/
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/
#100
Eclipse~
  You are aboard the space transport vessel Eclipse. This is the transport 
vessel which brought you to Anomaly Station. There is a sign on the wall 
here. ^G(First time players type "^glook at sign^G" on your keyboard now) 
~
1 NOMOB INDOORS
D0
The docking door 
~
dock door~
0 -1 101
D3
~
~
0 -1 159
D1
~
~
0 -1 160
E
sign~
^wThe sign reads:^b

Welcome to Crimson2799! For the first few rooms there's always going to be a
sign to help get you introduced to the game, and basically help make life a
little easier on you. This sign deals with the first thing you should know,
namely how to move around.

In this game you can generally move in any of 6 directions, "north", "south",
"east", "west", "up" and "down". Now since typing "north" every time you wanted
to move north would get tedious in a hurry, you would typically only type the
first letter and save yourself a little bit of typing.

Please type "n" on your keyboard now.
~
S
#101
Shuttle Bay Alpha~
  You are in Shuttle Bay Alpha, the main shuttle bay of Anomaly Station. 
This is where all oversized transports dock. You see a large sign posted on 
the north wall written in every language imaginable. Perhaps you should 
"look at sign" and do what it tells you to do. 
~
1 0 CITY-OUTSIDE
D2
A space transport vessle. 
~
dock door~
0 -1 100
D0
The Docking Ring 
~
~
0 -1 103
E
sign wall north~
The sign reads:
                  ^yANOMALY STATION
                 ^aSpace Dock 413.33
   ^cAll people new to Anomaly Station ^rmust^c report 
      immediately to their respective embassy 
               located in Habitat 1.
           (When you are done here, go north)
~
S
#102
Shuttle Bay Beta~
  You are in a large docking bay. 
~
1 0 CITY-OUTSIDE
D3
Shuttle docking door 
~
docking door~
ISDOOR|LOCKED|ELECTRONIC -1 171
D1
The Docking Ring 
~
~
0 -1 103
D0
A Storage Bay 
~
~
0 -1 107
S
#103
Docking Ring~
  You are in the centre of the docking ring. All around you are docking bays 
and storage bays. There is some graffiti spray painted on the floor here. 
^G(Type "^glook graffiti^G" on your keyboard) 
~
1 0 CITY-OUTSIDE
D5
Shuttle Bay Delta 
~
~
0 -1 105
D4
Shuttle Bay Epsilon 
~
~
0 -1 106
D3
Shuttle Bay Beta 
~
~
0 -1 102
D2
Shuttle Bay Alpha 
~
~
0 -1 101
D1
Shuttle Bay Gamma 
~
~
0 -1 104
D0
The Docking Ring 
~
~
0 -1 108
E
graffiti~
The graffiti reads:
There are many, many settings you can change to modify how the game looks and
plays. You can adjust almost all of these with the SET command. Type SET on
your keyboard now for a list of everything you can change. For those people
who have ansi turned on you can customize the colors for pretty much anything
using the SETCOLOR command.

                    (When you are done here, go north)
~
S
#104
Shuttle Bay Gamma~
  You are in a large docking bay. 
~
1 0 CITY-OUTSIDE
D3
The Docking Ring 
~
~
0 -1 103
D0
A Storage Bay 
~
~
0 -1 109
D1
Shuttle docking door 
~
docking door~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 166
S
#105
Shuttle Bay Delta~
  You are in a large docking bay. 
~
1 0 CITY-OUTSIDE
D4
The Docking Ring 
~
~
0 -1 103
D0
A Storage Bay 
~
door storage bay~
ISDOOR|LOCKED|CLOSED|ELECTRONIC 100 110
D5
Shuttle docking door 
~
docking door~
ISDOOR|LOCKED|CLOSED|ELECTRONIC 100 172
S
#106
Shuttle Bay Epsilon~
  You are in a large docking bay. 
~
1 0 CITY-OUTSIDE
D5
The Docking Ring 
~
~
0 -1 103
D0
A Storage Bay 
~
~
0 -1 111
D4
Shuttle docking door 
~
docking door~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 166
S
#107
Storage Bay Beta~
  You are in a large storage bay. Containers of all shapes and sizes are 
stacked neatly along the walls. 
~
1 0 CITY-OUTSIDE
D1
The Docking Ring 
~
~
0 -1 108
D2
Shuttle Bay Beta 
~
~
0 -1 102
S
#108
Docking Ring~
  You are in the centre of the docking ring. All around you are docking bays 
and storage bays. There is some graffiti spray painted on the floor here. 
~
1 0 CITY-OUTSIDE
D5
Storage Bay Delta 
~
door storage bay~
ISDOOR|LOCKED|CLOSED|ELECTRONIC 100 110
D4
Storage Bay Epsilon 
~
~
0 -1 111
D3
Storage Bay Beta 
~
~
0 -1 107
D2
The Docking Ring 
~
~
0 -1 103
D1
Storage Bay Gamma 
~
~
0 -1 109
D0
The Station Junction 
~
~
0 -1 112
E
graffiti~
The graffiti reads:
There is a short tutorial on how to get started in the game. If you feel up
to a little reading you can start it off by typing "HELP INTRO". Those of you
interested should definitely check out the background story to the game by
typing "HELP STORY". 

                    (When you are done here, go north)
~
S
#109
Storage Bay Gamma~
  You are in a large storage bay. Containers of all shapes and sizes are 
stacked neatly along the walls. 
~
1 0 CITY-OUTSIDE
D3
The Docking Ring 
~
~
0 -1 108
D2
Shuttle Bay Gamma 
~
~
0 -1 104
S
#110
Storage Bay Delta~
  You are in a large storage bay. Containers of all shapes and sizes are
stacked neatly along the walls. 
~
1 0 CITY-OUTSIDE
D4
The Docking Ring
~
door docking ring~
ISDOOR|LOCKED|CLOSED|ELECTRONIC 100 108
D2
Shuttle Bay Delta
~
door storage bay~
ISDOOR|LOCKED|CLOSED|ELECTRONIC 100 105
S
#111
Storage Bay Epsilon~
  You are in a large storage bay. Containers of all shapes and sizes are 
stacked neatly along the walls. 
~
1 0 CITY-OUTSIDE
D5
The Docking Ring 
~
~
0 -1 108
D2
Shuttle Bay Epsilon 
~
~
0 -1 106
S
#112
Station Junction~
  You are at the main junction joining Habitat 1, Habitat 2, and engineering.
There's a sign on the wall. If you want to read the sign, type on your 
keyboard `look at sign'.
~
1 NOMOB CITY-OUTSIDE
D3
~
~
0 -1 149
D2
~
~
0 -1 108
D1
~
~
0 -1 114
D0
~
door engineering~
ISDOOR|PICKPROOF|LOCKED|CLOSED 168 113
E
sign wall~
The sign reads:
                           ^aA
                           |
                  ^YEngineering (north)

^a<-- ^YHabitat 1 (west)               Habitat 2 (east) ^a-->
     (Registration)                    (Club Med)
                  ^YShuttle Bays (south) 
                   ^a        |
                           V

        New arrivals should report to Registration
        for processing and standard issue equipment
~
S
#113
Engineering~
  Engineering is the communications and power core of the entire station. 
Actually, everyone knows that each embassy maintains its own power supply 
because the humans running Engineering are unreliable to a fault. The 
business sector maintains its own power and communications as well. Just 
about the only thing that depends on Engineering is the sewage system, and 
it's always backing up and clogging. However, the humans like to THINK that 
Engineering is the communications and power core of the entire station. 
~
1 NOMOB CITY-OUTSIDE
D0
~
door~
ISDOOR|CLOSED -1 224
D2
~
~
ISDOOR|PICKPROOF|LOCKED|CLOSED 168 112
S
#114
Access Shaft 2~
  You are in an access shaft leading from Habitat 2 to the Docking Ring. The
access shaft is circular and has a modified gravity field to allow for the 
change in orientation you must undergo when moving between the Habitat's 
gravity and the artificial gravity of the Docking Ring. Maybe you should 
hurry on; the modified g-field is making you feel queasy.
~
1 0 CITY-OUTSIDE
D5
~
~
0 -1 116
D3
Station Junction
~
~
0 -1 112
S
#115
Cash-O-Matic Automated Teller~
  You are in a small room, separated from the busy foyer by a thin glass
wall. There is a sign on the wall.
~
1 0 INDOORS
D3
~
~
0 -1 121
E
sign~
The sign reads:
                  CASH-O-MATIC AUTOMATED TELLER COMMANDS:
                  -> Type "balance" to view your account balance.
                  -> Type "withdraw ##" to withdraw ## credits.
                  -> Type "deposit ##" to deposit ## credits.
~
S
#116
Habitat 2 Courtyard~
  You are standing in the Anomaly Station Habitat 2 Courtyard. Corridors 
lead in every direction: north to the business sector, east to Anomaly 
Station Administration, west to the famous Club Med (cryogenics to the 
stars), south to the station's Arboretum, and up to the docking ring. 
~
1 NOWEATHER INDOORS
D4
~
~
0 -1 114
D0
~
~
0 -1 121
D1
~
~
0 -1 117
D2
~
~
0 -1 140
D3
~
~
0 -1 123
S
#117
Anomaly Station Administration~
  You are in the large, well-lit office of Anomaly Station's Administration. 
There are many clerks running hither and thither with code-boards. Someone 
in the corner is photocopying a LOT of documents. You see a large counter 
out front with a sign reading `Reception'. 
~
1 NOWEATHER INDOORS
D0
~
~
0 -1 118
D1
~
~
0 -1 119
D2
~
~
0 -1 120
D3
~
~
0 -1 116
E
sign~
There is a sign post here:
Registration - North
Equipment - South
Training - East
~
S
#118
Licencing and Registration~
  You are in another large, well-lit office of Anomaly Station's 
Administration. There are even more clerks here than in reception! There is 
a large counter out front with a sign reading `Licencing and Registration'. 
~
1 NOWEATHER INDOORS
D2
~
~
0 -1 117
E
sign~
The sign says, "Licensing and Registration".
~
S
#119
Virtual Reality Training~
  You are in a dim room with virtual reality booths branching off to the 
north and east. The air feels electric.  You can hear battle cries from 
people fighting unseen monsters. 
~
1 NOMOB|NOWEATHER|NOTELEPORTOUT|NOTELEPORTIN INDOORS
D0
~
~
0 -1 163
D1
Fantasy VR Booths 
~
~
0 -1 164
D2
There is a sign on the door that reads "STAFF ONLY" 
~
door~
ISDOOR|PICKPROOF|LOCKED|CLOSED -1 161
D3
~
~
0 -1 117
S
#120
Equipment Stores Booth~
  You are in a small booth looking through a thick glass partition into the 
much larger room of the Equipment Stores. There is a small microphone on 
either side of the glass so that you can talk with people in the Equipment 
Stores. There is a sliding drawer imbedded in the wall beneath the glass 
allowing you to pass objects to and from the other room. 
~
1 NOWEATHER INDOORS
D2
A glass partition 
~
glass partition~
ISDOOR|PICKPROOF|LOCKED|CLOSED -1 162
D0
~
~
0 -1 117
E
microphone mike~
The microphone will transmit your voice to the room on the other 
side of the glass wall.

~
P
@command~
{
  thing t;
  if(Hello(COMMAND)) {
    BLOCK_CMD=TRUE;
    CharAction(EVENT_THING,COMMAND);
    if(ThingFind(NULL,162,WorldOf(162),TF_MOB,0)!=TNULL) {
      SendAction(CODE_THING,EVENT_THING,SEND_ROOM|SEND_DST|SEND_AUDIBLE,"^pAn Equipment Officer speaks through the glass:\n  ^g\"If you have an equipment chit, please deposit it in the drawer.\"\n");
      SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_AUDIBLE,"^G  (type \"put equip drawer\")\n");
    }
    else {
      SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_VISIBLE,"^bThere doesn\'t seem to be anyone (alive) in the equipment stores.\n");
    }
  }
  else {
    if(StrIsCmd(COMMAND,"put")) {
      if(ThingGetType(EVENT_THING)==TTYPE_PLR) {
        if(ThingFind(NULL,162,WorldOf(162),TF_MOB,0)!=TNULL) {
          if(StrIsCmd(CMD_DSTKEY,"drawer")) {
            t=ThingFind(CMD_SRCKEY, -1,EVENT_THING,TF_OBJ,CMD_SRCOFFSET);
            BLOCK_CMD=TRUE;
            if(ObjectGetVirtual(t)==118) {
              ObjectFree(t);
              SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_ROOM|SEND_VISIBLE,"^aAn Equipment Officer briskly slides the drawer closed.\n");
              SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_ROOM|SEND_AUDIBLE,"^pAn Equipment Officer speaks through the glass:\n  ^g\"Here is your standard issue equipment.\"\n");
              SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_ROOM|SEND_VISIBLE,"^aAn Equipment Officer briskly slides the drawer open.\n");
              ObjectCreate(WorldOf(120),120);
              ObjectCreate(WorldOf(120),123);
              ObjectCreate(WorldOf(120),126);
              ObjectCreate(WorldOf(120),127);
              ObjectCreate(WorldOf(120),130);
              ObjectCreate(WorldOf(120),162);
              ObjectCreate(WorldOf(120),163);
              ObjectCreate(WorldOf(120),129);
              ObjectCreate(WorldOf(120),153);
              SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_ROOM|SEND_VISIBLE,"^aSome equipment falls out of the drawer onto the floor.\n");
              SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_VISIBLE,"^a(type \"get all\" and then \"equip all\")\n");
            }
          }
        }
      }
    }
  }
}~
S
#121
Business Sector~
  You are in the business sector of Anomaly Station. To the west is 
Quinton's, one of the few respectable bars on the station. North leads 
further into the business sector. To the south is the Habitat 2 Courtyard. 
~
1 0 INDOORS
D3
~
~
0 -1 122
D1
~
~
0 -1 115
D2
~
~
0 -1 116
D0
~
~
0 -1 124
S
#122
Quinton's Cabaret and Bar~
  You are in a dark room with tables lit with candles. Several of the tables
are occupied. At the back of the room is a long bar running the length of 
the room and polished to a shine. Black and white pictures line the walls
depicting historical scenes from dozens of different planets. 
~
1 0 INDOORS
D1
~
~
0 -1 121
S
#123
Club Med~
  You are in the inter-galactic famous Club Med (Cryogenics to the stars!). 
You know this because a HUGE sign hanging on the wall tells you as much. The 
room is clean and brightly lit. Cryo-techs are hurrying around in white lab 
coats. You notice the floor is shiny and absolutely spotless (except where 
you have just walked). There is a sign in the middle of the room. 
~
1 NOWEATHER INDOORS
D1
~
~
0 -1 116
D3
~
~
0 -1 157
D2
~
~
0 -1 158
E
sign middle~
The sign reads:                                            ^w* * * * *
^w                                                           *^r#######^w*
^g        ########    ###   ###    ###   #######         ^w* * *^r#######^w* * *
^g      ###      ###  ###   ###    ###   ##   ###        ^w*^r###############^w*
^g     ###            ###   ###    ###   ######          ^w*^r###############^w*
^g     ###            ###    ########    ##   ###        ^w*^r###############^w*
^g     ###        ^p/%%%^g########^p%%%%%^g      #######         ^w* * *^r#######^w* * * 
^g      ###      ###^p%%%%%   %%%%%%%   /%%%%%%%%%   /%%%%%% ^w  *^r#######^w*
^g        ########^p%%%%  %%%%%% %%%%   %%%          %%    %% ^w * * * * *
^p                %%%%   %%%   %%%%   %%%%%%       %%     %%
^p                %%%%    %    %%%%   %%%          %%    %% 
^p                %%%/         %%%/   %%%%%%%%%%/  %%%%%%%/
      
                  ^b**   ^cCryogenics To The Stars!   ^b**

    ^CWe are pleased to announce that the Anomaly Station Club Med
    ^Cbrain dumping station is now operational. Healing and 
    ^Cbiomedical facilities are under construction. We thank you 
    ^Cfor your patience. Enjoy your visit. 
                                      ^Y  Club Med Management
                                      ^Y    Anomaly Station 
~
S
#124
Business Sector Cross Corridor~
  You are at the main cross corridor for the business sector. It is obvious 
from the number of creatures here that business is good! There is a 
holographic projection in the middle of the corridor. 
~
1 0 INDOORS
D2
~
~
0 -1 121
D3
~
~
0 -1 125
D0
~
~
0 -1 126
D1
~
~
0 -1 127
D5
~
~
0 -1 1321
E
holographic projection middle~
You see a large holographic projection of the famous explorer Morzit, the first
human to ever set foot in Anomaly Station. He seems larger-than-life! Everyone
knows, however, that he's gone insane and is hidden away by the military in 
some forgotten corner of the universe.
~
S
#125
Business Sector~
  You are in the business sector. To the north is the entrance to Bullet's 
`R' Us, for all your ammunition needs. To the south is Energy Emporium, 
ready to see to all your battery and recharge requirements. How convenient - 
death from both sides. The business sector cross corridor lies to the east. 
~
1 0 INDOORS
D2
~
~
0 -1 130
D1
~
~
0 -1 124
D0
~
~
0 -1 131
D3
~
~
0 -1 253
S
#126
Business Sector~
  You are in the business sector. To the west you see the Big-O Casino, a 
popular place for caring anomaly explorers to graciously re-introduce their 
credits into circulation. To the east lies Patty's Pawn Shop. The business
sector continues north and south.
~
1 0 INDOORS
D0
~
~
0 -1 128
D1
~
~
0 -1 137
D3
~
~
0 -1 136
D2
~
~
0 -1 124
S
#127
Business Sector~
  You are in the business sector. To the north is Robot City. To the south
lies Cyberware Incorporated. The business sector continues to the east, and
the cross corridor lies to the west.
~
1 0 INDOORS
D1
~
~
0 -1 129
D2
~
~
0 -1 132
D3
~
~
0 -1 124
S
#128
Business Sector~
  You are in the business sector. The Watering Hole, one of Anomaly Station's
less reputable establishments, lies to the west. The business sector continues
to the south.
~
1 0 INDOORS
D1
~
~
0 -1 139
D3
~
~
0 -1 138
D2
~
~
0 -1 126
S
#129
Business Sector~
  You are in the business sector. The entrance to Gene Benders lies to the 
south, there's a drug store to the north, and a trendy outdoor clothing 
store has unfortunately set up a shop to the east. The business sector 
continues to the west. 
~
1 0 INDOORS
D1
~
~
0 -1 256
D2
~
~
0 -1 134
D0
~
~
0 -1 135
D3
~
~
0 -1 127
S
#130
Energy Emporium~
  You are in the way-cool Energy Emporium for all your energy needs. Power 
sockets of every kind and shape line the walls. Batteries of all sizes 
occupy shelves upon shelves throughout the store. 
~
1 NOTELEPORTOUT|NOTELEPORTIN INDOORS
D0
~
~
0 -1 125
S
#131
Bullets `R' Us~
  There are bullets everywhere! Big bullets. Little bullets. Fat bullets. 
Skinny bulets. One hanging on the wall is as big as your head. Oh my! 
~
1 NOTELEPORTOUT|NOTELEPORTIN INDOORS
D2
~
~
0 -1 125
S
#132
Cyberware~
  All around you are electronic gadgets which, if properly mounted upon your 
person, would enhance your capabilities many times over. You get giddy just 
being close to this stuff. A sign on the wall says that they REDEEM chip 
scans here. 
~
1 0 INDOORS
D0
~
~
0 -1 127
S
#133
Robot City~
  This place sells pets. They stand along the walls, silent, spotless and 
shiny, waiting to serve  you in whatever way you please. After all, robots 
are an explorer's best friends! 
~
1 0 INDOORS
D2
~
~
0 -1 127
E
pets robots walls~
The robots are standing along the walls, waitimg to die with you for some hopeless cause.
~
S
#134
Gene Benders~
  You are standing in a room painted in the most boring shade of grey
imaginable. A big sign on the wall says that they REDEEM biological scan
data here. It seems they will also EXAMINE your scanner for free.
~
1 0 INDOORS
D0
~
~
0 -1 129
S
#135
Dope'n'Soap~
  Mmmm, smells nice in here. This store houses isle upon isle of drugs, 
soaps, medicines, ointments, bandages, antiperspirants, and other assorted 
drug-store stuff. 
~
1 0 INDOORS
D2
~
~
0 -1 129
S
#136
^bBig-^yO ^bCasino~
  You are in a large, luxurious gambling establishment. Slot machines (the 
only legal form of gambling - less casualties that way) are aligned in rows 
upon rows, just begging to give you money!^y(^GLook slots, for help^y) 
~
1 0 INDOORS
D1
~
~
0 -1 126
E
machines slots~
When you ^y<^Gpull^y> ^bthe ^y<^Ghandle^y>^b, the machine deducts your 10 Galciv credits and spins its three wheels swallowing your money. That's how the Station Administration controls inflation and makes their time here worthwhile.
Oh, sometimes the numbers on the wheels will sum up to 10, and then
you can actually get five times as much as you deposited. Or all three of them
will be the same and then you can get 50 times as much (guess how often that
happens).
All in all, please don't leave until you succeed... in spending all
your cash.

~
P
@command~
{
  int w1, w2, w3, money, amount/* win if i) all three numbers are the same (50x), or ii) they sum up to 10 (5x)*/;
  amount=10;
  if(CMD_CMD=="deposit") {
    SendThing(EVENT_THING,"^bJust ^y<^Gpull^y> ^bthe ^y<^Ghandle^y>^B, dummy.\n");
    BLOCK_CMD=1;
    stop;
  }
  if(CMD_CMD=="pull") {
    if(CMD_SRCKEY!="handle") {
      SendThing(EVENT_THING,"^bPull what\?\n");
      BLOCK_CMD=1;
      stop;
    }
    if(CharGetMoney(EVENT_THING)<10) {
      SendAction(EVENT_THING,CODE_THING,SEND_ROOM|SEND_CAPFIRST,"^b$n ^Btries to gamble but doesn\'t have enough money!\n");
      SendThing(EVENT_THING,"^bYou don\'t have enough ^rmoney ^bon you!\n");
      BLOCK_CMD=1;
      stop;
    }
    w1=Number(0,9);
    w2=Number(0,9);
    w3=Number(0,9);
    if((w1==w2)&&(w2==w3)) {
      SendAction(EVENT_THING,CODE_THING,SEND_ROOM|SEND_CAPFIRST,"^mBells sound as $n wins!\n");
      amount=amount*50;
      SendThingStr(EVENT_THING,"^bThe numbers are:^r %i^b,^r %i^b,^r %i^b.\n^gYou win^y %i^g GalCiv credits!\n",w1,w2,w3,amount);
      CharSetMoney(EVENT_THING,CharGetMoney(EVENT_THING)+amount);
      BLOCK_CMD=1;
      stop;
    }
    else {
      if(w1+w2+w3==10) {
        SendAction(EVENT_THING,CODE_THING,SEND_ROOM|SEND_CAPFIRST,"^BLights flash as $n wins!\n");
        amount=amount*5;
        SendThingStr(EVENT_THING,"^bThe numbers are:^r %i^b,^r %i^b,^r %i^b.\n^gYou win^y %i ^gGalCiv credits!\n",w1,w2,w3,amount);
        CharSetMoney(EVENT_THING,CharGetMoney(EVENT_THING)+amount);
        BLOCK_CMD=1;
        stop;
      }
    }
    SendAction(EVENT_THING,CODE_THING,SEND_ROOM|SEND_CAPFIRST,"^g$n ^Bpulls the handle and loses!\n");
    SendThingStr(EVENT_THING,"^bThe numbers are:^r %i^b, ^r%i^b,^r %i^b.\n^bYou just lost^R %i ^bGalCiv credits!^B Keep it up!\n",w1,w2,w3,amount);
    CharSetMoney(EVENT_THING,CharGetMoney(EVENT_THING)-amount);
    BLOCK_CMD=1;
  }
}~
S
#137
Patty's Pawn Shop~
  You are standing in what was once a pawn shop. Chances are, they will 
reopen again. After all, the station is full of loosers. For the time being, 
Patty sells some basic exploring equipment.
~
1 0 INDOORS
D3
~
~
0 -1 126
S
#138
The Watering Hole Bar & Grill~
  The Watering Hole is not what you would call an exclusive place to eat. It 
is dirty and stinky, but cozy enough for some anyway. 
~
1 0 INDOORS
D1
~
~
0 -1 128
D3
a metal grate 
~
~
ISDOOR|PICKPROOF|LOCKED|CLOSED|HIDDEN -1 1423
S
#139
Closed for Renovation~
  You are in what appears to have once been a restaurant. However, you don't
recognize the cheap, uncomfortable plastic seats designed to entice patrons
to leave as soon as possible. Nor do you recognize the barbaric counter where
you think food must have been served from. At any rate, the room has been 
completely trashed. With a start, you spot one of the old food items
on the ground - its wax paper wrapper matches the pattern on the walls. The
food shows no sign of deterioration whatsoever. 
~
1 0 INDOORS
D3
~
~
0 -1 128
S
#140
Arboretum~
  You are standing at the entrance to Anomaly Station's Arboretum. A huge 
Optilitmus tree (genetically engineered) from Bonazwai forms a huge arc with 
its roots forming the entrance. Picamus vines have twined themselves around 
the Optilitmus tree and hang down, bearing their fruit for people to sample. 
Paths to the west, east, and south lead further into the Arboretum. A path 
to the north leads back to the Habitat 2 Courtyard. 
~
1 0 INDOORS
D2
~
~
0 -1 148
D1
~
~
0 -1 147
D3
~
~
0 -1 141
D0
~
~
0 -1 116
S
#141
Arboretum~
  Thousands of species of plants from hundreds of planets fill the large 
dome-roofed structure. This arboretum is particularly famous for the way the 
plants have been selected to complement one another in their nutritional 
requirements; the plants themselves feed the other plants with their 
by-products. An entire ecosystem has been established with little maintenance 
required except for the occasional introduction of bugs to service the plants' 
needs (gotta have bugs).
~
1 0 INDOORS
D2
~
~
0 -1 142
D1
~
~
0 -1 140
S
#142
Arboretum~
  You stand before a great Arbutus tree from Earth. The tree was cultured for
a thousand years before being transplanted here. The orange-red bark is peeling
off in small flakes, leaving a bit of a mess on the floor.
~
1 0 INDOORS
D2
~
~
0 -1 143
D1
~
~
0 -1 148
D0
~
~
0 -1 141
S
#143
Arboretum~
  In this far corner of the Arboretum you see one of the wonders of the 
known universe: the Simphinid flower. It is a silicon-based life form with a 
life cycle of 2-3 hours. In that time it grows from seed to a height of six 
inches, bonds with another Simphinid in an awe-inspiring 5-minute light 
display, and then dies, sprinkling its seeds upon the ground. Talk in the 
station says the flowers slowly work themselves around the grounds and, 
since their introduction to the Arboretum, have circled them sixteen times. 
~
1 0 INDOORS
D0
~
~
0 -1 142
D1
~
~
0 -1 144
S
#144
Arboretum~
  Growing in the wake of the Simphinid flowers, you see before you a great 
mass of Chlorinate Moss. The moss is the only known life form in the 
universe to be based on the Germanium atom. The moss is extremely difficult 
to maintain and usually dies in its infancy. The fact that Anomaly Station 
has a culture of the moss still growing in a very mature stage of its life 
cycle has astounded researchers the universe over. Some speculate the 
Anomaly's queer characteristics may somehow be aiding the moss's growth. 
~
1 0 INDOORS
D1
~
~
0 -1 145
D0
~
~
0 -1 148
D3
~
~
0 -1 143
S
#145
Arboretum~
  This corner of the Arboretum features a huge Rotundum Growth from the 
Velin system. The plant is approximately three meters in diameter and one 
meter high. Its leaves spread out from the base of the plant and shade the 
surrounding area. The trunk of the plant slowly twists, first clockwise, 
then counter-clockwise, pumping air and fluids throughout its great body. 
The twisting motion apparently is caused by a massive, yet highly localized 
magnetic field which the plant emits. The changing magnetic field acts on 
charged particles in the body of the plant and causes the rotational 
movement. It has not yet been discovered how the plant produces its magnetic 
field. 
~
1 0 INDOORS
D3
~
~
0 -1 144
D0
~
~
0 -1 146
S
#146
Arboretum~
  This area of the arboretum is astounding in the sheer variety and density 
of the vegetation. There is hardly space anywhere, except on the path, for 
air circulation of any kind. You cannot see into the vegetation more than a 
few centimeters - anywhere! 
~
1 0 INDOORS
D0
~
~
0 -1 147
D3
~
~
0 -1 148
D2
~
~
0 -1 145
S
#147
Arboretum~
  As you approach this area, you smell the sweet smell of the Hula bush. Its 
aroma is supposed to be an aphrodisiac and halucinogenic. Before long you 
start to see little bright lights before your eyes. Maybe you should move 
on; the Hula bush has been known to become carnivorous without warning... 
~
1 0 INDOORS
D3
~
~
0 -1 140
D2
~
~
0 -1 146
S
#148
Arboretum~
  You stand before a huge fountain planted squarely in the centre of the 
Arboretum. Around you vegetation abounds. There are benches here should you 
be weary. 
~
1 0 INDOORS
D3
~
~
0 -1 142
D2
~
~
0 -1 144
D1
~
~
0 -1 146
D0
~
~
0 -1 140
D5
~
~
0 -1 1339
E
benches~
They appear to be very comfortable - if you like solid granite seats. 
~
S
#149
Access Shaft 1~
  You are in an access shaft leading from Habitat 1 to the Docking Ring. The
access shaft is circular and has a modified gravity field to allow for the 
change in orientation you must undergo when moving between the Habitat's 
gravity and the artificial gravity of the Docking Ring. Maybe you should 
hurry on; the modified g-field is making you feel queasy.
~
1 0 INDOORS
D5
~
~
0 -1 151
D1
~
~
0 -1 112
S
#150
^wBuilder's Office~
  You are standing in a room of verying sized checkerboards papers are stewn 
about and you think you see a few fileing cabinets turned over and that may 
even be desk in the corner. The Embassy Corridor is West. 
~
1 0 FOREST
D3
~
door~
ISDOOR|CLOSED|ELECTRONIC -1 154
S
#151
Embassy Centre~
  You are in `the Centre' as the locals refer to it. From here, corridors 
branch off in every direction leading to the various embassies and 
government offices. There is a large sign here with a map and directions. 
~
1 0 INDOORS
D0
~
~
0 -1 152
D1
~
~
0 -1 154
D2
~
~
0 -1 153
D3
~
~
0 -1 165
D4
~
~
0 -1 149
E
sign map directions~
The sign reads:
                          ^pAnomaly Station - Habitat 1
                          ^a____________    ____________
                         |            |  |            |
                         |^c   HUMAN^a    |  |^aSILICONOID  ^a|
      North              |^c  EMBASSY^a   |  |^aEMBASSY     ^a|
        |                |            |  |            |
 West -- -- East         |_____  _____|  |____    ____|
        |              ____ /      \__________|  |____ 
      South           |    |                          |
                      |^cCAFE     ^yX ^w<--You are here^a     |
                      |____|        __________    ____|
                          __\__  __/__    ____|  |____
                         |            |  |            |
                         |^aSALAMANDER  ^a|  |^aARTIFICER   ^a|
                         |^aEMBASSY     ^a|  |^aEMBASSY     ^a|
                         |            |  |            |
                         |____________|  |____________|

      ^gAll civilians new to Anomaly Station ^ymust ^greport in
     at their Embassy. ~
S
#152
Human Embassy~
  You stand at the front of a huge open room. Obviously the humans are as 
disorganized as ever; the entire room is filled with clerks running everywhere.
The whole show appears to be in a state of utter chaos! At the front where 
you stand, there is a large, long counter. There is a sign on the counter.
~
1 0 INDOORS
D2
~
~
0 -1 151
E
sign~
The sign on the counter reads:

                      ^wAll civilians new to Anomaly Station 
                      must register with the Human Embassy.
                      Speak with the front clerk for help.

^bPerhaps you could type "say hi", or "say help" to strike up a conversation
with the clerk. 
~
S
#153
Salamander Embassy~
  Oy! It's hot in here. Glancing over at the thermostat, you see it's set to 
60 degrees Centigrade. The room is filled with clerks; they are busy pushing 
paper. There is a counter at the front with a sign on it. 
~
1 0 INDOORS
D0
~
~
0 -1 151
E
sign~
The sign on the counter reads:

                      ^wSalamanders must register immediately. 
                      Failure to do so will result in immediate
                      termination.

^bPerhaps you could type "say hi", or "say help" to strike up a conversation
with the clerk. 
~
S
#154
Embassy Corridor~
  You are in a wide corridor. To the west lies the Centre. To the north and 
south lie embassies. Builder's office is East. 
~
1 0 INDOORS
D1
~
door~
ISDOOR|CLOSED|ELECTRONIC -1 150
D2
~
~
0 -1 156
D3
~
~
0 -1 151
D0
~
~
0 -1 155
S
#155
Siliconoid Embassy~
  The Siliconoid Embassy room is large and open with high vaulted ceilings. 
The air is thick and filled with dust. Through the soup-like air, you can 
just make out a sign on the counter in front of you.  There is a large door 
to the north guarded by 2 tough looking Siliconoid Guards. 
~
1 0 INDOORS
D2
~
~
0 -1 154
E
sign~
The sign on the counter reads:

                      ^wIf Siliconoid, register here.

^bPerhaps you could type "say hi", or "say help" to strike up a conversation
with the clerk. 
~
S
#156
Artificer Embassy~
  The embassy is filled with Artificers busy at their work. The walls are 
drapped in ceremonial Artificer tapestries. In each corner of the room, 
magnetically contained balls of plasma are emitting high-entropy  infra red 
radiation. There is a counter immediately before you with a sign on it. 
~
1 0 INDOORS
D0
~
~
0 -1 154
E
sign~
^bThe sign on the counter starts out:

  ^w"This sign, as decreed by the High Council Local Chapter 
83882.32b of Anomaly Settlement, herein referred to as 
'the sign', and existing within the proximity of said
High Council on the Terraneous Occupationous Orbital Space
Superstructure (as defined in section 1983299.3993c of the
High Council Code...."

^band it drones on and on and on... The jist is that they
want you to register here.

^bPerhaps you could type "say hi", or "say help" to strike up a conversation
with the clerk. 
~
S
#157
Brain Dump~
  This room looks like something out of a horror movie; there's strange 
technicians running around with lab coats on, hooking creatures up to huge 
machines which then download the entire brain contents into a huge computer. 
A sign on the wall says:   "For assistance with brain dumps and healing, 
please see receptionist." 
~
1 NOWEATHER INDOORS
D1
~
~
0 -1 123
S
#158
Cryogenics~
  Before you stands a huge mural of rows upon rows of stasis chambers, some 
holding ocupants, some not. A sign on the wall says:     "For assistance 
with cryogenic services, please see receptionist." 
~
1 NOWEATHER INDOORS
D0
~
~
0 -1 123
S
#159
Eclipse Pilot Room~
  This is the control and navigation room for the space transport vessel 
Eclipse. You can see many control panels with many buttons on them. 
~
1 0 INDOORS
D1
~
~
0 -1 100
E
control panel panels button buttons~
There are many control panels with lots of blinking lights, cool looking 
switches, and monitors with wavy lines on them. One control panel, however,
is completely blank except for a small hole labeled "Microphone". Someone
has scribbled below the hole the following:
    Common voice commands:   door open
                             door close
                             self destruct
~
P
@command~
{
  if(StrIsCmd(COMMAND,"say")) {
    if(StrIn(COMMAND,"door")&&StrIn(COMMAND,"open")) {
      CharAction(EVENT_THING,COMMAND);
      BLOCK_CMD=YES;
      SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_AUDIBLE,"^pThe Ship Computer responds \"Docking door open.\"");
      SendAction(WorldOf(100),TNULL,SEND_ROOM|SEND_VISIBLE,"^aThe docking door suddenly opens");
    }
    else {
      if(StrIn(COMMAND,"door")&&StrIn(COMMAND,"close")) {
        CharAction(EVENT_THING,COMMAND);
        BLOCK_CMD=YES;
        SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_AUDIBLE,"^pThe Ship Computer responds \"Docking door closed.\"");
        SendAction(WorldOf(100),TNULL,SEND_ROOM|SEND_VISIBLE,"^aThe docking door suddenly slams shut");
      }
      else {
        if(StrIn(COMMAND,"self")&&StrIn(COMMAND,"destruct")) {
          CharAction(EVENT_THING,COMMAND);
          BLOCK_CMD=YES;
          SendAction(EVENT_THING,TNULL,SEND_ROOM|SEND_SRC|SEND_AUDIBLE,"^pThe Ship Computer responds \"Sorry, I\'m not ready to die yet.\"");
        }
      }
    }
  }
}~
S
#160
Eclipse Engine Room~
  You are in the engine room of the space transport vessel Eclipse. There is 
a bunch of cool engine stuff here but, try as you might, you can't figure 
out what any of it is for (nor can you seem to pry any of it lose. Bummer.) 
~
1 0 INDOORS
D3
~
~
0 -1 100
S
#161
Restricted Hallway~
  You are in a dimly-lit hallway leading south from the virtual reality
training room, and then turning west to the equipment stores. There are
alarms and red lights along the sides of the hallway, inferring your 
presence is not appreciated!
~
1 0 INDOORS
D3
~
~
0 -1 162
D0
~
door~
ISDOOR|PICKPROOF|LOCKED|CLOSED -1 119
S
#162
Equipment Stores~
  You are in a huge warehouse of war! Instruments of destruction line the
walls in neat rows. Huge piles of armor crowd the corners. Endless rows of
shelves are stocked to the roof with ammo of every sort and size.
~
1 0 INDOORS
D1
~
~
0 -1 161
D0
A glass partition
~
glass partition~
ISDOOR|PICKPROOF|LOCKED|CLOSED -1 120
S
#163
Virtual Reality Training~
  The light is dim in here. The air feels cool and crisp. There are VR 
booths branching off North, East, and West, but they are all turned off. 
There is a sign on the wall. 
~
1 NOWEATHER INDOORS
D3
~
~
0 -1 257
D1
~
~
0 -1 258
D0
~
~
0 -1 169
D2
~
~
0 -1 119
E
sign wall~
The sign reads:
                      Trajaki Battle Trainer
                  Temporarily Closed for Repair
~
S
#164
Virtual Reality Fantasy Training Simulation~
  The light is dim in here. The air warm and humid from the many bodies 
present in the room. There are VR machines all over the place, many with 
people in them. 
~
1 NOWEATHER INDOORS
D3
~
~
0 -1 119
S
#165
Merr's Plenuka Shop~
  This is a quaint little cafe just off of the Embassy Centre. The place is 
very clean and has exceptionally trendy decor. There is a menu written in blue
and green mounted on one wall. There's a tiny counter at the back of the 
cafe, presumably where you order your Plenuka.
~
1 0 CITY-OUTSIDE
D1
~
~
0 -1 151
E
menu blue green~

                        ^GMerr's Menu - Yumm!

                   ^c           Galupso 
                   ^c       Bavarian Danish
                   ^c            Koffi 
                   ^c           Plenuka 
                   ^c        Chocolate Bar 

                   ^GPlease type "buy" for pricing.
~
S
#166
Outer Space (Vacuum)~
  You are floating in the void of outer-space. Unfortunately, Anomaly Station
security zapp-traps blast you into a billion specs of dust.
~
1 DEATHTRAP|NOMOB VACUUM
S
#167
Outer Space~
  Oh bummer, you just had to do it. Well, you left the shuttle and entered 
the great void. Unfortunately, you drift off into space never to be seen 
again. Maybe next time you'll stay where it's safe! 
~
1 DEATHTRAP|NOMOB VACUUM
S
#168
Outer Space (Vacuum)~
  You are in the void of outer-space. You are barely gripping onto the 
Anomaly dock with white knuckles! The Anomaly is to the west of you. 
~
1 NOMOB VACUUM
D3
~
door docking~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 5001
S
#169
Virtual Reality Training~
  The light is dim in here. The air feels cool and crisp. There are VR 
booths branching off South, East, and West, but they are all turned off. 
~
1 DARK|NOWEATHER INDOORS
D3
~
~
0 -1 259
D1
~
~
0 -1 260
D2
~
~
0 -1 163
S
#170
Shuttle Bertha~
  You are in a small shuttle craft ferrying people and supplies between the
the anomaly (Dock 2) and the station (Docking Bay Beta).
~
1 NOMOB INDOORS
D1
~
door docking~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 167
D3
~
door docking~
ISDOOR|LOCKED|ELECTRONIC -1 5001
P
@idle~
{
  int state;
  str var;
  thing dock, shuttle;
  exit dockexit, shtlexit;
  var="ShuttlePosition";
  state=PropertyGetInt(CODE_THING,var);
  if(state==0) {
    dock=WorldOf(102);
    shuttle=WorldOf(170);
    SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Bertha docked at Anomaly Station.\n");
    SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_VISIBLE,"^aThe docking door rolls open.\n");
    SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Bertha docked. Now boarding for the Anomaly.\n");
    SendAction(dock,TNULL,SEND_ROOM|SEND_VISIBLE,"^aThe docking door rolls open.\n");
    dockexit=ExitDir(dock,EDIR_WEST);
    shtlexit=ExitDir(shuttle,EDIR_EAST);
    ExitSetWorld(dockexit,shuttle);
    ExitSetFlag(dockexit,(ExitGetFlag(dockexit)|EF_CLOSED)\EF_CLOSED);
    ExitSetWorld(shtlexit,dock);
    ExitSetFlag(shtlexit,(ExitGetFlag(shtlexit)|EF_CLOSED)\EF_CLOSED);
    dock=WorldOf(5001);
    shuttle=WorldOf(171);
    SendAction(shuttle,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Martha docked at Dock 2.\n");
    SendAction(shuttle,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door slides open.\n");
    SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Martha docked. Now boarding for Anomaly Station.\n");
    SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door slides open.\n");
    dockexit=ExitDir(dock,EDIR_EAST);
    shtlexit=ExitDir(shuttle,EDIR_WEST);
    ExitSetWorld(dockexit,shuttle);
    ExitSetFlag(dockexit,(ExitGetFlag(dockexit)|EF_CLOSED)\EF_CLOSED);
    ExitSetWorld(shtlexit,dock);
    ExitSetFlag(shtlexit,(ExitGetFlag(shtlexit)|EF_CLOSED)\EF_CLOSED);
    PropertySetInt(CODE_THING,var,1);
    ThingSetIdleWait(CODE_THING,10);
  }
  else {
    if(state==1) {
      dock=WorldOf(102);
      shuttle=WorldOf(170);
      SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Bertha leaving Anomaly Station.\n");
      SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door rolls closed. \n");
      SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Bertha leaving Anomaly Station.\n");
      SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door rolls closed. \n");
      dockexit=ExitDir(dock,EDIR_WEST);
      shtlexit=ExitDir(shuttle,EDIR_EAST);
      ExitSetWorld(dockexit,WorldOf(166));
      ExitSetFlag(dockexit,ExitGetFlag(dockexit)|EF_CLOSED);
      ExitSetWorld(shtlexit,WorldOf(167));
      ExitSetFlag(shtlexit,ExitGetFlag(shtlexit)|EF_CLOSED);
      dock=WorldOf(5001);
      shuttle=WorldOf(171);
      SendAction(shuttle,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Martha leaving Dock 2.\n");
      SendAction(shuttle,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door slides closed.\n");
      SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Martha leaving Dock 2.\n");
      SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door slides closed.\n");
      dockexit=ExitDir(dock,EDIR_EAST);
      shtlexit=ExitDir(shuttle,EDIR_WEST);
      ExitSetWorld(dockexit,WorldOf(168));
      ExitSetFlag(dockexit,ExitGetFlag(dockexit)|EF_CLOSED);
      ExitSetWorld(shtlexit,WorldOf(167));
      ExitSetFlag(shtlexit,ExitGetFlag(shtlexit)|EF_CLOSED);
      PropertySetInt(CODE_THING,var,2);
      ThingSetIdleWait(CODE_THING,4);
    }
    else {
      if(state==2) {
        dock=WorldOf(5001);
        shuttle=WorldOf(170);
        SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Bertha docked at Dock 2.\n");
        SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door grinds open.\n");
        SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Bertha docked. Now boarding for Anomaly Station.\n");
        SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door grinds open.\n");
        dockexit=ExitDir(dock,EDIR_EAST);
        shtlexit=ExitDir(shuttle,EDIR_WEST);
        ExitSetWorld(dockexit,shuttle);
        ExitSetFlag(dockexit,(ExitGetFlag(dockexit)|EF_CLOSED)\EF_CLOSED);
        ExitSetWorld(shtlexit,dock);
        ExitSetFlag(shtlexit,(ExitGetFlag(shtlexit)|EF_CLOSED)\EF_CLOSED);
        dock=WorldOf(102);
        shuttle=WorldOf(171);
        SendAction(shuttle,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Martha docked at Anomaly Station.\n");
        SendAction(shuttle,TNULL,SEND_ROOM|SEND_VISIBLE,"^aThe docking door jerks open.\n");
        SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Martha docked. Now boarding for the Anomaly.\n");
        SendAction(dock,TNULL,SEND_ROOM|SEND_VISIBLE,"^aThe docking door jerks open.\n");
        dockexit=ExitDir(dock,EDIR_WEST);
        shtlexit=ExitDir(shuttle,EDIR_EAST);
        ExitSetWorld(dockexit,shuttle);
        ExitSetFlag(dockexit,(ExitGetFlag(dockexit)|EF_CLOSED)\EF_CLOSED);
        ExitSetWorld(shtlexit,dock);
        ExitSetFlag(shtlexit,(ExitGetFlag(shtlexit)|EF_CLOSED)\EF_CLOSED);
        PropertySetInt(CODE_THING,var,3);
        ThingSetIdleWait(CODE_THING,10);
      }
      else {
        if(state==3) {
          dock=WorldOf(5001);
          shuttle=WorldOf(170);
          SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Bertha leaving Dock 2.\n");
          SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door grinds closed.\n");
          SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Bertha leaving Dock 2.\n");
          SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door grinds closed.\n");
          dockexit=ExitDir(dock,EDIR_EAST);
          shtlexit=ExitDir(shuttle,EDIR_WEST);
          ExitSetWorld(dockexit,WorldOf(168));
          ExitSetFlag(dockexit,ExitGetFlag(dockexit)|EF_CLOSED);
          ExitSetWorld(shtlexit,WorldOf(167));
          ExitSetFlag(shtlexit,ExitGetFlag(shtlexit)|EF_CLOSED);
          dock=WorldOf(102);
          shuttle=WorldOf(171);
          SendAction(shuttle,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Martha leaving Anomaly Station.\n");
          SendAction(shuttle,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door jerks closed. \n");
          SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^y<bing> ^GShuttle Martha leaving Anomaly Station.\n");
          SendAction(dock,TNULL,SEND_ROOM|SEND_AUDIBLE,"^aThe docking door jerks closed. \n");
          dockexit=ExitDir(dock,EDIR_WEST);
          shtlexit=ExitDir(shuttle,EDIR_EAST);
          ExitSetWorld(dockexit,WorldOf(166));
          ExitSetFlag(dockexit,ExitGetFlag(dockexit)|EF_CLOSED);
          ExitSetWorld(shtlexit,WorldOf(167));
          ExitSetFlag(shtlexit,ExitGetFlag(shtlexit)|EF_CLOSED);
          PropertySetInt(CODE_THING,var,0);
          ThingSetIdleWait(CODE_THING,4);
        }
        else {
          PropertySetInt(CODE_THING,var,0);
          ThingSetIdleWait(CODE_THING,1);
        }
      }
    }
  }
}~
P
ShuttlePosition~
3~
S
#171
Shuttle Martha~
  You are in a small shuttle craft ferrying people and supplies between the
the anomaly (Dock 2) and the station (Docking Bay Beta).
~
1 NOMOB INDOORS
D1
~
door docking~
ISDOOR|LOCKED|ELECTRONIC -1 102
D3
~
door docking~
ISDOOR|LOCKED|CLOSED|ELECTRONIC -1 167
S
#172
Outer Space (Vacuum)~
  You are just outside Shuttle Bay Delta, floating in the void of space. You 
are holding on to the station for dear life. The bay (and safety) is up. 
~
1 NOMOB VACUUM
D0
Alongside the station 
~
~
0 -1 174
D1
A security Zapp-trap 
~
~
0 -1 166
D2
A security Zapp-trap 
~
~
0 -1 166
D3
A security Zapp-trap 
~
~
0 -1 166
D4
Shuttle Bay Delta docking door 
~
door docking~
ISDOOR|LOCKED|CLOSED|ELECTRONIC 100 105
D5
Outer Space 
~
~
0 -1 173
S
#173
Outer Space (Vacuum)~
  Whoops! You are floating in the void of space with no way to reach 
safety. You are destined to float around like a piece of space-garbage
for 100 million years. I would suggest you get comfortable.
~
1 DEATHTRAP|NOMOB VACUUM
S
#174
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
A security Zapp-trap 
~
~
0 -1 166
D2
Along side the station 
~
~
0 -1 172
D3
Along side the station 
~
~
0 -1 175
D5
Outer Space 
~
~
0 -1 173
S
#175
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 176
D1
Along side the station 
~
~
0 -1 174
D2
A security Zapp-trap 
~
~
0 -1 166
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#176
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. To the west is Access Shaft 1 leading down to 
Habitat 1. Carefull, there's nothing to hold on to along the Access Shaft. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 177
D1
Along side the station 
~
~
0 -1 198
D2
Along side the station 
~
~
0 -1 175
D5
Outer Space 
~
~
0 -1 173
S
#177
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Along side the station 
~
~
0 -1 178
D2
Along side the station 
~
~
0 -1 176
D3
Along side the station 
~
~
0 -1 196
D5
Outer Space 
~
~
0 -1 173
S
#178
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Along side the station 
~
~
0 -1 179
D2
A security Zapp-trap 
~
~
0 -1 166
D3
Along side the station 
~
~
0 -1 177
D5
Outer Space 
~
~
0 -1 173
S
#179
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Along side the station 
~
~
0 -1 180
D2
Along side the station 
~
~
0 -1 195
D3
Along side the station 
~
~
0 -1 178
D5
Outer Space 
~
~
0 -1 173
S
#180
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. To the south lies Access Shaft 2 leading down to 
Habitat 2. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 181
D1
A security Zapp-trap 
~
~
0 -1 166
D2
A security Zapp-trap 
~
~
0 -1 166
D3
Along side the station 
~
~
0 -1 179
D5
Outer Space 
~
~
0 -1 173
S
#181
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 182
D1
A security Zapp-trap 
~
~
0 -1 166
D2
Along side the station 
~
~
0 -1 180
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#182
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Along side the station 
~
~
0 -1 200
D2
Along side the station 
~
~
0 -1 181
D3
Along side the station 
~
~
0 -1 183
D5
Outer Space 
~
~
0 -1 173
S
#183
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Along side the station 
~
~
0 -1 182
D2
Along side the station 
~
~
0 -1 184
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#184
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 183
D1
A security Zapp-trap 
~
~
0 -1 166
D2
A security Zapp-trap 
~
~
0 -1 166
D3
Along side the station 
~
~
0 -1 185
D5
Outer Space 
~
~
0 -1 173
S
#185
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 186
D1
Along side the station 
~
~
0 -1 184
D2
A security Zapp-trap 
~
~
0 -1 166
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#186
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 187
D1
A security Zapp-trap 
~
~
0 -1 166
D2
Along side the station 
~
~
0 -1 185
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#187
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
Hatch 1 
~
~
0 -1 188
D1
A security Zapp-trap 
~
~
0 -1 166
D2
Along side the station 
~
~
0 -1 186
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#188
Outer Space - Hatch 1 (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. 
Engineering Access Hatch 1 lies directly above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Along side the station 
~
~
0 -1 189
D2
Along side the station 
~
~
0 -1 187
D3
Along side the station 
~
~
0 -1 194
D4
Hatch 1 
~
door hatch~
ISDOOR|CLOSED|ELECTRONIC -1 204
D5
Outer Space 
~
~
0 -1 173
S
#189
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Hatch 2 
~
~
0 -1 190
D2
A security Zapp-trap 
~
~
0 -1 166
D3
Hatch 1 
~
~
0 -1 188
D5
Outer Space 
~
~
0 -1 173
S
#190
Outer Space - Hatch 2 (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. 
Engineering Access Hatch 2 lies directly above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Along side the station 
~
~
0 -1 191
D2
A security Zapp-trap 
~
~
0 -1 166
D3
Along side the station 
~
~
0 -1 189
D4
Hatch 2 
~
door hatch~
ISDOOR|CLOSED|ELECTRONIC -1 204
D5
Outer Space 
~
~
0 -1 173
S
#191
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Hatch 3 
~
~
0 -1 192
D2
A security Zapp-trap 
~
~
0 -1 166
D3
Hatch 2 
~
~
0 -1 190
D5
Outer Space 
~
~
0 -1 173
S
#192
Outer Space - Hatch 3 (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. 
Engineering Access Hatch 3 lies directly above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Along side the station 
~
~
0 -1 203
D2
A security Zapp-trap 
~
~
0 -1 166
D3
Along side the station 
~
~
0 -1 191
D4
Hatch 3 
~
door hatch~
ISDOOR|CLOSED|ELECTRONIC -1 205
D5
Outer Space 
~
~
0 -1 173
S
#193
Outer Space - Hatch 4 (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. 
Engineering Access Hatch 4 lies directly above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Along side the station 
~
~
0 -1 194
D2
A security Zapp-trap 
~
~
0 -1 166
D3
Along side the station 
~
~
0 -1 203
D4
Hatch 4 
~
door hatch~
ISDOOR|CLOSED|ELECTRONIC -1 204
D5
Outer Space 
~
~
0 -1 173
S
#194
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D3
~
~
0 -1 193
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Hatch 1 
~
~
0 -1 188
D2
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#195
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. To the east lies Access Shaft 2 leading down to 
Habitat 2 and the business sector. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 179
D1
A security Zapp-trap 
~
~
0 -1 166
D2
A security Zapp-trap 
~
~
0 -1 166
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#196
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. To the south lies Access Shaft 1 leading down to 
Habitat 1. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 197
D1
Along side the station 
~
~
0 -1 177
D2
A security Zapp-trap 
~
~
0 -1 166
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#197
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
A security Zapp-trap 
~
~
0 -1 166
D2
Along side the station 
~
~
0 -1 196
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#198
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
A security Zapp-trap 
~
~
0 -1 166
D2
Along side the station 
~
~
0 -1 199
D3
Along side the station 
~
~
0 -1 176
D5
Outer Space 
~
~
0 -1 173
S
#199
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 198
D1
A security Zapp-trap 
~
~
0 -1 166
D2
A security Zapp-trap 
~
~
0 -1 166
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#200
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
A security Zapp-trap 
~
~
0 -1 166
D2
Along side the station 
~
~
0 -1 201
D3
Along side the station 
~
~
0 -1 182
D5
Outer Space 
~
~
0 -1 173
S
#201
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 200
D1
A security Zapp-trap 
~
~
0 -1 166
D2
Along side the station 
~
~
0 -1 202
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#202
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
Along side the station 
~
~
0 -1 201
D1
A security Zapp-trap 
~
~
0 -1 166
D2
A security Zapp-trap 
~
~
0 -1 166
D3
A security Zapp-trap 
~
~
0 -1 166
D5
Outer Space 
~
~
0 -1 173
S
#203
Outer Space (Vacuum)~
  You are on the outside of Anomaly Station... holding on for dear life. The 
station looms above you. 
~
1 NOMOB VACUUM
D0
A security Zapp-trap 
~
~
0 -1 166
D1
Hatch 4 
~
~
0 -1 193
D2
A security Zapp-trap 
~
~
0 -1 166
D3
Hatch 3 
~
~
0 -1 192
D5
Outer Space 
~
~
0 -1 173
S
#204
Inside Engineering Hatch~
  You made it... only to be vaporized by a security zapp-trap just inside
the hatch door. Ouch.
~
1 DEATHTRAP|NOMOB INDOORS
S
#205
Engineering Access Hatch 3~
  You are inside Engineering Access Hatch 3. Space, the great void, lies 
directly above you. The access tunnel continues down. Just inside the hatch 
you find the charred remains of a security zapp-trap. Nervous yet? 
~
1 NOMOB INDOORS
D4
Outer Space (Vacuum) 
~
door hatch~
ISDOOR|CLOSED|ELECTRONIC -1 192
D5
Access tunnel 
~
~
0 -1 206
S
#206
Access Tunnel~
  You are inside an Engineering Access Tunnel. The tunnel drops down to a 
catwalk below. Above you the tunnel leads to a hatch. (This is where you'll 
want to use 'scan') 
~
1 0 INDOORS
D4
hatch 
~
~
0 -1 205
D5
catwalk 
~
~
0 -1 207
S
#207
Catwalk~
  You are on a catwalk running high overhead the sewage treatment centre. 
Phew - and you REALLY REALLY know it! Whoah, what a stink! That alien crap 
really kicks up an odour. Oh my! High above your head is an engineering 
access shaft - which is too high for you to get to. 
~
1 0 INDOORS
D0
~
~
0 -1 208
D1
10-meter drop INTO a putrid festering vat of alien sewage 
~
~
0 -1 200
D2
~
~
0 -1 210
S
#208
Catwalk~
  You are on a catwalk running high overhead the sewage treatment centre. 
Wow, you really should get out of here. Either that or find yourself a gas 
mask. 
~
1 0 INDOORS
D1
~
~
0 -1 209
D2
~
~
0 -1 207
S
#209
Catwalk~
  You are on a catwalk running high overhead the sewage treatment centre. 
From this angle you get a good view of the huge sewage vats to the south. An 
air vent to the north draws the stench form the vats right past you. (IE: 
you get a GOOD WHIF of the sewage vats as well.) 
~
1 0 INDOORS
D0
Air vent 
~
air vent~
ISDOOR|CLOSED -1 245
D2
10-meter drop INTO a putrid festering vat of alien sewage 
~
~
0 -1 212
D3
~
~
0 -1 208
S
#210
Catwalk~
  You are on a catwalk running high overhead the sewage treatment centre. 
There's a door (an excape from this stench) to the south,... if you can 
just... make... it... 
~
1 0 INDOORS
D0
~
~
0 -1 207
D1
10-meter drop INTO a putrid festering vat of alien sewage 
~
~
0 -1 212
D2
Sewage Centre door 
~
door sewage centre~
ISDOOR|CLOSED -1 211
S
#211
Observation Room~
  You are in a small observation room. Windows to the north and east 
overlook two huge vats of festering sewage. There are doors to the north and 
south of you. There's a sign on the north door. 
~
1 NOMOB INDOORS
D0
~
door catwalk~
ISDOOR|CLOSED -1 210
D2
~
door hallway~
ISDOOR|CLOSED -1 215
E
sign door~
The sign is written in LARGE black print and reads: 

                   KEEP THIS DOOR CLOSED AT ALL TIMES! 
                 ON PAIN OF DEATH! CLOSED CLOSED CLOSED! 
                             CLOSE OR DIE!

                                          -Engineering
~
S
#212
Sewage Vat~
  You are up to your armpits in festering gross putrid sewage. You can feel
it seeping into your boots. EEEWWW. You're sinking, sinking, sinking...
Your last thought as you become submerged is, "What a way to go."
~
1 DEATHTRAP|NOMOB INDOORS
S
#213
Hallway~
  You are in a bland hallway with irritating florescent lighting. 
~
1 0 INDOORS
D2
Galactic Communications Room 
~
door local area communications~
ISDOOR|CLOSED -1 214
D3
~
~
0 -1 215
S
#214
Galactic Communications Room~
  You are in the centre for the inter-stellar communcations network. This 
room is the hub for Gal-Civ communications. Actually, everyone but the 
Anomaly Station Administration maintains their own links with the outside 
world, but Admin likes to THINK this is the hub for Gal-Civ communications. 
~
1 0 INDOORS
D0
~
door~
ISDOOR|CLOSED -1 213
S
#215
Hallway~
  You are in a bland hallway with irritating florescent lighting. 
~
1 0 INDOORS
D0
~
door~
ISDOOR|CLOSED -1 211
D1
~
~
0 -1 213
D3
~
~
0 -1 221
S
#216
Docking Control Room~
  This is the control area where shuttle and space ship docking is 
organized. Approach vectors, ship trajectories, it's all controlled from 
this very room. Looking around at the coffee stains and general disarray, 
you feel lucky to have arrived safely. 
~
1 0 INDOORS
D0
~
door~
ISDOOR|CLOSED -1 221
D3
~
door~
ISDOOR|CLOSED -1 226
S
#217
Observation Room~
  You are in a small observation room. Windows to the north and west allow 
you to look down onto the power generation facilities for Anomaly Station. 
~
1 NOMOB INDOORS
D0
~
catwalk~
ISDOOR|CLOSED -1 218
D2
~
door hallway~
ISDOOR|CLOSED -1 221
S
#218
Catwalk~
  You are on a catwalk running high overhead the power generation 
facilities. 
~
1 0 INDOORS
D0
~
~
0 -1 219
D2
~
~
ISDOOR|CLOSED -1 217
S
#219
Catwalk~
  You are on a catwalk running high overhead the power generation 
facilities. 
~
1 0 INDOORS
D0
~
~
0 -1 220
D2
~
~
0 -1 218
S
#220
Catwalk~
  You are on a catwalk running high overhead the power generation 
facilities. 
~
1 0 INDOORS
D2
~
~
0 -1 219
S
#221
Hallway~
  You are in a bland hallway with irritating florescent lighting. 
~
1 0 INDOORS
D0
~
door~
ISDOOR|CLOSED -1 217
D1
~
~
0 -1 215
D2
~
door~
ISDOOR|CLOSED -1 216
D3
~
~
0 -1 222
S
#222
Stairway~
  You are in a bland hallway with irritating florescent lighting. Stairs 
lead down. 
~
1 0 INDOORS
D1
~
~
0 -1 221
D5
~
~
0 -1 223
S
#223
Stairway~
  You are in a bland hallway with irritating florescent lighting. Stairs 
lead up. 
~
1 0 INDOORS
D1
~
~
0 -1 224
D4
~
~
0 -1 222
S
#224
Hallway~
  You are in a bland hallway with irritating florescent lighting. 
~
1 0 INDOORS
D0
~
door~
ISDOOR|CLOSED -1 233
D1
~
~
0 -1 225
D2
~
~
ISDOOR|CLOSED -1 113
D3
~
~
0 -1 223
S
#225
Hallway~
  You are in a bland hallway with irritating florescent lighting. There is a 
note on the door to the north. 
~
1 0 INDOORS
D0
~
door~
ISDOOR|CLOSED -1 227
D3
~
~
0 -1 224
E
sign door~
The sign is written in LARGE black print and reads: 

                   KEEP THIS DOOR CLOSED AT ALL TIMES! 
                 ON PAIN OF DEATH! CLOSED CLOSED CLOSED! 
                             CLOSE OR DIE!

                                          -Engineering
~
S
#226
Local Area Communications Centre~
  This is where all local Anomaly Station communications are run from. 
Actually, the humans running the comm service are so unreliable, everyone 
maintains their own communications network. This room is used mostly for 
storage. 
~
1 0 INDOORS
D1
~
door~
ISDOOR|CLOSED -1 216
S
#227
Sewage treatment plant floor~
  You have the joy and pleasure of seeing - close up - the sewage treatment 
facilities for Anomaly Station. Actually, the stench is so bad, your eyes 
are watering and you can hardly see anything at all. You nose is burning so 
much you fear it might fall off. 
~
1 NOMOB INDOORS
D0
~
~
0 -1 229
D1
~
~
0 -1 228
D2
~
door~
ISDOOR|CLOSED -1 225
S
#228
Sewage treatment plant floor~
  You are in the south-east corner of the sewage treatment plant. And boy do 
you know it! A huge vat of sewage looms to the north-west. 
~
1 0 INDOORS
D0
~
~
0 -1 230
D3
~
~
0 -1 227
S
#229
Sewage treatment plant floor~
  You are along the west wall of the sewage treatment plant. You can see a 
catwalk above you. To the north-east and south-east loom huge vats of 
you-don't-want-to-know. You wish you were born without a nose right now. 
~
1 0 INDOORS
D0
~
~
0 -1 231
D1
~
~
0 -1 230
D2
~
~
0 -1 227
S
#230
Sewage treatment plant floor~
  You are at the east wall of the sewage treatment centre. Two huge vats 
loom to the north-west and south-west. A horrible clowd of putrid stench 
looms, well, everywhere. 
~
1 0 INDOORS
D0
~
~
0 -1 232
D2
~
~
0 -1 228
D3
~
~
0 -1 229
S
#231
Sewage treatment plant floor~
  You are at the north-west corner of the sewage treatment plant. I don't 
think you need to be told again how bad it smells in here. A huge vat of 
gross-stuff lies to the south-east. There's a catwalk far above you. 
~
1 0 INDOORS
D1
~
~
0 -1 232
D2
~
~
0 -1 229
S
#232
Sewage treatment plant floor~
  You are in the north-east corner of the sewage treatment plant. A huge vat 
of horrible disgustingness lies to the south-west. You are gaging. 
~
1 0 INDOORS
D2
~
~
0 -1 230
D3
~
~
0 -1 231
S
#233
Power plant floor~
  You are in the south-east corner of the power plant. To the north and west 
the roof opens up. It's noisy in here. Ouch. There's a large warning sign 
here. 
~
1 0 INDOORS
D0
WARNING: High density electromagnetic fields 
~
~
0 -1 234
D2
~
door~
ISDOOR|CLOSED -1 224
D3
~
~
0 -1 240
E
sign warning~
The warning sign reads: 

                 CAUTION! EXTREMELY HIGH VOLTAGE
               DANGEROUS ELECTROMAGNETIC RADIATION
                      THINK SAFETY FIRST
                           BE SMART
                   LOOK AHEAD BEFORE MOVING
~
S
#234
High density electromagnet fields~
  You have walked right past a sign warning you about high density
electromagnetic fields. Tsk tsk. You are currently stuck to the side
of a power generation unit -- emmiting magnetic fields strong enough
to hold you to it. Every bi-polar water molecule in your body is aligned.
Too bad this situation isn't conducive to healthy brain activity.
~
1 DEATHTRAP|NOMOB INDOORS
S
#235
High voltage power cables~
  You have walked right into some exposed high voltage power cables. 
You are KFC. 
~
1 DEATHTRAP|NOMOB INDOORS
S
#236
Power plant floor~
  You are in the north-east corner of the power generation room. Your hair 
is standing up from the electromagnetic fields. Spooky. 
~
1 0 INDOORS
D2
WARNING: High density electromagnetic fields 
~
~
0 -1 234
D3
~
~
0 -1 237
S
#237
Power plant floor~
  You are along the north wall of the power generation room. Your ears hurt 
from all the noise. 
~
1 0 INDOORS
D1
~
~
0 -1 236
D2
WARNING: High voltage power cables 
~
~
0 -1 235
D3
~
~
0 -1 244
S
#238
Power plant floor~
  You are in the middle of the power generation room. You stand right beside 
the power conversion unit, with raw power generation units to the 
north-west, north-east and south-west. 
~
1 0 INDOORS
D0
WARNING: High voltage power cables 
~
~
0 -1 235
D2
WARNING: High density electromagnetic fields 
~
~
0 -1 234
D3
~
~
0 -1 243
S
#239
Power plant floor~
  You are in the middle of the power generation room. You stand right beside 
the power conversion unit, with raw power generation units to the 
north-west, south-east and south-west. 
~
1 0 INDOORS
D0
WARNING: High density electromagnetic fields 
~
~
0 -1 234
D2
WARNING: High voltage power cables 
~
~
0 -1 235
D3
~
~
0 -1 242
S
#240
Power plant floor~
  You are along the south wall of the power generation room. Oooo, you can 
FEEL the electricity. (pun intended - bad one, I know) 
~
1 0 INDOORS
D0
WARNING: High voltage power cables 
~
~
0 -1 235
D1
~
~
0 -1 233
D3
~
~
0 -1 241
S
#241
Power plant floor~
  You are at the south-west corner of the power generation room. Your nose 
is starting to hurt from the electromagnetic fields. It's hard to 
concentrate. Perhaps you'd better move on. 
~
1 0 INDOORS
D0
~
~
0 -1 242
D1
~
~
0 -1 240
S
#242
Power plant floor~
  You are along the west wall of the power generation room. Every hair on 
your body has become charged and is standing up. 
~
1 0 INDOORS
D0
~
~
0 -1 243
D1
~
~
0 -1 239
D2
~
~
0 -1 241
S
#243
Power plant floor~
  You are along the west wall of the power generation room. Someone has put 
a box of paper clips here. They have pulled them up and out of the box about 
20cm. The magnetic fields are so strong here that the paperclips have 
remained standing - magnetically attracted to one another. 
~
1 0 INDOORS
D0
~
~
0 -1 244
D1
~
~
0 -1 238
D2
~
~
0 -1 242
S
#244
Power plant floor~
  You are at the north-west corner of the power generation room. A huge 
power generation unit to the south-east is slowly leaking coolant fluid onto 
the floor. About 8 meters above you, you can see an air vent. 
~
1 0 INDOORS
D1
~
~
0 -1 237
D2
~
~
0 -1 243
S
#245
Air vent~
  You are inside an air vent. The air is whistling past you... so is the 
stench. 
~
1 0 INDOORS
D2
~
air vent~
ISDOOR|CLOSED -1 209
D3
~
~
0 -1 246
S
#246
Air vent~
  You are inside an air vent. Air from the east and west is being drawn into 
a filter to the south. 
~
1 0 INDOORS
D1
~
~
0 -1 245
D2
~
~
0 -1 248
D3
~
~
0 -1 247
S
#247
Air vent~
  You are inside an air vent. To the south you can look down into a huge 
power generation room. It looks to be a significant drop to the floor, but 
you think you can make it... with only a few broken bones. 
~
1 0 INDOORS
D1
~
~
0 -1 246
D2
~
air vent door~
ISDOOR|CLOSED -1 244
S
#248
Air vent~
  You are inside an air vent. Air from the east and west is being drawn into 
a filter to the south. Air is being drawn from the north and from above. The 
air is being sucked into a filter to the south. 
~
1 0 INDOORS
D0
~
~
0 -1 246
D4
~
~
0 -1 249
S
#249
Air vent~
  You are inside an air vent. Air from the south is being drawn down. 
~
1 0 INDOORS
D2
~
~
0 -1 250
D5
~
~
0 -1 248
S
#250
Air vent~
  You are inside an air vent. Air from the south is being drawn north. 
~
1 0 INDOORS
D0
~
~
0 -1 249
D2
~
~
0 -1 251
S
#251
Air vent~
  You are inside an air vent. You are directly above the Station Junction. 
You can see and hear people moving between the docking bays and the habitat 
access shafts. You also notice that the grate below you has zapp-traps 
monitoring it. 
~
1 NOMOB INDOORS
D1
~
~
0 -1 1412
D0
~
~
0 -1 250
D5
~
grate air vent door~
ISDOOR|CLOSED -1 252
S
#252
Station Junction~
  You are at the main junction joining Habitat 1, Habitat 2, and engineering.
As you jump down, you set off some zapp-traps. People watch silently as your
ashes drift slowly to the ground.
~
1 DEATHTRAP|NOMOB CITY-OUTSIDE
S
#253
Business Sector~
  You are in the business sector. To the north is the entrance to Guns'N'Stuff.
To the south is Protect-Your-Ass Body Armor Inc. Both establishments are fine, 
upstanding corporate citizens emphasizing the basic morals and principles
of Anomaly Station.
~
1 0 INDOORS
D0
~
~
0 -1 254
D1
~
~
0 -1 125
D2
~
~
0 -1 255
S
#254
Guns'N'Stuff~
  You are in Guns'N'Stuff. Few Anomaly explorers are not familiar with this 
store, if you get my meaning... 
~
1 NOTELEPORTOUT|NOTELEPORTIN INDOORS
D2
~
~
0 -1 253
S
#255
Protect-Your-Ass Body Armor Inc.~
  You are in the Anomaly Station franchise for Protect-Your-Ass Body Armor 
Inc. There is a definate "safe" feeling in here. 
~
1 NOTELEPORTOUT|NOTELEPORTIN INDOORS
D0
~
~
0 -1 253
S
#256
Lost-In-SPace Outdoors Store~
  LISP carries a complete line of outdoors equipment, just in case a 
mountain or jungle terrain suddenly pops up in the middle of outer space. 
The clothes are worn mainly by trendoids, and are suspected to be near 
useless in an actual outdoors setting. 
~
1 NOTELEPORTOUT|NOTELEPORTIN INDOORS
D3
~
~
0 -1 129
S
#257
Virtual Reality Trajaki Battle Simulation~
  The light is off in here. The air feels cool and crisp, silence of sound 
dampers fills your ears. There are multiple places around the room to sit 
and enjoy killing your friends. All the headsets are blank. 
~
1 DARK|NOWEATHER INDOORS
D1
~
~
0 -1 163
S
#258
Virtual Reality Booth~
  The light is off in here. The air feels cool and crisp, silence of sound 
dampers fills your ears. There are multiple places around the room to sit 
and enjoy killing your friends. All the headsets are blank. 
~
1 DARK|NOWEATHER INDOORS
D3
~
~
0 -1 163
S
#259
Virtual Reality Booth~
  The light is off in here. The air feels cool and crisp, silence of sound 
dampers fills your ears. There are multiple places around the room to sit 
and enjoy killing your friends. All the headsets are blank. 
~
1 DARK|NOWEATHER INDOORS
D1
~
~
0 -1 169
S
#260
Virtual Reality Booth~
  The light is off in here. The air feels cool and crisp, silence of sound 
dampers fills your ears. There are multiple places around the room to sit 
and enjoy killing your friends. All the headsets are blank. 
~
1 DARK|NOWEATHER INDOORS
D3
~
~
0 -1 169
S
#261
^bBig-^yO ^bCasino~
  You are in a large, luxurious gambling establishment. High stake slot 
machines are aligned in rows upon rows, just begging to give you 
money!^y(^GLook slots, for help^y) 
~
1 0 INDOORS
E
slots machines~
When you ^y<^Gpull^y> ^bthe ^y<^Ghandle^y>^b, the machine deducts your 100 Galciv credits and spins its three wheels swallowing your money. That's how the Station Administration controls inflation and makes their time here worthwhile.
Oh, sometimes the numbers on the wheels will sum up to 10, and then
you can actually get five times as much as you deposited. Or all three of them
will be the same and then you can get 50 times as much (guess how often that
happens).
All in all, please don't leave until you succeed... in spending all
your cash.~
P
@command~
{
  int w1, w2, w3, money, amount/* win if i) all three numbers are the same (50x), or ii) they sum up to 10 (5x)*/;
  amount=100;
  if(CMD_CMD=="deposit") {
    SendThing(EVENT_THING,"^bJust ^y<^Gpull^y> ^bthe ^y<^Ghandle^y>^B, dummy.\n");
    BLOCK_CMD=1;
    stop;
  }
  if(CMD_CMD=="pull") {
    if(CMD_SRCKEY!="handle") {
      SendThing(EVENT_THING,"^bPull what\?\n");
      BLOCK_CMD=1;
      stop;
    }
    if(CharGetMoney(EVENT_THING)<100) {
      SendAction(EVENT_THING,CODE_THING,SEND_ROOM|SEND_CAPFIRST,"^B$n tries to gamble but doesn\'t have enough money!\n");
      SendThing(EVENT_THING,"^bYou don\'t have enough ^rmoney ^bon you!\n");
      BLOCK_CMD=1;
      stop;
    }
    w1=Number(0,9);
    w2=Number(0,9);
    w3=Number(0,9);
    if((w1==w2)&&(w2==w3)) {
      SendAction(EVENT_THING,CODE_THING,SEND_ROOM|SEND_CAPFIRST,"^mBells sound as $n wins!\n");
      amount=amount*50;
      SendThingStr(EVENT_THING,"^bThe numbers are:^r %i^b,^r %i^b,^r %i^b.\n^gYou win^y %i^g GalCiv credits!\n",w1,w2,w3,amount);
      CharSetMoney(EVENT_THING,CharGetMoney(EVENT_THING)+amount);
      BLOCK_CMD=1;
      stop;
    }
    else {
      if(w1+w2+w3==10) {
        SendAction(EVENT_THING,CODE_THING,SEND_ROOM|SEND_CAPFIRST,"^BLights flash as $n wins!\n");
        amount=amount*5;
        SendThingStr(EVENT_THING,"^bThe numbers are:^r %i^b,^r %i^b,^r %i^b.\n^gYou win^y %i ^gGalCiv credits!\n",w1,w2,w3,amount);
        CharSetMoney(EVENT_THING,CharGetMoney(EVENT_THING)+amount);
        BLOCK_CMD=1;
        stop;
      }
    }
    SendAction(EVENT_THING,CODE_THING,SEND_ROOM|SEND_CAPFIRST,"^B$n pulls the handle and loses!\n");
    SendThingStr(EVENT_THING,"^bThe numbers are:^r %i^b, ^r%i^b,^r %i^b.\n^bYou just lost^R %i ^bGalCiv credits!^B Keep it up!\n",w1,w2,w3,amount);
    CharSetMoney(EVENT_THING,CharGetMoney(EVENT_THING)-amount);
    BLOCK_CMD=1;
  }
}~
S