If you designed an outfit for your character you'd like to share, please feel free to comment here! This is optional and not a requirement, your character may simply default to a sparkly and tassled version of one of their unit outfits (Princess) or a full-body set of armour (Horde).
Final scores will also be posted under this heading. Please note if you are requesting an unscored run.
Please sign in with your character's name to receive a description of their powers or weapons.
[You come back to awareness in what looks like the hotel lobby -- only blended with another location that can best be described as ‘industrial’. There’s green metal panelling and exposed piping everywhere, and the decor is largely lacking and impersonal. The only exception seems to be a series of posters, each one dramatically illustrated with a wicked-looking clawed silhouette terrorizing masses of frightened civilians. They warn of the dangers of the evil, vicious princesses and the heroics of the great Lord Hordak who will bring the gift of order and civilization to the masses. If you’re familiar at all with the concept of propaganda, well, this sure looks like it.
Some storage crates are scattered around the edges of the room, and the usual furniture can be here, but the exits aren’t the usual. Instead of lobby doors there’s just bay windows looking out over the rest of the place. Smog and pollution make it impossible to see the city beyond the immediate industrial complex. The elevator is likewise gone, and instead there are a number of doors.
Something that might be a map is posted on the wall.
Your tracking pad is blinking, indicating an incoming transmission. Answer it?]
[The hallways match the look of the place -- metallic and green, with exposed vents and piping, each part of the floor and wall a matching square panel bolted into place. There are very few windows, but when there are, they show the same smog-choked view of the Fright Zone, though the shapes of building and the horizon seem to match Tokyo-F.
There is a Kohime in this hallway -- dressed a little different than usual, she’s not in Horde or BARiTONES colours. Her clothes are more neutral in tone colour-wise, a more casual version of the suits she usually has in Imeeji. She gives a quick, furtive look around and -- failing to notice you -- ducks into the storage room she’s near. It’s too dark inside to say for sure what’s in there other than that it’s quite full. The door whooshes closed behind her.
[In the standard Fright Zone style, it’s a training room. There’s a row of lockers, all of them looking identical on the outside, and a set of benches in the middle with a small mirror and sink on the opposite wall. It’s fairly nondescript. The lockers have small plaques engraved with images of the following people:
1 - D.Va (This one has a couple handprints on the outside, a child’s, probably because he or she was a little grubby and nothing deliberate.) 2 - Intensity (Similar to D.Va’s there are handprints, though many more of them.) 3 - Amaranth 7 - Sekhmet (This locker has a set of gouges diagonally across it. They look like claw marks.) 14 - Five 17 - Silence 18 - Song 21 - Sabre 27 - Gold 28 - Nemesis (Fewer handprints than Intensity or D.Va’s, but if you’re looking careful, there’s a couple smudges here and there.) 29 - Shrike (There’s a big red ‘X’ on this one.)]
[ His attention is immediately drawn to Shrike's, obviously. And between the X and the contract, he's obviously more than a little tempted to go and check that one. In the end he decides against, though, so instead he'll start by checking his own ]
[It's a small, square room with an elevator in front. A keypad is set in the wall to the left of it. Pushing the button to call the elevator does not trigger a response.]
[It's a small, square room like the last. This time there are three doors: one marked "Forge", another "Game Tower", and the last "To the Barracks and Prison". If you turn around, the elevator is there, a keypad is set in the wall to the left of it.]
[The room is identical to the Horde’s sleeping quarters, a row of bunk beds made with military precision. A trail of coloured glass-like gems leads to the far end of the room where someone is huddled under a blue blanket, sniffling and crying, though you can only tell that it’s a child with their back to you. All along the walls, little doodles are scratched, cartoon faces of Catra and a girl with a ponytail, the expressions a bit silly, and sometimes two names with titles (“Lord Adora and her Second, Catra”, “Admiral Adora and Vice Catra”, “Force Captain Adora and Lieutenant Catra”, etc.).
On a bed in the middle of the room, there’s a little plush of a blond girl in a red jacket, her eyes a clear blue. In its hand is one of the glass pieces, matching the same colour as her eyes, and in the other she holds a little stuffed shield. One side of the room has a red thread that looks like it comes from one of the vents above, looping around bedposts and hanging between bunks until it connects with the plush.
The room is warm, comforting. It may take you a moment to pin down the feeling, but when you do, you realize it feels safe — a sharp contrast to how you felt in the hallway just before.
Just past the little girl is another door, labelled as the entrance to the prison.]
[The doors swish open, letting you leave the dim hallways behind for a space that opens to the broader world -- though with the pollution and general scenery as bad as it is, that might not be an improvement. Ahead, still in the jumbled, industrial style of the rest of the place, there is a building taller than the rest and venting steam and smoke: the Forge. The entrance is ahead, but there’s also a pair of small figures that seem to be scaling the outside of the building -- something it was never intended for, but the construction does allow for handholds and ledges. One is a blonde girl working with the help of a rope and grappling hook, the other is recognizable as Kohime (or, at least, another cat-person like her). The two are shouting and calling to each other, sounding happy, and the few words you can catch echoing off the buildings are teasing and taunting. They appear to be racing, with Kohime as the likely winner, very near to the top.]
[ Kohime sounding happy? Now that's unexpected. He's going to observe that before proceeding any further - standing a bit in hiding and just seeing if Kohime will indeed win this race ]
[You enter a wide open space. The floor seems to be built above pools of liquid magma, warming the whole area to the point of being uncomfortable. The magma itself seems to be fed from numerous pipes leading in from various directions elsewhere in the complex, you may recognize them as being the same ones that run through the hallways and some of the other rooms you’ve been in.
In the centre is forge machinery — a conveyor belt that’s currently stalled connecting to the drop hammer, the device that shapes the metal. There are a number of settings, though they’re only numbered, that seem to control what weapon is created, and a monitor currently displaying error code information.
What’s probably more interesting than that, though, is the scorpion-woman who is fretting over the machinery. You might recognize her from one of the guest units.]
[ he's in such a bad mood after having seen that. But he's going to try and focus on this, and though he hasn't spoken with the woman currently fretting, he DOES remember seeing her. ]
[You enter a dizzyingly tall structure. The prison is circular, each floor a ring around a central tower that supports an open-air lift, allowing you to reach the different wings. The prison cells themselves are barren and narrow, using a shimmering green energy field instead of traditional bars, with a keypad just outside that likely controls it. The first floor you enter on is devoid of any cells, it looks like it’s mainly a station for the guards (of which there are none on this level) and storage, but you can see there are cells on the upper floors, though not all are in use.
You can go to the lift, or go get yourself something to eat or drink at the guard station if you really want.]
[It’s the Game Tower. Sort of. Because it also looks a little like a prison torture chamber. There are manacles hanging from the walls and various weapons stored in racks. A dozen screens tower above, large and angled downward, and they’re playing PSAs on loops that appear to be delivered by Lord Catra from up in Level 1. She’s obviously going for tough and authoritative, but it sounds a little like an act by a teenage girl (because it is). She warns you about the dangers of Princesses and the other Units, to trust no one, don’t go alone with a member of another unit to a remote location, always bring at least three weapons, stay situationally aware for potential ambushes, and so on. Her voice booms and echoes in the wide open space.
There are statues circling the room, though they’re large and imposing, each in strong, powerful poses brandishing a fist or raising a sword. The ceiling is tall, too, stretching far above your head — the door you entered in likewise tall and heavy. The whole effect makes you feel small, insignificant, powerless. In fact — where are your weapons? Your tracker pad? Why can’t you draw on your powers? It’s like they’re all gone, you’re defenceless and you’re weak.
Ahead, up a set of stairs, there’s a row of monitors set before an observation window that looks out on a large, imposing machine. It looks like it might be a canon of some sort, but it’s only half constructed. Flitting before it is a girl with purple pigtails and messy work clothes. She appears to be able to move her hair as if it were a limb. She's idly shuffling a set of cards.
Attached to one console is a single balloon. A monitor set to the side seems to show a live stream of a mansion of some kind, though it doesn't look like a place you'd like to visit.]
[ between the way there and the actual tower he's starting to think that maybe this wasn't the wisest choice. There's few things he hates more than feeling weak and vulnerable, and having no powers or weapons doesn't help with that. But then again, isn't that exactly the point?
For now, he's going to head to check the live stream on the monitor - though he has a feeling about exactly what mansion that is ]
[The room is -- well, you know what? You don’t care about the room (it’s largely generic except for a bed placed in the back right corner that looks a little odd and out of place). Because what’s in the room is much more important. It’s Kohime, or something like her. (This is an idea of what you’re dealing with.) The base of the form is a Horde version of herself, only there’s a slight problem: half of her face extending down across her collarbone and including her shoulder and leg are just gone, a black, shapeless void where flesh and bone should be. Where her body connects to the void is a jagged, glowing line, and expanding out from that in the corporeal part of her body are cracks and splinters, looking almost like the reality of her existence shattered. Her mouth is a little too wide, a little too full of teeth that are long and bone-white and deadly sharp, and her eyes narrow on you almost immediately, the pupils slitted and predatory. She’s larger than she should be, standing almost twice your height, though her weight doesn’t seem to have kept pace as she’s unnaturally thin, giving her an inhuman appearance. Her tail is wrong, like the blood flow was cut off and the tissue died, leaving the flesh dry and leather-like until it gives away to bleached bone at the tip, the vertebrae still remaining connected somehow. Anything she touches distorts; she’s damaging the room.
In one hand she carries a large, long jagged piece of metal, wielding it like it’s a sword even as it glitches with her distortion. She’s unpleasant and menacing, though it also seems like her existence is struggling to hold itself together, not to crumble away into the black void eating at her form or rot.]
[Of course the door doesn't open. Of course she's not going to be able to turn and walk away. Deeper, deeper: everything was leading up to this, wasn't it?
[You find yourself in a cell. It's barren and empty. The entrance is blocked by a shimmering green energy field, keeping you in, and there is nothing to provide comfort.
Sign-In
Final scores will also be posted under this heading. Please note if you are requesting an unscored run.
Please sign in with your character's name to receive a description of their powers or weapons.
VALOUR
Re: VALOUR
Final Score: 4
L
Re: L
Final Score: 3
Eichi
Re: Eichi
Final Score: 2
SABRE
SPARKLE MALL GOTH IT IS
Re: SABRE
Final Score: 3
Re: Sign-In
Re: Sign-In
Final Score: 4
Lvl. 1: Hotel Lobby
Welcome to the Fright Zone.
Some storage crates are scattered around the edges of the room, and the usual furniture can be here, but the exits aren’t the usual. Instead of lobby doors there’s just bay windows looking out over the rest of the place. Smog and pollution make it impossible to see the city beyond the immediate industrial complex. The elevator is likewise gone, and instead there are a number of doors.
Something that might be a map is posted on the wall.
Your tracking pad is blinking, indicating an incoming transmission. Answer it?]
Re: Lvl. 1: Hotel Lobby
[ But the transmission takes priority. Totally answering it ]
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
1/2
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
Re: Lvl. 1: Hotel Lobby
[Answering that message, sure.]
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
...
...
...
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
[Someone sure woke up in a frilly dress looking like the avatar of Love and Justice, didn't she?
[Wednesday is officially Out Of Her Depth. But at least she knows how to answer a phone, right?]
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Hmmm... I suppose this will be a test.
[He will answer the transmission, of course. It's not like he should know what else to do just yet.]
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Re: Lvl. 1: Hotel Lobby
Lvl. 1: Hallway (Storage Room)
There is a Kohime in this hallway -- dressed a little different than usual, she’s not in Horde or BARiTONES colours. Her clothes are more neutral in tone colour-wise, a more casual version of the suits she usually has in Imeeji. She gives a quick, furtive look around and -- failing to notice you -- ducks into the storage room she’s near. It’s too dark inside to say for sure what’s in there other than that it’s quite full. The door whooshes closed behind her.
What would you like to do?]
Re: Lvl. 1: Hallway (Storage Room)
That makes two versions of Kohime he has run into already!
It seems like a stupid idea but Eichi never was the smartest boy so he follows Kohime!]
...Kohime...? Is that you...?
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
Re: Lvl. 1: Hallway (Storage Room)
...
Re: Lvl. 1: Hallway (Storage Room)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
Lvl. 1: Training Hall - Locker Room
1 - D.Va (This one has a couple handprints on the outside, a child’s, probably because he or she was a little grubby and nothing deliberate.)
2 - Intensity (Similar to D.Va’s there are handprints, though many more of them.)
3 - Amaranth
7 - Sekhmet (This locker has a set of gouges diagonally across it. They look like claw marks.)
14 - Five
17 - Silence
18 - Song
21 - Sabre
27 - Gold
28 - Nemesis (Fewer handprints than Intensity or D.Va’s, but if you’re looking careful, there’s a couple smudges here and there.)
29 - Shrike (There’s a big red ‘X’ on this one.)]
Re: Lvl. 1: Training Hall - Locker Room
Re: Lvl. 1: Training Hall - Locker Room
Re: Lvl. 1: Training Hall - Locker Room
Re: Lvl. 1: Training Hall - Locker Room
Re: Lvl. 1: Training Hall - Locker Room
Re: Lvl. 1: Training Hall - Locker Room
Re: Lvl. 1: Training Hall - Locker Room
Re: Lvl. 1: Training Hall - Locker Room
Re: Lvl. 1: Training Hall - Locker Room
...
...
...
...
...
Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Re: Lvl. 1: Lift
Lvl. 2: Lift
Re: Lvl. 2: Lift
Heading for the barracks instead. ]
Re: Lvl. 2: Lift
Re: Lvl. 2: Lift
Re: Lvl. 2: Lift
1/3
Re: Lvl. 2: Lift
Re: Lvl. 2: Lift
Re: Lvl. 2: Lift
Re: Lvl. 2: Lift
Re: Lvl. 2: Lift
Re: Lvl. 2: Lift
...
Re: Lvl. 2: Lift
Re: Lvl. 2: Lift
Lvl. 2: Barracks
On a bed in the middle of the room, there’s a little plush of a blond girl in a red jacket, her eyes a clear blue. In its hand is one of the glass pieces, matching the same colour as her eyes, and in the other she holds a little stuffed shield. One side of the room has a red thread that looks like it comes from one of the vents above, looping around bedposts and hanging between bunks until it connects with the plush.
The room is warm, comforting. It may take you a moment to pin down the feeling, but when you do, you realize it feels safe — a sharp contrast to how you felt in the hallway just before.
Just past the little girl is another door, labelled as the entrance to the prison.]
Re: Lvl. 2: Barracks
Freezing just over the threshold to the doorway, sorry Wednesday. ]
Re: Lvl. 2: Barracks
Re: Lvl. 2: Barracks
Re: Lvl. 2: Barracks
Re: Lvl. 2: Barracks
Re: Lvl. 2: Barracks
Re: Lvl. 2: Barracks
Re: Lvl. 2: Barracks
Re: Lvl. 2: Barracks
Re: Lvl. 2: Barracks
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
Re: Lvl. 2: Barracks
Re: Lvl. 2: Barracks
Re: Lvl. 2: Barracks
...
...
...
...
...
...
...
Lvl. 2: The Forge - Outside
Re: Lvl. 2: The Forge - Outside
Re: Lvl. 2: The Forge - Outside
Re: Lvl. 2: The Forge - Outside
Re: Lvl. 2: The Forge - Outside
Re: Lvl. 2: The Forge - Outside
Re: Lvl. 2: The Forge - Outside
Lvl. 2: The Forge - Inside
In the centre is forge machinery — a conveyor belt that’s currently stalled connecting to the drop hammer, the device that shapes the metal. There are a number of settings, though they’re only numbered, that seem to control what weapon is created, and a monitor currently displaying error code information.
What’s probably more interesting than that, though, is the scorpion-woman who is fretting over the machinery. You might recognize her from one of the guest units.]
Re: Lvl. 2: The Forge - Inside
What's the problem with it?
Re: Lvl. 2: The Forge - Inside
Re: Lvl. 2: The Forge - Inside
Re: Lvl. 2: The Forge - Inside
Re: Lvl. 2: The Forge - Inside
Re: Lvl. 2: The Forge - Inside
Re: Lvl. 2: The Forge - Inside
Re: Lvl. 2: The Forge - Inside
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
Lvl. 2: The Prison
You can go to the lift, or go get yourself something to eat or drink at the guard station if you really want.]
Re: Lvl. 2: The Prison
... At least this looks normal.
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
Re: Lvl. 2: The Prison
...
...
(Floor 3)
Re: (Floor 3)
Re: (Floor 3)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
Lvl. 2: Game Tower
There are statues circling the room, though they’re large and imposing, each in strong, powerful poses brandishing a fist or raising a sword. The ceiling is tall, too, stretching far above your head — the door you entered in likewise tall and heavy. The whole effect makes you feel small, insignificant, powerless. In fact — where are your weapons? Your tracker pad? Why can’t you draw on your powers? It’s like they’re all gone, you’re defenceless and you’re weak.
Ahead, up a set of stairs, there’s a row of monitors set before an observation window that looks out on a large, imposing machine. It looks like it might be a canon of some sort, but it’s only half constructed. Flitting before it is a girl with purple pigtails and messy work clothes. She appears to be able to move her hair as if it were a limb. She's idly shuffling a set of cards.
Attached to one console is a single balloon. A monitor set to the side seems to show a live stream of a mansion of some kind, though it doesn't look like a place you'd like to visit.]
Re: Lvl. 2: Game Tower
For now, he's going to head to check the live stream on the monitor - though he has a feeling about exactly what mansion that is ]
Re: Lvl. 2: Game Tower
Re: Lvl. 2: Game Tower
Re: Lvl. 2: Game Tower
Re: Lvl. 2: Game Tower
Re: Lvl. 2: Game Tower
Re: Lvl. 2: Game Tower
Re: Lvl. 2: Game Tower
...
...
...
...
...
...
...
...
...
...
Lvl. 2: Audience Chamber
In one hand she carries a large, long jagged piece of metal, wielding it like it’s a sword even as it glitches with her distortion. She’s unpleasant and menacing, though it also seems like her existence is struggling to hold itself together, not to crumble away into the black void eating at her form or rot.]
Re: Lvl. 2: Audience Chamber
[Of course the door doesn't open. Of course she's not going to be able to turn and walk away. Deeper, deeper: everything was leading up to this, wasn't it?
[She stares.]
K-Kohime...san?
Re: Lvl. 2: Audience Chamber
A Cell for Naughty Emperors
Now what?]
Re: A Cell for Naughty Emperors
Eichi will wake up and definitely try to touch the green field to see what it does to his body!]
Re: A Cell for Naughty Emperors
Re: A Cell for Naughty Emperors
Re: A Cell for Naughty Emperors
Re: A Cell for Naughty Emperors
Re: A Cell for Naughty Emperors
Re: A Cell for Naughty Emperors
Re: A Cell for Naughty Emperors
...
...
...
...
...
...
...
...