/
Crimson2/alias/
Crimson2/area.tmp/
Crimson2/area.tmp/AnomalySpaceDock/
Crimson2/area.tmp/AnomalyStation/
Crimson2/area.tmp/AntHill/
Crimson2/area.tmp/ArcticTerrarium/
Crimson2/area.tmp/BuilderCity/
Crimson2/area.tmp/Dungeon/
Crimson2/area.tmp/MiningDock/
Crimson2/area.tmp/PipeSystem/
Crimson2/area.tmp/RattArea/
Crimson2/area.tmp/RobotFactory/
Crimson2/area.tmp/SilverDale/
Crimson2/area.tmp/StarshipFearless/
Crimson2/area.tmp/StationConduits/
Crimson2/area.tmp/TerrariumAlpha/
Crimson2/area.tmp/TerrariumBeta/
Crimson2/area.tmp/TestArea/
Crimson2/area.tmp/Void/
Crimson2/area/
Crimson2/area/AnomalySpaceDock/
Crimson2/area/AnomalyStation/
Crimson2/area/MiningDock/
Crimson2/area/PipeSystem/
Crimson2/area/SilverDale/
Crimson2/area/StationConduits/
Crimson2/area/Void/
Crimson2/board/
Crimson2/clone/
Crimson2/lib/
Crimson2/mole/
Crimson2/mole/mole_src/HELP/
Crimson2/player/
Crimson2/util/
Crimson2/wldedit/
Crimson2/wldedit/res/
#5000
Anomaly Space Dock 1~
  You are in a large steel-walled room. This space dock is not being used by 
the Anomaly Station shuttle service. 
~
18 0 CITY-OUTSIDE
D3
~
~
0 -1 5006
S
#5001
Anomaly Space Dock 2~
  You are in a large steel-walled room. People are mulling about waiting for 
the next shuttle back to Anomaly Station, or just getting off a shuttle from 
the station. 
~
18 0 CITY-OUTSIDE
D1
~
~
ISDOOR|ELECTRONIC -1 170
D3
~
~
0 -1 5003
S
#5002
Anomaly Space Dock 3~
  You are in a large steel-walled room. This space dock is not being used by 
the Anomaly Station shuttle service. 
~
18 0 CITY-OUTSIDE
D0
Anomaly Space Dock Command 
~
~
0 -1 5003
S
#5003
Anomaly Space Dock Command~
  You are in the centre of the Anomaly Space Dock facilities. There is a 
ladder going up to a hatch, the sign implies that you are not welcome. Space 
docks branch off to the north, east, and south. To the west is the anomaly 
settlement. 
~
18 0 CITY-OUTSIDE
D4
a man sized hatch, there is a Black keycard slot. 
~
hatch~
ISDOOR|LOCKED|CLOSED 5000 5011
D1
~
~
0 -1 5001
D2
~
~
0 -1 5002
D3
~
~
0 -1 5004
D0
~
~
0 -1 5006
E
sign~
^wThe sign reads:^b

               Anomaly Space Dock Command Tower
               ^y////////////////////////////////
               //// ^r! ALL ENTRY FORBIDEN !^y ////
               ////////////////////////////////
~
S
#5004
Anomaly Settlement~
  You are in a bustling community thriving just inside the anomaly. Being 
outside any judicial jurisdiction, the community is a haven for 
less-than-legal activites. The space docks and command tower are to the 
East, the CT dorms are North, and the settlement centre is to the West. 
~
18 0 CITY-OUTSIDE
D0
Command Tower Dormatory 
~
~
0 -1 5021
D1
~
~
0 -1 5003
D3
~
~
0 -1 5005
S
#5005
Anomaly Settlement Centre~
  You are at the centre of a bustling community thriving just inside the 
anomaly. Being outside any judicial jurisdiction, the community is a haven 
for less-than-legal activites. The space docks are to the east. Anomaly 
exploration extends off in all directions. 
~
18 0 CITY-OUTSIDE
D5
sewer grate leading down 
~
sewer grate~
ISDOOR|CLOSED -1 6001
D1
~
~
0 -1 5004
D3
~
~
0 -1 5007
D0
~
~
0 -1 5008
D2
~
~
0 -1 5009
S
#5006
Anomaly Space Dock Corridor~
  You are standing in a corridor that has been refurbished as part of 
Anomaly Space Dock. South is Space Dock Command, and to the east is a small 
refurbished docking bay.  To the north and west lies an unexplored section 
of the Anomaly. 
~
18 0 INDOORS
D0
~
~
0 -1 433
D1
~
~
0 -1 5000
D2
~
~
0 -1 5003
S
#5007
Anomaly Settlement~
  You're in a dead end. Actually, it wasn't always a dead end.... there's 
about 20 tonnes of rock which fell into the city here, crushing buildings, 
people, etc. You notice (by the smell) that nobody has bothered to clean up. 
Past the rubble a red octagonal building can be seen to the west, and a dim 
cave is to the north. 
~
18 0 INDOORS
D1
~
~
0 -1 5005
D3
~
~
0 -1 1500
D0
~
~
0 -1 5010
S
#5008
Anomaly Settlement~
  This is a crowded street winding between sign-clad buildings and rock 
stalagmites reaching decameters high. The lighting is dim here, provided 
mostly by the neon signs on the buildings. Further North, you can make out 
some sort of a glass wall. To your West is Ixlits' Armor, to the East a 
small plaza, and the center of the settlement is South. 
~
18 0 INDOORS
D2
~
~
0 -1 5005
D3
~
~
0 -1 5042
D1
~
~
0 -1 5049
S
#5009
Anomaly Settlement~
  You are south of the center of town, Its looking rather grimy, dark, and 
yep you made it to the slums. Slums to the left of you, Slums! to the right 
of you, SLUMS! to the SOUTH of you! Run! Run! There is a short dome with a 
hatch leading down.
~
18 0 INDOORS
D1
~
~
0 -1 5051
D3
~
~
0 -1 5050
D0
~
~
0 -1 5005
D2
~
~
0 -1 5041
D5
a hatch marked Sub-1 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5087
S
#5010
Cave~
You are in a cave just north of Anomaly Settlement. The light is dim, but 
you can still see. 
~
18 0 INDOORS
D2
~
~
0 -1 5007
S
#5011
Command Tower~
  A long cold coridor towers above you with evenly spaced rungs as far as 
you can see. There is a hatch below you, and above you acending darkness. 
~
18 DARK|NOMOB INDOORS
D4
darkness 
~
~
0 -1 5012
D5
a man sized hatch, there is a Black keycard slot. 
~
hatch~
ISDOOR|LOCKED|CLOSED 5000 5003
S
#5012
Command Tower~
  This has been quite a climb, but your fears wain as light poors in above 
you. You could of coarse return to the blackness below. 
~
18 DARK INDOORS
D4
blinding white light 
~
~
0 -1 5013
D5
darkness 
~
~
0 -1 5011
S
#5013
A brightly lit platform~
  You are standing in a featureless node, light is comeing from smooth walls 
all around you. North you see a man at a desk with armed guards. Rungs 
decend into the darkness below. 
~
18 0 INDOORS
D0
Security Checkpoint 
~
~
0 -1 5014
D5
darkness 
~
~
0 -1 5012
S
#5014
A brightly lit platform~
  Smooth walls give off irritating white light, the hum of electricity is 
bathing you. A heavy blast door is to the North. South is the ladder down. 
~
18 0 INDOORS
D0
A thick Blast Door, a Blue keycard slot is to its right. 
~
door blast heavy~
ISDOOR|LOCKED|CLOSED|ELECTRONIC 5003 5015
D2
~
~
0 -1 5013
S
#5015
Command Ring~
  Lights, buzers, switches, dials, screens, mounds of papers, and more 
DataPads than you ever want to see again. All this and a few hand fulls of 
GalCiv's finest keep this Dock running SMOOTH! . ..Yea Right! 
~
18 0 INDOORS
D3
~
~
0 -1 5018
D1
~
~
0 -1 5016
D2
A thick Blast Door, a Blue keycard slot is to its left. 
~
blast door heavy~
ISDOOR|LOCKED|CLOSED|ELECTRONIC 5003 5014
S
#5016
Command Ring~
  The room strobes like static from the flashing cursors and lines of text 
scrolling by as hundreds of termanals scream for attention. 
~
18 0 INDOORS
D3
~
~
0 -1 5015
D1
~
~
0 -1 5017
S
#5017
Command Ring~
  This side of the ring is dedicated to the Commanders pride and joy, a 40' 
by 80' screen hooked VIA GalCiv High encryption to a network of computers, 
capable of showing almost any point from here to earth. It is also where the 
mounds and mounds of wireing you are triping over is issueing from, Shame 
they never got it working...   There is a fancy sliding door to the South 
where the shifts Commander can most likely be found. There is a note on the 
door. 
~
18 0 INDOORS
D2
A flush sliding door, it has a Green slot. 
~
door fancy sliding flush~
ISDOOR|PICKPROOF|LOCKED|CLOSED|ELECTRONIC|NOPHASE 5006 5019
D3
~
~
0 -1 5016
D1
~
~
0 -1 5018
E
note~
^wThe note reads:^b

                         ///////////
                         // ^rDoNot ^b//
                         // ^rEnter ^b//
                         ///////////
~
S
#5018
Command Ring~
  Screens wall this side of the ring with images of the docks, the dorms, 
and even most of the station. Your starting to think they my have some real 
control isues here. HEY that big black box over there says Voice Data 
Archives, by that gleam in your eye I can tell your thinking Blackmail. 
~
18 0 INDOORS
D3
~
~
0 -1 5017
D1
~
~
0 -1 5015
S
#5019
Command Room~
  The room is quite smaller than you expected, just enuff room for the 
Commander to yell at whoever had the dismay of being called into such a cold 
and bleak room. The only decoration is an odd groved patern in the celing. 
The Command Ring is back south. 
~
18 DARK|SMALL|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN ARCTIC
D4
it is realy quite well hidden 
~
hatch up~
ISDOOR|CLOSED|HIDDEN|ELECTRONIC|NOPHASE -1 5020
D2
A flush sliding door, it has a Green slot. 
~
door sliding fancy~
ISDOOR|PICKPROOF|LOCKED|CLOSED|ELECTRONIC|NOPHASE 5006 5017
E
groved patern celing~
  Ring after ring after ring, almost like someone froze a drip in a pond.. and if your not mistaken thats a Hatch you see the outline of!~
S
#5020
Command Tower Beacon~
  That was Quite a climb, but at lest when your eyes get use to the red 
strobe and the shutles whizing bye you notice, that from here you can see 
the Station in orbit far far to the east, all the docks below you seem so 
small as does the forest to the north and west. The town below is rather 
sickining, looking dirty even from here. Your view of the BlackHole thogh 
makes you forget about it all... Life on a pathetic can orbiting a rock 
coverd with GOD Knows WHAT else want to eat you.. Weeks of nothing but a 
plenuka wafer and fountain water... All the snobs with the good rooms... 
That damed Crack in the Observation Bubble... THE WHAT You better get The 
HELL OUT!! 
~
18 SMALL|PRIVATE|VACUUM VACUUM
D5
a small thick hatch 
~
hatch~
ISDOOR|CLOSED|HIDDEN|ELECTRONIC|NOPHASE -1 5019
S
#5021
C.T. Dorm~
  All the cold artificial lighting and smooth grey tiles you could ever 
need. You wonder why people would come all this way to play slave to the 
same corps that made earth such a nice place to stay. The mail terminal and 
duty roster are on the north wall, halls are to the East and West, the 
Anomaly Settlement is to the South. 
~
18 NOMOB|NOWEATHER INDOORS
D1
a grey coridor 
~
~
0 -1 5023
D3
a grey coridor 
~
~
0 -1 5022
D2
~
~
0 -1 5004
E
mail terminal duty roster~
  ^bWell most of the buttons look right, but thanks to GalCiv all personel must use strong encription for the roster and mail servers, not like they have any real news here anyway.~
S
#5022
C.T. Dorm~
  a drab grey corridor, this place must have grand parties, the flickering 
lights are almost making you queezy.. Cool. The hall goes North and East. 
~
18 NOWEATHER INDOORS
D0
a grey coridor 
~
~
0 -1 5024
D1
C.T. Dorm entery 
~
~
0 -1 5021
S
#5023
C.T. Dorm~
  a drab grey corridor, this place must have grand parties, the flickering 
lights are almost making you queezy.. Cool. The hall goes North and West. 
~
18 0 INDOORS
D0
a grey coridor 
~
~
0 -1 5025
D3
C.T. Dorm entery 
~
~
0 -1 5021
S
#5024
C.T. Dorm~
  a drab grey corridor, this place must have grand parties, the flickering 
lights are almost making you queezy.. Cool. The hall goes North and South, 
or East to the showers.  The Tech Bunks are Down. 
~
18 0 INDOORS
D5
~
~
0 -1 5028
D0
the lift 
~
~
0 -1 5027
D1
the showers 
~
~
0 -1 5026
D2
a grey coridor 
~
~
0 -1 5022
S
#5025
C.T. Dorm~
  a drab grey corridor, this place must have grand parties, the flickering 
lights are almost making you queezy.. Cool. The hall goes North and South, 
or West to the showers.  The Guard Bunks are Down. 
~
18 NOWEATHER INDOORS
D5
~
~
0 -1 5029
D0
the lift 
~
~
0 -1 5027
D3
the showers 
~
~
0 -1 5026
D2
a grey coridor 
~
~
0 -1 5023
S
#5026
Co-ed Showers~
  Ok well your seeing some of the reason these people work away there lives. 
All this steam, row upon row upon row of stalls of happy cleaning GalCiv 
workers, beckon you North. I wouldn't go West or East with out a towel. 
~
18 NOWEATHER INDOORS
D0
shower stalls 
~
~
0 -1 5030
D1
a cold grey coridor 
~
~
0 -1 5025
D3
a cold grey coridor 
~
~
0 -1 5024
S
#5027
C.T. Dorm~
  a drab grey  corridor, the flickering lights are making you very dizzy 
now... a lift is here to take you up and down, or the hall continues West 
and East. You can the Rec Room South of here. 
~
18 NOWEATHER INDOORS
D3
a grey coridor 
~
~
0 -1 5024
D1
a grey coridor 
~
~
0 -1 5025
D4
Commanders Lounge 
~
~
0 -1 5035
D5
~
~
0 -1 5036
D2
~
~
0 -1 5038
S
#5028
The Tech Bunks~
  all the beds and lockers are nicely kept, the lightings better in here 
too. The dorm is Up from here. 
~
18 DARK INDOORS
D4
~
~
0 -1 5024
S
#5029
The Guard Bunks~
  all the beds and lockers are nicely kept, the lightings better in here 
too. The dorm is Up from here. 
~
18 DARK INDOORS
D4
~
~
0 -1 5025
S
#5030
Stalls~
  Here are all the towels, quite alot of them, Clean ones from the left 
Dirty ones to the right. North to the Showers or South to the front room. 
~
18 NOMOB INDOORS
D2
~
~
0 -1 5026
D0
~
~
0 -1 5031
S
#5031
Shower Stalls~
  Thick steam rolls around in waves, water rains down on you from 
everywhere, People are running around washing like it's their last Shower.  
You see the towel stalls South. 
~
18 NOWEATHER INDOORS
D2
Towel Stalls 
~
~
0 -1 5030
D0
~
~
0 -1 5033
D1
~
~
0 -1 5034
D3
~
~
0 -1 5032
S
#5032
Shower Stalls~
  Thick steam rolls around in waves, water rains down on you from 
everywhere, People are running around washing like it's their last Shower. 
~
18 NOWEATHER INDOORS
D1
~
~
0 -1 5031
S
#5033
Shower Stalls~
  Thick steam is being sucked Up, by a vent, water rains down on you from 
everywhere, People are running around washing like it's their last Shower. 
~
18 NOWEATHER INDOORS
D2
~
~
0 -1 5031
D4
it doesn't look like that far of a jump 
~
vent~
ISDOOR|CLOSED|HIDDEN -1 5040
S
#5034
Shower Stalls~
  Thick steam rolls around in waves, water rains down on you from 
everywhere, People are running around washing like it's their last Shower. 
~
18 NOWEATHER INDOORS
D3
~
~
0 -1 5031
S
#5035
Commanders Lounge~
  This place is a blast, two pleather love seats and a table PacMAN. A lift 
can take you Down. There are rooms South, East, and West. 
~
18 NOWEATHER INDOORS
D5
a lift 
~
~
0 -1 5027
D1
a sealed hatch with a cave-in warning 
~
~
ISDOOR|PICKPROOF|LOCKED|CLOSED|ELECTRONIC|NOPHASE -1 5044
D2
a hatch with a green cardkey slot. 
~
hatch~
ISDOOR|PICKPROOF|LOCKED|CLOSED|ELECTRONIC|NOPHASE 5006 5039
D3
a sealed hatch with a cave-in warning 
~
~
ISDOOR|PICKPROOF|LOCKED|CLOSED|ELECTRONIC|NOPHASE -1 5045
S
#5036
The Shooting Range~
  There is a large bar to lean on and a trogh of spent casings. To the South 
is the Target Droid, But i wouldn't go down there he looks Pretty Pissed! 
~
18 NOWEATHER|PRIVATE INDOORS
D4
a lift 
~
~
0 -1 5027
D2
~
~
0 -1 5037
S
#5037
Shooting Range Floor~
  Shots ..... Zing left and right WHY are the Bastards STILL firing! O Shit, 
here comes the Droid Target! 
~
18 NOWEATHER|PRIVATE INDOORS
D0
~
~
0 -1 5036
S
#5038
The Rec Room~
  A few nice couches, loads of vending machines, and arcades, arcades, 
arcades!! a sign is here.  
~
18 NOWEATHER INDOORS
D0
a grey coridor 
~
~
0 -1 5027
E
sign~
^wThe Sign says:
Hilide cort and more soon to come.~
S
#5039
Commanders Room~
Hrmm Whats this? ... A 10' by 10' room with an air vent, and five high power 
tower computers? Where does this guy keep all this stuff? Come to think of 
it, How long has he been the only Commander at the tower? Did You HEAR 
something? OK this is ODD why would he have a bowl to keep his water in....? 
A hatch is North. 
~
18 DARK|NOWEATHER|NOTELEPORTOUT INDOORS
D0
a hatch with a green cardkey slot. 
~
hatch~
ISDOOR|PICKPROOF|LOCKED|CLOSED|ELECTRONIC|NOPHASE 5006 5035
D2
~
vent~
ISDOOR|CLOSED|HIDDEN -1 5040
E
air vent~
the air vent on the south wall seems to mave busted MagLocks, you may be able to fit in.~
S
#5040
Air Shaft~
  This Air shaft is Very Very slick, all the steam is not helping. You can't 
see very far, but you feal its importaint enuff to climb anyhow. After about 
20 feet up you run into strong mesh, I gues you must use the vent you found 
North, or return Down to the outher vent. 
~
18 DARK|NOMOB|NOWEATHER|SMALL ARCTIC
D0
a dark room 
~
vent~
ISDOOR|CLOSED|HIDDEN -1 5039
D5
its to steamy to see 
~
vent~
ISDOOR|CLOSED|HIDDEN -1 5033
S
#5041
Slums~
  The narrow streets are doted with squat domes leading to Sub-Surface 
housing, the lights in this part of the habitat are a dim green. 
~
18 0 INDOORS
D2
~
~
0 -1 5055
D3
~
~
0 -1 5052
D1
~
~
0 -1 5053
D0
~
~
0 -1 5009
D5
a hatch marked Sub-3
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5085
S
#5042
Ixlits' Easy Armory~
Other than the lockers, this room is Tiny. this was most likely the first 
stage researchers old food storage building. 
~
18 0 INDOORS
D1
~
~
0 -1 5008
D3
~
panel~
ISDOOR|CLOSED|HIDDEN -1 5043
E
lockers~
There are many rows of mag-locked lockers.~
S
#5043
Ixlits' Extras~
This room seems to be absorbing light, almost like a black cloud, yet thin. 
All the swirling about makes it hard to see where you entered from. 
~
18 DARK|NOWEATHER|NOPSIONIC|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D1
~
panel~
ISDOOR|CLOSED|HIDDEN -1 5042
S
#5044
Cave-In~
this room will cave-in 
~
18 0 INDOORS
D3
~
~
ISDOOR|PICKPROOF|LOCKED|CLOSED|ELECTRONIC|NOPHASE -1 5035
S
#5045
Cave-In~
this room will colapse
~
18 0 INDOORS
D1
~
~
ISDOOR|PICKPROOF|LOCKED|CLOSED|ELECTRONIC|NOPHASE -1 5035
S
#5046
Quixs' Fixes~
  This small round structure smells of toxic fumes, the ceiling is a swirl 
of colored gasses. There is a SIGN here. 
~
18 0 INDOORS
D0
~
~
0 -1 5049
E
sign~
^wThe sign reads:^b
                             ^rWarning
                            ^RAll  Drugs
                           ^yexperimental~
S
#5047
Anoma-Haus~
  You enter from the surface into a wheel like room, a large open Kichen 
fills the center, coves of tables rim the outer wall. Anomaly Plaza is Up. 
~
18 0 INDOORS
D4
~
~
0 -1 5049
S
#5048
The Weaporium~
  You enter from a large ramp, tubes are hanging from everything. This seems 
to be a .. a..  You're not sure but, ... Yeah, this Is a starship... I 
wonder who Hes' hiding from? Maybe whoever he got all these crates from? 
~
18 0 INDOORS
D3
a retractable ramp 
~
retractableramp ramp~
ISDOOR|PICKPROOF|ELECTRONIC|NOPHASE -1 5049
D1
a HEAVY black blastdoor 
~
blastdoor door~
ISDOOR|PICKPROOF|CLOSED|HIDDEN|ELECTRONIC|NOPHASE -1 5098
S
#5049
Anomaly Plaza~
  You are on a small plaza, it has "Good-as-live" T.M. plants afixed to the 
rock ground here and there, chairs and tables dot the area. The almost 
Unheard of Anoma-Haus, is Down. A drug store is South, and the Weaporium is 
East. 
~
18 0 INDOORS
D5
~
~
0 -1 5047
D3
~
~
0 -1 5008
D1
A ramp to the Weaporium 
~
retractableramp ramp~
ISDOOR|PICKPROOF|ELECTRONIC|NOPHASE -1 5048
D2
~
~
0 -1 5046
S
#5050
Slums~
  The narrow streets are doted with squat domes leading to Sub-Surface 
housing, the lights in this part of the habitat are a dim green. SubHomes 
are South, and East. The stalagmights form an almost solid wall north and 
west. 
~
18 0 INDOORS
D2
~
~
0 -1 5052
D1
~
~
0 -1 5009
S
#5051
Slums~
  The narrow streets are doted with squat domes leading to Sub-Surface 
housing, the lights in this part of the habitat are a dim green. SubHomes 
are West, and South. The stalagmights form an almost solid wall east and 
north. 
~
18 0 INDOORS
D2
~
~
0 -1 5053
D3
~
~
0 -1 5009
S
#5052
Slums~
  The narrow streets are doted with squat domes leading to Sub-Surface 
housing, the lights in this part of the habitat are a dim green. SubHomes 
are East, and South. The stalagmights form an almost solid wall west. 
~
18 0 INDOORS
D0
~
~
0 -1 5050
D2
~
~
0 -1 5054
D1
~
~
0 -1 5041
D5
a hatch marked Sub-2
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5086
S
#5053
Slums~
  The narrow streets are doted with squat domes leading to Sub-Surface 
housing, the lights in this part of the habitat are a dim green. SubHomes 
are West, and South. The stalagmights form an almost solid wall east. 
~
18 0 INDOORS
D0
~
~
0 -1 5051
D2
~
~
0 -1 5056
D3
~
~
0 -1 5041
D5
a hatch marked Sub-4
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5084
S
#5054
Slums~
  The narrow streets are doted with squat domes leading to Sub-Surface 
housing, the lights in this part of the habitat are a dim green.SubHomes are 
North, East, and South. The stalagmights form an almost solid wall west. 
~
18 0 INDOORS
D2
~
~
0 -1 5057
D1
~
~
0 -1 5055
D0
~
~
0 -1 5052
D5
a hatch marked Sub-5
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5083
S
#5055
Middle of the Slums~
  The narrow streets intersect from all directions to form a ring, people 
gather here to gossup or trade or even kill eachouther. A ten foot hole is 
open in the center of the ring, the weak green lights give way to 
darkness... 
~
18 0 INDOORS
D5
a shield of pure force blocks all matter from passing 
~
sheild~
ISDOOR|PICKPROOF|LOCKED|CLOSED|ELECTRONIC|NOPHASE -1 5061
D3
~
~
0 -1 5054
D2
~
~
0 -1 5058
D1
~
~
0 -1 5056
D0
~
~
0 -1 5041
S
#5056
Slums~
  The narrow streets are doted with squat domes leading to Sub-Surface 
housing, the lights in this part of the habitat are a dim green. SubHomes 
are North, West, and South. The stalagmights form an almost solid wall east. 
~
18 0 INDOORS
D3
~
~
0 -1 5055
D2
~
~
0 -1 5059
D0
~
~
0 -1 5053
D5
a hatch marked Sub-6
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5082
S
#5057
Dammaged Slums~
  The narrow streets are almost undetectable under the rubble of fallen 
stalagtights. The Sub-Surface housing domes are dented in beond repare, the 
lights in this part of the habitat are folded and crushed. The way west and 
south is impassable due the fallen rubble. SubHomes are North and East. A 
SIGN is posted on the home. 
~
18 0 MOUNTAIN
D1
~
~
0 -1 5058
D0
~
~
0 -1 5054
D5
a hatch marked Sub-7, there is a sign on it 
~
~
ISDOOR|LOCKED|CLOSED|HIDDEN|ELECTRONIC -1 5081
E
sign~
^wThe sign reads:^r

                   DANGER FALLEN ROCK DAMAGE
               ^y////////////////////////////////
               //// ^r! ALL ENTRY FORBIDEN !^y ////
               ////////////////////////////////
~
S
#5058
Slums~
  The narrow streets are doted with squat domes leading to Sub-Surface 
housing, the lights in this part of the habitat are a dim green. SubHomes 
are in all directions, the east and west are deep in rubble. A SIGN is on 
the home. 
~
18 0 INDOORS
D3
~
~
0 -1 5057
D2
~
~
0 -1 5060
D1
~
~
0 -1 5059
D0
~
~
0 -1 5055
D5
a hatch marked Sub-8, there is a sign on it 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5080
E
sign~
^wThe sign reads:^r

                   DANGER FALLEN ROCK DAMAGE
               ^y////////////////////////////////
               //// ^r! ALL ENTRY FORBIDEN !^y ////
               ////////////////////////////////

  ^bOK I think they are being a little to carefull,
nothing but dust made it this far! ~
S
#5059
Dammaged Slums~
  The narrow streets are almost undetectable under the rubble of fallen 
stalagtights. The Sub-Surface housing domes are dented in beond repare, the 
lights in this part of the habitat are folded and crushed. The way east and 
south is impassable due the fallen rubble. SubHomes are North and West. A 
SIGN is posted on the home. 
~
18 0 MOUNTAIN
D3
~
~
0 -1 5058
D0
~
~
0 -1 5056
D5
a hatch marked Sub-9, there is a sign on it 
~
~
ISDOOR|LOCKED|CLOSED|HIDDEN|ELECTRONIC -1 5079
E
sign~
^wThe sign reads:^r

                   DANGER FALLEN ROCK DAMAGE
               ^y////////////////////////////////
               //// ^r! ALL ENTRY FORBIDEN !^y ////
               ////////////////////////////////~
S
#5060
Ruined Slums~
  A pungent smell fills the almost motionless air, the narrow streets are 
clear of rubble here? It apears the stalagmights where pulled out south. 
Large pitts and scratches cover the Sub-Surface housings dome, the small 
hatch, gone, pulled from its welding...a grate has resently been left in its 
place a SIGN hanging upon it. The lights in this part of the habitat are a 
dim green, giveing you only a small view of the field of daggers to the 
South, SubHomes are North. 
~
18 NOMOB HILLS
D0
~
~
0 -1 5058
D2
a small baricade 
~
baricade~
ISDOOR|CLOSED -1 5063
D5
a grate marked Sub-10, a sign is on it 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5078
E
grate~
A large grate has been attached recently, it has an electric lock and SIGN on it. A nasty smell makes you want to go away but you cant help but want to look...   ~
E
sign~
^wThe sign reads:^r

                   DANGER FALLEN ROCK DAMAGE
               ^y////////////////////////////////
               //// ^r! ALL ENTRY FORBIDEN !^y ////
               ////////////////////////////////~
S
#5061
A Dark Crater~
  The chared walls slope down to a two foot bolder of unknown matter, it is 
very hard cold and heavy, it will be a tough climb up but that may be the 
only way to go. 
~
18 0 MOUNTAIN
D5
upon closer inspection you see very delebrit cracks, and what may be very well hidden hinges. 
~
bolder~
ISDOOR|PICKPROOF|LOCKED|CLOSED|HIDDEN|NOPHASE -1 10
D4
~
~
ISDOOR|PICKPROOF|LOCKED|CLOSED|ELECTRONIC|NOPHASE -1 5055
S
#5062
Shauna's Shake 'n Shimyi'n Sex Shack~
  You are in a warm dim quiet and plesent smelling room, the carpet is seven 
inch Violet shag, it must be fire-proof as there are six fireplaces at last 
count. Couches line the walls and dot the floor. A girl is walking around 
offering anoculation and birthcontrol shots, ciggarets, cigars, Liquor's, 
and most any recreational durg you could want. 
~
18 NOMOB|NOWEATHER|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D2
~
~
0 -1 5049
S
#5063
The Field of Daggers~
 North you can see where large colums of stone where somehow broken free and 
drug west.  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. There is a dim green light and a small dome North, it is very dark 
in all outher directions. 
~
18 0 HILLS
D0
a small baricade 
~
baricade~
ISDOOR|CLOSED -1 5060
D3
~
~
0 -1 5064
D2
~
~
0 -1 5072
D1
~
~
0 -1 5065
S
#5064
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. A huge pile of stalagmights have been gatherd in a dent in the rock 
floor. North and East are the only ways you can go safely. 
~
18 DARK HILLS
D1
~
~
0 -1 5063
D0
~
~
0 -1 5067
S
#5065
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. A huge pile of stalagmights have been gatherd in a dent in the rock 
floor. 
~
18 DARK HILLS
D3
~
~
0 -1 5063
D2
~
~
0 -1 5074
D0
~
~
0 -1 5068
S
#5066
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D1
~
~
0 -1 5067
D0
~
~
0 -1 5069
S
#5067
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D3
~
~
0 -1 5066
D2
~
~
0 -1 5064
S
#5068
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D2
~
~
0 -1 5065
S
#5069
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D2
~
~
0 -1 5066
S
#5070
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D1
~
~
0 -1 5071
D0
~
~
0 -1 5066
S
#5071
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D3
~
~
0 -1 5070
D1
~
~
0 -1 5072
S
#5072
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D2
~
~
0 -1 5076
D0
~
~
ISDOOR -1 5063
D3
~
~
0 -1 5071
S
#5073
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D1
~
~
0 -1 5074
S
#5074
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D3
~
~
0 -1 5073
D0
~
~
0 -1 5065
S
#5075
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D0
~
~
0 -1 5070
S
#5076
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D1
~
~
0 -1 5077
D0
~
~
0 -1 5072
S
#5077
The Field of Daggers~
  You are standing in a forest of stalagmights rainging from mere 
centimeters to hundreds of yards wide, needless to say its not easy to move 
about unharmed. You wince at the thought of the mirroring stalagtights 
posibly 300 kilometers above you, the smallest falling spike could be 
deadly. 
~
18 DARK MOUNTAIN
D3
~
~
0 -1 5076
S
#5078
SubUnit-10~
   You are standing in a blood coverd circular room shreded rubble is 
everywhere, the spiral lift going Up is CRUSHED! The deeply clawed walls are 
lined with fold down beds and compartments, save the gapeing hole North. In 
the center of the room is a hatch leading Down, it looks as if it had been 
once forced open. 
~
18 0 INDOORS
D0
a gapeing hole riped into the wall 
~
~
0 -1 5080
D5
a hatch 
~
~
ISDOOR|CLOSED|ELECTRONIC -1 5088
S
#5079
SubUnit-9~
   You are standing in a blood coverd circular shreded room rubble is 
everywhere, the spiral lift going Up is CRUSHED! The deeply clawed walls are 
lined with fold down beds and compartments, save the gapeing hole West. In 
the center of the room is a hatch leading Down, it looks as if it had been 
once forced open. 
~
18 0 INDOORS
D3
a gapeing hole riped into the wall 
~
~
0 -1 5080
D5
a hatch 
~
~
ISDOOR|CLOSED|ELECTRONIC -1 5089
S
#5080
SubUnit-8~
   You are standing in a blood coverd circular room shreded rubble is 
everywhere, the spiral lift going Up is badly twisted! The deeply clawed 
walls are lined with fold down beds and compartments, save the gapeing holes 
East and West. In the center of the room is a hatch leading Down, it looks 
as if it had been once forced open. 
~
18 0 INDOORS
D2
a gapeing hole riped into the wall 
~
~
0 -1 5078
D1
a gapeing hole riped into the wall 
~
~
0 -1 5079
D3
a gapeing hole riped into the wall 
~
~
0 -1 5081
D5
a hatch 
~
~
ISDOOR|CLOSED|ELECTRONIC -1 5090
D4
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5058
S
#5081
SubUnit-7~
   You are standing in a blood coverd circular room shreded rubble is 
everywhere, the spiral lift going Up is CRUSHED! The deeply clawed walls are 
lined with fold down beds and compartments, save the gapeing hole East. In 
the center of the room is a hatch leading Down,it looks as if it had been 
once forced open. 
~
18 0 INDOORS
D1
a gapeing hole riped into the wall 
~
~
0 -1 5080
D5
a hatch 
~
~
ISDOOR|CLOSED|ELECTRONIC -1 5091
S
#5082
SubUnit-6~
   You are standing in a large circular room split by low walls into Entry, 
Kitchen, Dining, and Family areas, a spiral lift goes Up to the entry hatch. 
The walls are lined with fold down beds and compartments. in the center of 
the room is a hatch leading Down. 
~
18 0 INDOORS
D5
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5092
D4
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5056
S
#5083
SubUnit-5~
   You are standing in a large circular room split by low walls into Entry, 
Kitchen, Dining, and Family areas, a spiral lift goes Up to the entry hatch. 
The walls are lined with fold down beds and compartments. in the center of 
the room is a hatch leading Down. 
~
18 0 INDOORS
D5
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5093
D4
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5054
S
#5084
SubUnit-4~
   You are standing in a large circular room split by low walls into Entry, 
Kitchen, Dining, and Family areas, a spiral lift goes Up to the entry hatch. 
The walls are lined with fold down beds and compartments. in the center of 
the room is a hatch leading Down. 
~
18 0 INDOORS
D5
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5094
D4
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5053
S
#5085
SubUnit-3~
   You are standing in a large circular room split by low walls into Entry, 
Kitchen, Dining, and Family areas, a spiral lift goes Up to the entry hatch. 
The walls are lined with fold down beds and compartments. in the center of 
the room is a hatch leading Down. 
~
18 0 INDOORS
D5
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5095
D4
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5041
S
#5086
SubUnit-2~
   You are standing in a large circular room split by low walls into Entry, 
Kitchen, Dining, and Family areas, a spiral lift goes Up to the entry hatch. 
The walls are lined with fold down beds and compartments. in the center of 
the room is a hatch leading Down. 
~
18 0 INDOORS
D5
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5096
D4
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5052
S
#5087
SubUnit-1~
   You are standing in a large circular room split by low walls into Entry, 
Kitchen, Dining, and Family areas, a spiral lift goes Up to the entry hatch. 
The walls are lined with fold down beds and compartments. in the center of 
the room is a hatch leading Down. 
~
18 0 INDOORS
D5
a hatch
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5097
D4
a hatch
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5009
S
#5088
Masters Quarters~
   This small circular room could fit no more than five adults comfortably, 
not that you would want to seeing as it is filled with blood soaked shreded 
plasti-foam. The hatch leading Up looks like its seen alot of stress. 
~
18 SMALL|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
a hatch 
~
~
ISDOOR|CLOSED|ELECTRONIC -1 5078
S
#5089
Masters Quarters~
   This small circular room could fit no more than five adults comfortably. 
It is mostly bed with compartments all along the wall stoping only for the 
sink and toilet. A hatch leads Up.
~
18 SMALL|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
a hatch 
~
~
ISDOOR|CLOSED|ELECTRONIC -1 5079
S
#5090
Masters Quarters~
   This small circular room could fit no more than five adults comfortably. 
It is mostly bed with compartments all along the wall stoping only for the 
sink and toilet. A hatch leads Up.
~
18 SMALL|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
a hatch 
~
~
ISDOOR|CLOSED|ELECTRONIC -1 5080
S
#5091
Masters Quarters~
   This small circular room could fit no more than five adults comfortably. 
It is mostly bed with compartments all along the wall stoping only for the 
sink and toilet. A hatch leads Up.
~
18 SMALL|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
a hatch 
~
~
ISDOOR|CLOSED|ELECTRONIC -1 5081
S
#5092
Masters Quarters~
   This small circular room could fit no more than five adults comfortably. 
It is mostly bed with compartments all along the wall stoping only for the 
sink and toilet. A hatch leads Up.
~
18 SMALL|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5082
S
#5093
Masters Quarters~
   This small circular room could fit no more than five adults comfortably. 
It is mostly bed with compartments all along the wall stoping only for the 
sink and toilet. A hatch leads Up.
~
18 SMALL|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5083
S
#5094
Masters Quarters~
   This small circular room could fit no more than five adults comfortably. 
It is mostly bed with compartments all along the wall stoping only for the 
sink and toilet. A hatch leads Up.
~
18 SMALL|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5084
S
#5095
Masters Quarters~
   This small circular room could fit no more than five adults comfortably. 
It is mostly bed with compartments all along the wall stoping only for the 
sink and toilet. A hatch leads Up.
~
18 SMALL|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5085
S
#5096
Masters Quarters~
   This small circular room could fit no more than five adults comfortably. 
It is mostly bed with compartments all along the wall stoping only for the 
sink and toilet. A hatch leads Up.
~
18 SMALL|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5086
S
#5097
Masters Quarters~
   This small circular room could fit no more than five adults comfortably. 
It is mostly bed with compartments all along the wall stoping only for the 
sink and toilet. A hatch leads Up.
~
18 SMALL|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
a hatch 
~
~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5087
S
#5098
a dark passage~
There is a small light in this dim tubular hall lined wires and tubes of 
hundreds of sizes, colors, and tempratures. It continues East and has a well 
hidden BlastDoor WEST. 
~
18 NOMOB|NOWEATHER|SMALL|PRIVATE INDOORS
D3
a HEAVY black blastdoor 
~
blastdoor door~
ISDOOR|PICKPROOF|CLOSED|HIDDEN|ELECTRONIC|NOPHASE -1 5048
D1
~
~
0 -1 5099
S
#5099
a dark passage~
  This dark tubular hall is lined with wires and tubes of hundreds of sizes, 
colors, and tempratures. It continues East and West. 
~
18 DARK|NOWEATHER|SMALL|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D3
~
~
0 -1 5098
D1
~
~
0 -1 5100
D4
~
~
HIDDEN -1 5106
S
#5100
a dark intersection~
  There is a small Yellow light in this5 way crossing, tubular halls lined 
with wires and tubes of hundreds of sizes, colors, and tempratures continue 
into blackness North East South West and Up. 
~
18 NOWEATHER|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D3
~
~
0 -1 5099
D0
~
~
0 -1 5101
D1
~
~
0 -1 5102
D2
~
~
0 -1 5103
D4
~
~
0 -1 5104
D5
~
trapdoor~
ISDOOR|LOCKED|CLOSED|HIDDEN|NOPHASE -1 5105
S
#5101
a dark passage~
  This dark tubular hall is lined with wires and tubes of hundreds of sizes, 
colors, and tempratures. It continues South a hatch is West.
~
18 DARK|NOWEATHER|SMALL|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D3
a black hatch with a touchplate in the center. 
~
hatch~
ISDOOR|CLOSED|ELECTRONIC -1 5107
D2
~
~
0 -1 5100
S
#5102
a dark passage~
  This dark tubular hall is lined with wires and tubes of hundreds of sizes, 
colors, and tempratures. It continues West a hatch is East.
~
18 DARK|NOWEATHER|SMALL|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D1
a black hatch with a touchplate in the center. 
~
hatch~
ISDOOR|CLOSED|ELECTRONIC -1 5111
D3
~
~
0 -1 5100
S
#5103
a dark passage~
  This dark tubular hall is lined with wires and tubes of hundreds of sizes, 
colors, and tempratures. It continues North a hatch is West.
~
18 DARK|NOWEATHER|SMALL|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D3
a black hatch with a touchplate in the center. 
~
hatch~
ISDOOR|CLOSED|ELECTRONIC -1 5109
D0
~
~
0 -1 5100
S
#5104
a dark passage~
  This dark tubular hall is lined with wires and tubes of hundreds of sizes, 
colors, and tempratures. It continues Down a strange darkness is East.
~
18 DARK|NOWEATHER|SMALL|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D1
~
~
HIDDEN -1 5112
D5
~
~
0 -1 5100
S
#5105
a hidden compartment~
  This small dim area is nicely sealed and padded.                           
        ......now how do you get OUT! 
~
18 DARK|NOWEATHER|SMALL|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
~
trapdoor~
ISDOOR|LOCKED|CLOSED|HIDDEN|NOPHASE -1 5100
S
#5106
a drone compartment~
  You are amazed at the amount of brackets tools and exposed wires here, you 
can hardly see back Down where you came from! 
~
18 NOWEATHER|SMALL|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D5
~
~
HIDDEN -1 5099
S
#5107
Engine Room~
  This small octagonal room is full of computers with Alien readouts, You 
can't seem understand any of it. A hatch is East or you can pass into the 
Glowing Yellow Field to your West. 
~
18 NOWEATHER|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D3
a ^yGlowing ^cfield. 
~
~
0 -1 5108
D1
a black hatch with a touchplate in the center. 
~
hatch~
ISDOOR|CLOSED|ELECTRONIC -1 5101
S
#5108
An ^rEngine ^w!^r!^w!~
^r  You are standing in a ^wVaccuum!^r, machine parts lung in and out from 
every angle. The center of the room houses a masive repair droid. A 
^yglowing ^rfield is East. 
~
18 NOWEATHER|SMALL|PRIVATE|VACUUM|NOTELEPORTOUT|NOTELEPORTIN VACUUM
D1
a ^yGlowing ^cfield. 
~
~
0 -1 5107
S
#5109
Engine Room~
  This small octagonal room is full of computers with Alien readouts, You 
can't seem understand any of it. A hatch is East or you can pass into the 
Glowing Yellow Field to your West. 
~
18 NOWEATHER|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D3
a ^yGlowing ^cfield. 
~
~
0 -1 5110
D1
a black hatch with a touchplate in the center. 
~
hatch~
ISDOOR|CLOSED|ELECTRONIC -1 5103
S
#5110
An ^rEngine ^w!^r!^w!~
^r  You are standing in a ^wVaccuum!^r, machine parts lung in and out from 
every angle. The center of the room houses a masive repair droid. A 
^yglowing ^rfield is East. 
~
18 NOWEATHER|SMALL|PRIVATE|VACUUM|NOTELEPORTOUT|NOTELEPORTIN VACUUM
D1
a ^yGlowing ^cfield. 
~
~
0 -1 5109
S
#5111
Coman Room~
  
~
18 NOWEATHER|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D3
a black hatch with a touchplate in the center. 
~
hatch~
ISDOOR|CLOSED|ELECTRONIC -1 5102
S
#5112
The Map Room~
  Ahh the Universe laid out before you in 4 mind spinning gut wrenching 
dimmintions now if it would just stop moving you MAY be able to stay just a 
bit longer! You don't see the way you came in OR a way out! 
~
18 NOWEATHER|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D1
~
~
HIDDEN -1 5113
D3
~
~
HIDDEN -1 5104
E
Orion~

^b * * * * * * * * * * * * * * * * *
^b * ^y>< ^rWARNING ^y>< ^g* ^y>< ^rWARNING ^y>< ^b*
^b *    ^y>< ^g* ^y>< ^rWARNING ^y>< ^g* ^y><    ^b*
^b * ^y><         >< ^g* ^y><         >< ^b*
^b * ^y><  ^YCourse ^rUN^Ycalcolatable  ^y>< ^b*
^b * ^y>< ^PUNKNOWN DATA ^aCORRUPTION ^y>< ^b*
^b * ^y><         >< ^g* ^y><         >< ^b*
^b *    ^y>< ^g* ^y>< ^rWARNING ^y>< ^g* ^y><    ^b*
^b * ^y>< ^rWARNING ^y>< ^g* ^y>< ^rWARNING ^y>< ^b*
^b * * * * * * * * * * * * * * * * *
~
E
Sol~

^b * * * * * * * * * * * * * * * * *
^b * ^y>< ^rWARNING ^y>< ^g* ^y>< ^rWARNING ^y>< ^b*
^b *    ^y>< ^g* ^y>< ^rWARNING ^y>< ^g* ^y><    ^b*
^b * ^y><         >< ^g* ^y><         >< ^b*
^b * ^y><  ^YCourse ^rUN^Ycalcolatable  ^y>< ^b*
^b * ^y>< ^PUNKNOWN DATA ^aCORRUPTION ^y>< ^b*
^b * ^y><         >< ^g* ^y><         >< ^b*
^b *    ^y>< ^g* ^y>< ^rWARNING ^y>< ^g* ^y><    ^b*
^b * ^y>< ^rWARNING ^y>< ^g* ^y>< ^rWARNING ^y>< ^b*
^b * * * * * * * * * * * * * * * * *
~
E
AlfaCentauri~

^b * * * * * * * * * * * * * * * * *
^b * ^y>< ^rWARNING ^y>< ^g* ^y>< ^rWARNING ^y>< ^b*
^b *    ^y>< ^g* ^y>< ^rWARNING ^y>< ^g* ^y><    ^b*
^b * ^y><         >< ^g* ^y><         >< ^b*
^b * ^y><  ^YCourse ^rUN^Ycalcolatable  ^y>< ^b*
^b * ^y>< ^PUNKNOWN DATA ^aCORRUPTION ^y>< ^b*
^b * ^y><         >< ^g* ^y><         >< ^b*
^b *    ^y>< ^g* ^y>< ^rWARNING ^y>< ^g* ^y><    ^b*
^b * ^y>< ^rWARNING ^y>< ^g* ^y>< ^rWARNING ^y>< ^b*
^b * * * * * * * * * * * * * * * * *
~
E
Delta9~

^b * * * * * * * * * * * * * * * * *
^b * ^y>< ^rWARNING ^y>< ^g* ^y>< ^rWARNING ^y>< ^b*
^b *    ^y>< ^g* ^y>< ^rWARNING ^y>< ^g* ^y><    ^b*
^b * ^y><         >< ^g* ^y><         >< ^b*
^b * ^y><  ^YCourse ^rUN^Ycalcolatable  ^y>< ^b*
^b * ^y>< ^PUNKNOWN DATA ^aCORRUPTION ^y>< ^b*
^b * ^y><         >< ^g* ^y><         >< ^b*
^b *    ^y>< ^g* ^y>< ^rWARNING ^y>< ^g* ^y><    ^b*
^b * ^y>< ^rWARNING ^y>< ^g* ^y>< ^rWARNING ^y>< ^b*
^b * * * * * * * * * * * * * * * * *
~
S
#5113
The Command Deck~
~
18 NOMOB|NOWEATHER|PRIVATE|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D3
~
~
HIDDEN -1 5112
D5
a  black hatch with a touchplate in the center. 
~
hatch~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5114
S
#5114
Oriks' Cabin~
~
18 NOWEATHER|SMALL|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D4
a  black hatch with a touchplate in the center. 
~
hatch~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5113
S
#5115
A Healthy Rant~
     In the beginning, that which^w Is ^1is all there was, and there was 
nothing else.  Yet All That ^w Is ^1could not know itself --- because All 
That^w Is ^1is all there was, and there was nothing else. And so, All That^w 
Is ^1was^a not^1. For in the absence of something else, All That^w Is^1, 
is^a not^1.         This is the great^w Is^r/^aNot ^1Is to which mystics 
have referred from the beginning of time.         Now All That^w Is ^1knew 
it was all there^W was^1---but this was not enough, for it could only know 
its^r utter^y magnificence^W conceptually^1, not experientially.  Yet the 
experience of itself is that for which it longed, for it wanted to know what 
it felt like to be so magnificent.  Still, this was impossible, because the 
very term "magnificent" is a relative term.  All That Is could not know what 
it felt like to be magnificent unless that which  is not showed up.  In the 
absence of that which is not, that which IS, is not. The one thing that All 
That Is knew is that there was nothing else.  And so It could, and would, 
never know Itself from a reference point outside of Itself.  Such a point 
did not exist.  Only one reference point existed, and that was the single 
place within.  The "Is-Not Is."  The Am-Not Am.         Still, the All of 
Everything chose to know Itself experientially.         This energy --- this 
pure, unseen, unheard, unobserved, and therefore unknown-by-anyone-else 
energy --- chose to experience Itself as the utter magnificence It was.  In 
order to do this, It realized It would have to use a reference point within. 
It reasoned, quite correctly, that any portion of Itself would n less than 
the whole, could look back on the rest of Itself and see magnificence. 
~
18 0 VACUUM
D5
~
~
0 -1 5116
S
#5116
A Healthy Rant~
And so All That Is divided Itself --- becoming, in one glorious moment, that 
which is this, and that which is that. For the first time, this and that 
existed, quite apart from each other.  And still, both existed 
simultaneously.  As did all that was neither. Thus, three elements suddenly 
existed: that which is here. That which is there.  And that which is neither 
here nor there --- but which must exist for here and there to exist.         
It is the nothing which holds the everything. It is the non-space which hold 
the space.  It is the all which holds the parts. Now this nothing which hold 
the everything is what some people call God.  Yet that is not accurate, 
either, for it suggests that there is something God is not --- namely, 
everything that is not "nothing."  But I am All Things --- seen and unseen 
--- so this description of Me as the Great Unseen --- the No-Thing, or the 
Space Between, and essentially Eastern mystical definition of God, is not 
more accurate than the essentially Western practical description of God as 
all that is seen.  Those who believe that God is All That Is and All That Is 
Not, are those whose understanding is correct.         Now in creating that 
which is "here" and that which is "there," God made it possible for God to 
Know Itself.  In the moment of this great Explosion from within, God created 
relativity --- the greatest gift God ever gave to Itself.  Thus, 
relationship is the greatest gift God ever gave to you.         From the 
No-Thing thus sprang the Everything --- a spiritual event entirely 
consistent, incidentally, with what your scientists call The Big Bang 
Theory. As the elements of all raced forth, time was created, for a thing 
was first here, then it was there ---and the period it took to get from here 
to there was measurable. Just as the parts of Itself which are seen began to 
define themselves, "relative" to each other, so too, did the parts which are 
unseen. God knew that for love to exist --- and to know itself as pure love 
--- its exact opposite had to exist as well.  So God voluntarily created the 
great polarity --- the absolute opposite of love --- everything that love is 
not --- what is now called fear.  In the moment fear existed, love could 
exist as a thing that could be experienced. It is this creation of duality 
between love and its opposite which humans refer to in their various 
mythologies as the birth of evil,  the fall of Adam, the rebellion of Satan, 
and so forth.         Just as you have chosen to personify pure love as the 
character you call God, so have you chosen to personify abject fear as the 
character you call the devil.
~
18 0 VACUUM
D4
~
~
0 -1 5115
D5
~
~
0 -1 5117
S
#5117
A Healthy Rant~
Some on Earth have established rather elaborate mythologies around this 
event, complete with scenarios of battles and war, angelic soldiers and 
devilish warriors, the forces of good and evil, of light and dark. This 
mythology has been mankind's early attempt to understand, and tell others in 
a way they could understand, a cosmic occurrence of which the human soul is 
deeply aware, but of which the mind can barely concieve. In rendering the 
universe as a divided version of Itself, God produced, from pure energy, all 
that now exists --- both seen and unseen. In other words, not only was the 
physical universe thus created, but the metaphysical universe as well. The 
part of God which forms the second half of the Am/Not Am equation also 
exploded into an infinite number of unites smaller than the whole.  These 
energy units you would call spirits.         In some of you religious 
mythologies it is stated that "God the Father" had many spirit children. 
This parallel to the human experiences of life multiplying itself seems to 
be the only way the masses could be made to hold in reality the idea of the 
sudden appearance --- the sudden existence of countless spirits in the 
"Kingdom of Heaven." In this instance, your mythical tales and stories are 
not so far from ultimate reality --- for the endless spirits comprising the 
totality of Me are, in a cosmic sense, My offspring. My divine purpose in 
dividing Me was to create sufficient parts of Me so that I could know Myself 
experientially.  There is only one way for the Creator to know Itself 
experientially as the Creator, and that is to create.  And so I gave to each 
of the countless parts of Me (to all of my spirit children) the same power 
to create which I have as the whole.         This is what your religions 
mean when they say that you were created in the "image and likeness of God." 
 This doesn't mean, as some have suggested, that our physical bodies look 
alike (although God can adopt whatever physical form God chooses for a 
particular purpose).  It does mean that our essence is the same. We are 
composed of the same stuff.  We ARE the "same stuff"!  With all the same 
properties, and abilities --- including the ability to create physical 
reality out of thin air.         My purpose in creating you, My spiritual 
offspring, was for Me to know Myself as God.  I have no way to do that save 
through you.  Thus it can be said (and has been, many times) that My purpose 
for you is that you should know yourself as Me. This seems so amazingly 
simple, yet it becomes very complex --- because there is only one way for 
you to know yourself as Me --- and that is for you first to know yourself as 
not Me.
~
18 0 VACUUM
D4
~
~
0 -1 5116
S