Parkour, less ammo, and Crimson Head zombies. This is about avoiding direct confrontation with the undead and finding alternate and quicker ways to avoid them, as well as conserving ammo in lieu of accomplishing mission objectives, the purpose is out and out survival.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;**&#039;&#039;&#039;Seven Minutes&#039;&#039;&#039;: Based on the B.S.A.A. reports from 2009, the location is inside a lab shaped suspiciously like an ancient temple, where a single Desert Eagle is located for those able to hunt it down. The sole opposition (after getting past the regular scenario), is a lone super soldier B.O.W., who has superhuman reflexes, strength, regeneration, and a series of instant kill one-hit attacks, as well as the ability to burst out in super speed movement. The Super-Soldier BOW will begin the scenario by saying he has Seven Minutes to play with the agents, and then attempt to kill them. He can dodge bullets from any angle, and is essentially unstoppable. Agents are required to use wits, teamwork, and stealth to take down this opponent. Physically equivalent to a [[Luca|Son]] [[Nikolai|of]] [[Seiya Sumeragi|Spa]][[Sparda|rda]].&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Combat Obstacle Course&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Jacqueline_&amp;quot;Jackal&amp;quot;_Egret|Jackal]], this is an obstacle course of sorts combined with combat situations. The obstacle course consists of a series of typical athletic challenges such as climbing (including a rock face and part of a building), crossing a space between buildings using a cable, crossing a field with patches of high grass to approach a building containing a gunman, etc.  The opponents are mostly armed with assault rifles and knives, although some have hand grenades.  The order of obstacles is randomized with each run, and the timing and locations at which enemies are encountered is randomized as well, to avoid emphasizing mere pattern-learning.  The scenario allows the user to set the level of enemy cunning, enemy toughness (basically HP), and user toughness (how many hits can be taken before losing).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Combat Obstacle Course&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Jacqueline_&amp;quot;Jackal&amp;quot;_Egret|Jackal]], this is an obstacle course of sorts combined with combat situations. The obstacle course consists of a series of typical athletic challenges such as climbing (including a rock face and part of a building), crossing a space between buildings using a cable, crossing a field with patches of high grass to approach a building containing a gunman, etc.  The opponents are mostly armed with assault rifles and knives, although some have hand grenades.  The order of obstacles is randomized with each run, and the timing and locations at which enemies are encountered is randomized as well, to avoid emphasizing mere pattern-learning.  The scenario allows the user to set the level of enemy cunning, enemy toughness (basically HP), and user toughness (how many hits can be taken before losing).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Bug Hunt&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Prae Shinra]] In an attempt to train agents against the &amp;quot;Xenomorph&amp;quot; menace encountered on several missions, Prae has designed this sim with various objectives and increasing difficulty. The sim takes place in a large spaceship with a set number of Xenomorphs.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Bug Hunt&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Prae Shinra]] In an attempt to train agents against the &amp;quot;Xenomorph&amp;quot; menace encountered on several missions, Prae has designed this sim with various objectives and increasing difficulty. The sim takes place in a large spaceship with a set number of Xenomorphs.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Sparda</name></author>
	</entry>
	<entry>
		<id>https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20279&amp;oldid=prev</id>
		<title>Sparda: /* Scenarios */</title>
		<link rel="alternate" type="text/html" href="https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20279&amp;oldid=prev"/>
		<updated>2015-02-07T19:40:24Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Scenarios&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:40, 7 February 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l38&quot;&gt;Line 38:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 38:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Hard Difficulty Setting&amp;#039;&amp;#039;&amp;#039;: After thirty minutes of inactivity, any zombies defeated but not beheaded or burnt will upgrade into a [http://residentevil.wikia.com/V-ACT Crimson Head], a far more dangerous and vicious zombie with actual extra-human speed and increased resilience, as well as claws.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Hard Difficulty Setting&amp;#039;&amp;#039;&amp;#039;: After thirty minutes of inactivity, any zombies defeated but not beheaded or burnt will upgrade into a [http://residentevil.wikia.com/V-ACT Crimson Head], a far more dangerous and vicious zombie with actual extra-human speed and increased resilience, as well as claws.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Contagion Setting&amp;#039;&amp;#039;&amp;#039;: A vicious additional difficulty, with the added issue that if a zombie bites the agent, after a random time delay (1 hour to 6 hours), they will begin turning into a zombie themselves, and the scenario will get an abrupt game over when the timer runs out. This timer is, of course, invisible.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Contagion Setting&amp;#039;&amp;#039;&amp;#039;: A vicious additional difficulty, with the added issue that if a zombie bites the agent, after a random time delay (1 hour to 6 hours), they will begin turning into a zombie themselves, and the scenario will get an abrupt game over when the timer runs out. This timer is, of course, invisible.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;**&#039;&#039;&#039;Dying Light&#039;&#039;&#039;: Programmed by [[Luca Sparda]] as a higher variation to the &#039;&#039;&#039;Raccoon City&#039;&#039;&#039; sim. This adds elements of Parkour, less ammo, and Crimson Head zombies. This is about avoiding direct confrontation with the undead and finding alternate and quicker ways to avoid them, as well as conserving ammo in lieu of accomplishing mission objectives, the purpose is out and out survival.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Combat Obstacle Course&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Jacqueline_&amp;quot;Jackal&amp;quot;_Egret|Jackal]], this is an obstacle course of sorts combined with combat situations. The obstacle course consists of a series of typical athletic challenges such as climbing (including a rock face and part of a building), crossing a space between buildings using a cable, crossing a field with patches of high grass to approach a building containing a gunman, etc.  The opponents are mostly armed with assault rifles and knives, although some have hand grenades.  The order of obstacles is randomized with each run, and the timing and locations at which enemies are encountered is randomized as well, to avoid emphasizing mere pattern-learning.  The scenario allows the user to set the level of enemy cunning, enemy toughness (basically HP), and user toughness (how many hits can be taken before losing).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Combat Obstacle Course&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Jacqueline_&amp;quot;Jackal&amp;quot;_Egret|Jackal]], this is an obstacle course of sorts combined with combat situations. The obstacle course consists of a series of typical athletic challenges such as climbing (including a rock face and part of a building), crossing a space between buildings using a cable, crossing a field with patches of high grass to approach a building containing a gunman, etc.  The opponents are mostly armed with assault rifles and knives, although some have hand grenades.  The order of obstacles is randomized with each run, and the timing and locations at which enemies are encountered is randomized as well, to avoid emphasizing mere pattern-learning.  The scenario allows the user to set the level of enemy cunning, enemy toughness (basically HP), and user toughness (how many hits can be taken before losing).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Bug Hunt&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Prae Shinra]] In an attempt to train agents against the &amp;quot;Xenomorph&amp;quot; menace encountered on several missions, Prae has designed this sim with various objectives and increasing difficulty. The sim takes place in a large spaceship with a set number of Xenomorphs.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Bug Hunt&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Prae Shinra]] In an attempt to train agents against the &amp;quot;Xenomorph&amp;quot; menace encountered on several missions, Prae has designed this sim with various objectives and increasing difficulty. The sim takes place in a large spaceship with a set number of Xenomorphs.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l47&quot;&gt;Line 47:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 48:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Attack on Horizon&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Benezia T&amp;#039;Soni|Beni]], this simulates a scenario in which a human colony is being attacked by an enigmatic alien force known as Collectors. They would stasis lock and abduct entire colonial populations, and roughly two centuries ago (relative to Beni&amp;#039;s age), her father charged into the colony of Horizon to put a stop to it. The scenario locality is a large courtyard bordered by collections of houses and prefabs, the borders &amp;quot;marked&amp;quot; by doors that are blocked or broken, with small prefabs and abandoned vehicles dotting the play area. Ten waves of Collector foes in steadily increasing numbers, variety and strength with the third, sixth and tenth waves having special objectives. After all ten waves are completed, a two minute Extraction wave begins, where participants must be standing in a certain location when the time runs out.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Attack on Horizon&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Benezia T&amp;#039;Soni|Beni]], this simulates a scenario in which a human colony is being attacked by an enigmatic alien force known as Collectors. They would stasis lock and abduct entire colonial populations, and roughly two centuries ago (relative to Beni&amp;#039;s age), her father charged into the colony of Horizon to put a stop to it. The scenario locality is a large courtyard bordered by collections of houses and prefabs, the borders &amp;quot;marked&amp;quot; by doors that are blocked or broken, with small prefabs and abandoned vehicles dotting the play area. Ten waves of Collector foes in steadily increasing numbers, variety and strength with the third, sixth and tenth waves having special objectives. After all ten waves are completed, a two minute Extraction wave begins, where participants must be standing in a certain location when the time runs out.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Siege of the Citadel&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Benezia T&amp;#039;Soni|Beni]], this simulates the attack on the galactic hub, the massive Citadel station, by the human-supremacist terrorist organization known as Cerberus. The battle saw crooked members of Citadel Council government allowing the terrorists onto the station where they then attacked key embassy and C-Sec (Citadel Security) stations before moving on to attempt to assassinate members of the Citadel Council. The scenario is a close-quarters battle inside C-Sec headquarters, featuring numerous rooms on one floor: offices, cafeteria, gym and showers with an exit out to a landing platform at one end. Ten waves of Cerberus foes in steadily increasing numbers, variety and strength with the third, sixth and tenth waves having special objectives. After all ten waves are completed, a two minute Extraction wave begins, where participants must be standing in a certain location when the time runs out.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Siege of the Citadel&amp;#039;&amp;#039;&amp;#039;: Programmed by [[Benezia T&amp;#039;Soni|Beni]], this simulates the attack on the galactic hub, the massive Citadel station, by the human-supremacist terrorist organization known as Cerberus. The battle saw crooked members of Citadel Council government allowing the terrorists onto the station where they then attacked key embassy and C-Sec (Citadel Security) stations before moving on to attempt to assassinate members of the Citadel Council. The scenario is a close-quarters battle inside C-Sec headquarters, featuring numerous rooms on one floor: offices, cafeteria, gym and showers with an exit out to a landing platform at one end. Ten waves of Cerberus foes in steadily increasing numbers, variety and strength with the third, sixth and tenth waves having special objectives. After all ten waves are completed, a two minute Extraction wave begins, where participants must be standing in a certain location when the time runs out.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Basic CQC/Grappling Scenario&#039;&#039;&#039;: &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/del&gt;Designed by [[Faustlin Fontaine|Faustlin]], this simple simulation places the users in a darkened room full of pillars, from which assailants not hindered by the darkness will attempt to take down the user from all angles when least expected.  The light level/general visibility and strength of the attackers can be customized for those with enhanced strength or vision, and the scenario will gradually adjust the difficulty based on the user&#039;s results to try to make it a constant challenge even for veteran martial artists.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Basic CQC/Grappling Scenario&#039;&#039;&#039;: Designed by [[Faustlin Fontaine|Faustlin]], this simple simulation places the users in a darkened room full of pillars, from which assailants not hindered by the darkness will attempt to take down the user from all angles when least expected.  The light level/general visibility and strength of the attackers can be customized for those with enhanced strength or vision, and the scenario will gradually adjust the difficulty based on the user&#039;s results to try to make it a constant challenge even for veteran martial artists.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Recover Reina Routine (aka: Willet, don&amp;#039;t kill it)&amp;#039;&amp;#039;&amp;#039;: Designed by [[Faustlin Fontaine|Faustlin]], this simulation is meant to recreate elements of the two raids on Willet&amp;#039;s lab, with Willet in the body of [[Reina Carmichael]], assisted by versions of [[Faustlin Fontaine]], [[Setsuna Mikagami]] and [[Suzumura Riki|Riki Suzumura]] with synth-level strength, agility and reflexes, who behave and fight with all the abilities and tactics of the originals.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Recover Reina Routine (aka: Willet, don&amp;#039;t kill it)&amp;#039;&amp;#039;&amp;#039;: Designed by [[Faustlin Fontaine|Faustlin]], this simulation is meant to recreate elements of the two raids on Willet&amp;#039;s lab, with Willet in the body of [[Reina Carmichael]], assisted by versions of [[Faustlin Fontaine]], [[Setsuna Mikagami]] and [[Suzumura Riki|Riki Suzumura]] with synth-level strength, agility and reflexes, who behave and fight with all the abilities and tactics of the originals.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**An option has been added to add the Silver Fang Armor to Riki&amp;#039;s evil twin synth.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**An option has been added to add the Silver Fang Armor to Riki&amp;#039;s evil twin synth.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Sparda</name></author>
	</entry>
	<entry>
		<id>https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20011&amp;oldid=prev</id>
		<title>Sparda: /* Battles */</title>
		<link rel="alternate" type="text/html" href="https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=20011&amp;oldid=prev"/>
		<updated>2014-12-21T17:58:04Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Battles&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:58, 21 December 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l70&quot;&gt;Line 70:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 70:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;[[Shamash Argeades]], Basileus and Defender of Earth&amp;#039;s Liberty&amp;#039;&amp;#039;&amp;#039;:  Programmed by [[Faustlin Fontaine]], this sim is designed to allow Agents to test themselves against an upper-echelon Psychic with space- and time-bending abilities.  Though many of his offensive telepathic abilities are not simulated, his defensive telepathy and extreme telekinesis have been replicated, and with limiters disabled can pose a daunting challenge if provoked.  However, when running the simulation, Shamash will begin by only passively defending himself until he perceives a legitimate threat, at which point, he will begin to counterattack.  If truly threatened, he will open the full power of the Pallium Ignis and begin fighting in his Avatar form.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;[[Shamash Argeades]], Basileus and Defender of Earth&amp;#039;s Liberty&amp;#039;&amp;#039;&amp;#039;:  Programmed by [[Faustlin Fontaine]], this sim is designed to allow Agents to test themselves against an upper-echelon Psychic with space- and time-bending abilities.  Though many of his offensive telepathic abilities are not simulated, his defensive telepathy and extreme telekinesis have been replicated, and with limiters disabled can pose a daunting challenge if provoked.  However, when running the simulation, Shamash will begin by only passively defending himself until he perceives a legitimate threat, at which point, he will begin to counterattack.  If truly threatened, he will open the full power of the Pallium Ignis and begin fighting in his Avatar form.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Romance of the Three Kingdoms - Free For All&amp;#039;&amp;#039;&amp;#039;: An epic battle scene, with several terrains held by armies, and featuring the romanticized versions of warriors from [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Shu Shu], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wei Wei], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wu Wu], and [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Jin Jin], as well as others, programmed to act both as battlefield leaders and enemy elites. Pick a side, or simply oppose everyone, and wage battle with literally hundreds of soldiers stationed everywhere around scenic ancient China. Every few divisions defeated &amp;#039;unlocks&amp;#039; an enemy general, a warrior skilled enough to make up for more than all the defeated divisions on their own. Enemies will re-take every battlefield position left unattended for long, unless their supply lines are cut, so this scenario requires either incredible strength and stamina or planning ahead and strategy, as the goal (unless on free for all mode) is to prevent your army from getting wiped out. Outnumbered several thousand to one, and facing off ancient heroes. Programmed by [[Paria]], as requested vaguely by [[Hanako]].&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Romance of the Three Kingdoms - Free For All&amp;#039;&amp;#039;&amp;#039;: An epic battle scene, with several terrains held by armies, and featuring the romanticized versions of warriors from [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Shu Shu], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wei Wei], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wu Wu], and [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Jin Jin], as well as others, programmed to act both as battlefield leaders and enemy elites. Pick a side, or simply oppose everyone, and wage battle with literally hundreds of soldiers stationed everywhere around scenic ancient China. Every few divisions defeated &amp;#039;unlocks&amp;#039; an enemy general, a warrior skilled enough to make up for more than all the defeated divisions on their own. Enemies will re-take every battlefield position left unattended for long, unless their supply lines are cut, so this scenario requires either incredible strength and stamina or planning ahead and strategy, as the goal (unless on free for all mode) is to prevent your army from getting wiped out. Outnumbered several thousand to one, and facing off ancient heroes. Programmed by [[Paria]], as requested vaguely by [[Hanako]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;Recover Sachiko&#039;&#039;&#039;: A simple program, a virtual copy of [[Sachiko Uchiha]] for people to practice taking down with non-lethal means, as requested by [[Hanako]] Uchiha due to the events of a mission where she was taken. The purpose is to take down and disable her without killing or maiming her, where she brings her A game to the fight.&amp;lt;br&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: PARADIGM]] [[Category: Technology]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: PARADIGM]] [[Category: Technology]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Sparda</name></author>
	</entry>
	<entry>
		<id>https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=19316&amp;oldid=prev</id>
		<title>Sparda: /* Battles */</title>
		<link rel="alternate" type="text/html" href="https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=19316&amp;oldid=prev"/>
		<updated>2014-09-30T16:18:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Battles&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:18, 30 September 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l69&quot;&gt;Line 69:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 69:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;Frieza&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;Frieza&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;[[Shamash Argeades]], Basileus and Defender of Earth&amp;#039;s Liberty&amp;#039;&amp;#039;&amp;#039;:  Programmed by [[Faustlin Fontaine]], this sim is designed to allow Agents to test themselves against an upper-echelon Psychic with space- and time-bending abilities.  Though many of his offensive telepathic abilities are not simulated, his defensive telepathy and extreme telekinesis have been replicated, and with limiters disabled can pose a daunting challenge if provoked.  However, when running the simulation, Shamash will begin by only passively defending himself until he perceives a legitimate threat, at which point, he will begin to counterattack.  If truly threatened, he will open the full power of the Pallium Ignis and begin fighting in his Avatar form.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;[[Shamash Argeades]], Basileus and Defender of Earth&amp;#039;s Liberty&amp;#039;&amp;#039;&amp;#039;:  Programmed by [[Faustlin Fontaine]], this sim is designed to allow Agents to test themselves against an upper-echelon Psychic with space- and time-bending abilities.  Though many of his offensive telepathic abilities are not simulated, his defensive telepathy and extreme telekinesis have been replicated, and with limiters disabled can pose a daunting challenge if provoked.  However, when running the simulation, Shamash will begin by only passively defending himself until he perceives a legitimate threat, at which point, he will begin to counterattack.  If truly threatened, he will open the full power of the Pallium Ignis and begin fighting in his Avatar form.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;Romance of the Three Kingdoms - Free For All&#039;&#039;&#039;: An epic battle scene, with several terrains held by armies, and featuring the romanticized versions of warriors from [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Shu Shu], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wei Wei], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wu Wu], and [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Jin Jin], as well as others, programmed to act both as battlefield leaders and enemy elites. Pick a side, or simply oppose everyone, and wage battle with literally hundreds of soldiers stationed everywhere around scenic ancient China. Every few divisions defeated &#039;unlocks&#039; an enemy general, a warrior skilled enough to make up for more than all the defeated divisions on their own. Enemies will re-take every battlefield position left unattended for long, unless their supply lines are cut, so this scenario requires either incredible strength and stamina or planning ahead and strategy, as the goal (unless on free for all mode) is to prevent your army from getting wiped out. Outnumbered several thousand to one, and facing off ancient heroes. Programmed by [[Paria]], as requested vaguely by [[Hanako]].&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: PARADIGM]] [[Category: Technology]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: PARADIGM]] [[Category: Technology]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Sparda</name></author>
	</entry>
	<entry>
		<id>https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=19315&amp;oldid=prev</id>
		<title>Sparda: /* Scenarios */</title>
		<link rel="alternate" type="text/html" href="https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=19315&amp;oldid=prev"/>
		<updated>2014-09-30T16:18:45Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Scenarios&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:18, 30 September 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l50&quot;&gt;Line 50:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 50:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Recover Reina Routine (aka: Willet, don&amp;#039;t kill it)&amp;#039;&amp;#039;&amp;#039;: Designed by [[Faustlin Fontaine|Faustlin]], this simulation is meant to recreate elements of the two raids on Willet&amp;#039;s lab, with Willet in the body of [[Reina Carmichael]], assisted by versions of [[Faustlin Fontaine]], [[Setsuna Mikagami]] and [[Suzumura Riki|Riki Suzumura]] with synth-level strength, agility and reflexes, who behave and fight with all the abilities and tactics of the originals.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Recover Reina Routine (aka: Willet, don&amp;#039;t kill it)&amp;#039;&amp;#039;&amp;#039;: Designed by [[Faustlin Fontaine|Faustlin]], this simulation is meant to recreate elements of the two raids on Willet&amp;#039;s lab, with Willet in the body of [[Reina Carmichael]], assisted by versions of [[Faustlin Fontaine]], [[Setsuna Mikagami]] and [[Suzumura Riki|Riki Suzumura]] with synth-level strength, agility and reflexes, who behave and fight with all the abilities and tactics of the originals.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**An option has been added to add the Silver Fang Armor to Riki&amp;#039;s evil twin synth.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**An option has been added to add the Silver Fang Armor to Riki&amp;#039;s evil twin synth.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;Romance of the Three Kingdoms - Free For All&#039;&#039;&#039;: An epic battle scene, with several terrains held by armies, and featuring the romanticized versions of warriors from [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Shu Shu], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wei Wei], [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wu Wu], and [http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Jin Jin], as well as others, programmed to act both as battlefield leaders and enemy elites. Pick a side, or simply oppose everyone, and wage battle with literally hundreds of soldiers stationed everywhere around scenic ancient China. Every few divisions defeated &#039;unlocks&#039; an enemy general, a warrior skilled enough to make up for more than all the defeated divisions on their own. Enemies will re-take every battlefield position left unattended for long, unless their supply lines are cut, so this scenario requires either incredible strength and stamina or planning ahead and strategy, as the goal (unless on free for all mode) is to prevent your army from getting wiped out. Outnumbered several thousand to one, and facing off ancient heroes. Programmed by [[Paria]].&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Battles====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Battles====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Sparda</name></author>
	</entry>
	<entry>
		<id>https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=19314&amp;oldid=prev</id>
		<title>Sparda: /* Scenarios */</title>
		<link rel="alternate" type="text/html" href="https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=19314&amp;oldid=prev"/>
		<updated>2014-09-29T16:00:43Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Scenarios&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:00, 29 September 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l50&quot;&gt;Line 50:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 50:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Recover Reina Routine (aka: Willet, don&amp;#039;t kill it)&amp;#039;&amp;#039;&amp;#039;: Designed by [[Faustlin Fontaine|Faustlin]], this simulation is meant to recreate elements of the two raids on Willet&amp;#039;s lab, with Willet in the body of [[Reina Carmichael]], assisted by versions of [[Faustlin Fontaine]], [[Setsuna Mikagami]] and [[Suzumura Riki|Riki Suzumura]] with synth-level strength, agility and reflexes, who behave and fight with all the abilities and tactics of the originals.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Recover Reina Routine (aka: Willet, don&amp;#039;t kill it)&amp;#039;&amp;#039;&amp;#039;: Designed by [[Faustlin Fontaine|Faustlin]], this simulation is meant to recreate elements of the two raids on Willet&amp;#039;s lab, with Willet in the body of [[Reina Carmichael]], assisted by versions of [[Faustlin Fontaine]], [[Setsuna Mikagami]] and [[Suzumura Riki|Riki Suzumura]] with synth-level strength, agility and reflexes, who behave and fight with all the abilities and tactics of the originals.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**An option has been added to add the Silver Fang Armor to Riki&amp;#039;s evil twin synth.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**An option has been added to add the Silver Fang Armor to Riki&amp;#039;s evil twin synth.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Romance of the Three Kingdoms - Free For All&#039;&#039;&#039;: An epic battle scene, with several terrains held by armies, and featuring the romanticized versions of warriors from Shu, Wei, Wu, and Jin, as well as others, programmed to act both as battlefield leaders and enemy elites. Pick a side, or simply oppose everyone, and wage battle with literally hundreds of soldiers stationed everywhere around scenic ancient China. Every few divisions defeated &#039;unlocks&#039; an enemy general, a warrior skilled enough to make up for more than all the defeated divisions on their own. Enemies will re-take every battlefield position left unattended for long, unless their supply lines are cut, so this scenario requires either incredible strength and stamina or planning ahead and strategy, as the goal (unless on free for all mode) is to prevent your army from getting wiped out. Outnumbered several thousand to one, and facing off ancient heroes. Programmed by [[Paria]].&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Romance of the Three Kingdoms - Free For All&#039;&#039;&#039;: An epic battle scene, with several terrains held by armies, and featuring the romanticized versions of warriors from &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#&lt;/ins&gt;Shu &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shu]&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wei &lt;/ins&gt;Wei&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Wu &lt;/ins&gt;Wu&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[http://koei.wikia.com/wiki/Dynasty_Warriors_%28series%29#Jin &lt;/ins&gt;Jin&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]&lt;/ins&gt;, as well as others, programmed to act both as battlefield leaders and enemy elites. Pick a side, or simply oppose everyone, and wage battle with literally hundreds of soldiers stationed everywhere around scenic ancient China. Every few divisions defeated &#039;unlocks&#039; an enemy general, a warrior skilled enough to make up for more than all the defeated divisions on their own. Enemies will re-take every battlefield position left unattended for long, unless their supply lines are cut, so this scenario requires either incredible strength and stamina or planning ahead and strategy, as the goal (unless on free for all mode) is to prevent your army from getting wiped out. Outnumbered several thousand to one, and facing off ancient heroes. Programmed by [[Paria]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Battles====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Battles====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Sparda</name></author>
	</entry>
	<entry>
		<id>https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=19313&amp;oldid=prev</id>
		<title>Sparda: /* Scenarios */</title>
		<link rel="alternate" type="text/html" href="https://gubaba.org/mi2/wiki/index.php?title=Security_Room&amp;diff=19313&amp;oldid=prev"/>
		<updated>2014-09-29T15:59:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Scenarios&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 15:59, 29 September 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l50&quot;&gt;Line 50:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 50:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Recover Reina Routine (aka: Willet, don&amp;#039;t kill it)&amp;#039;&amp;#039;&amp;#039;: Designed by [[Faustlin Fontaine|Faustlin]], this simulation is meant to recreate elements of the two raids on Willet&amp;#039;s lab, with Willet in the body of [[Reina Carmichael]], assisted by versions of [[Faustlin Fontaine]], [[Setsuna Mikagami]] and [[Suzumura Riki|Riki Suzumura]] with synth-level strength, agility and reflexes, who behave and fight with all the abilities and tactics of the originals.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Recover Reina Routine (aka: Willet, don&amp;#039;t kill it)&amp;#039;&amp;#039;&amp;#039;: Designed by [[Faustlin Fontaine|Faustlin]], this simulation is meant to recreate elements of the two raids on Willet&amp;#039;s lab, with Willet in the body of [[Reina Carmichael]], assisted by versions of [[Faustlin Fontaine]], [[Setsuna Mikagami]] and [[Suzumura Riki|Riki Suzumura]] with synth-level strength, agility and reflexes, who behave and fight with all the abilities and tactics of the originals.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**An option has been added to add the Silver Fang Armor to Riki&amp;#039;s evil twin synth.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**An option has been added to add the Silver Fang Armor to Riki&amp;#039;s evil twin synth.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;Romance of the Three Kingdoms - Free For All&#039;&#039;&#039;: An epic battle scene, with several terrains held by armies, and featuring the romanticized versions of warriors from Shu, Wei, Wu, and Jin, as well as others, programmed to act both as battlefield leaders and enemy elites. Pick a side, or simply oppose everyone, and wage battle with literally hundreds of soldiers stationed everywhere around scenic ancient China. Every few divisions defeated &#039;unlocks&#039; an enemy general, a warrior skilled enough to make up for more than all the defeated divisions on their own. Enemies will re-take every battlefield position left unattended for long, unless their supply lines are cut, so this scenario requires either incredible strength and stamina or planning ahead and strategy, as the goal (unless on free for all mode) is to prevent your army from getting wiped out. Outnumbered several thousand to one, and facing off ancient heroes. Programmed by [[Paria]].&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Battles====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Battles====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Sparda</name></author>
	</entry>
</feed>