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DO THE BEFRIENDERS HAVE A COOL HEADQUARTERS LIKE OTHER SUPER-HERO TEAMS? |
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The Hall of Friendship What: Mighty Befrienders Headquarters and Homebase Where: An as yet unidentified street in Suburbs, but what is known about the place is it is right next door to PenPal's house, and down the street from Edith's babysitting rival. Size: 1.5 acres Style: Nouveau colonial First Appearance: February 1996, The University of Delaware Review. |
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The Grounds Nested in a quaint, quiet corner of Suburbs is this scenic 1.5 acre plot of land. The sizeable property allows the "home" itself to be tucked away from the hustle bustle of Suburbs life. It's landscaping is moderately populated with fresh, green trees and bushes, allowing for a nice environment-friendly atmosphere. It also sports an impressive hanging garden with working fountains in the backyard. In addition, it boasts a small swimming pool, and barbecue area, which are great entertainment for new acquaintances and old 'chums alike. |
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The facilities The house itself is a fully-equipped, state-of-the-art superhero headquarters. It was designed by Percy "PenPal" Pennington, and the only thing nouveau-colonial about it, is its outer shell, which serves as a disguise, making the place inconspicuous within the totalitarian architectural look of Suburbs. Some of its most impressive features include: |
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A super-computer database that's almost as extensive and powerful as the one used by the National Security Agency. A set of laboratories that allow PenPal to stay on the cutting edge in the many scientific and engineering fields that he's mastered. A fully equipped area for extensive superhero training and exercising, as well as rooms specifically designed for superheroic situational simulations. A special area set aside for Superchum's research and meditation into The Paths of Chumliness. A full set of security measures, including supervillain and intruder subduction equipement and detention area. An advance warning, emergency response system. A posh, luxurious living area, complete with one of the world's niftiest home entertainment centers, and enough down-home comforts and peaceful space to help any Befriender unwind after a long day of deterring injustice through chumliness. |
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Emergency Response The Befrienders use the Crisis Claxon to alert their members and the denizens of suburbs that trouble is brewing. The Claxon works in conjunction with the Hall's extensive advanced warning system. So, basically, when unfriendliness, or danger occurs, a warning is flashed across one of the monitor screens in the Hall, alerting the Befrienders to |
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the potential problem. Then, by pressing one of the many "red buttons" the Claxon wails into action. The wail is not only picked up by |
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The Befrienders personal warning "Danger Devices" but it is also spread out across Suburbs for all in the immediate vicinty to hear and heed. |
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Transportation The Befrienders use a modified Ford Thunderbird nicknamed "The Welcome Wagon." The flying car, also designed by PenPal, is on the cutting edge of aerovehicular design. It helps the other members of The Mighty Befrienders who can't fly keep up with the airborne Superchum. |
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BACK |
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