#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