#8000 Circle of Initiation~ The walls, 50 feet apart across the diameter, are made of undecorated cement, as are the ceiling and floor. In fact, the only decoration this room contains is a large arch, to the north of the room. The arch is carved from pure marble, etched with markings and figures the like of which you have never seen, and likely never will again. It has what seems to be a shimmering doorway covering the entire area of it. Carved into the eastern arc of the room is a spiralling staircase, leading to the Sixth World University, a learning place for those new to the area. ~ 0 540 0 0 D0 ~ ~ 0 0 8001 0 5 4 0 D8 ~ ~ 0 0 1100 0 5 4 0 S #8001 Hall of Fighting~ From the walls hang various types of weapons and armor from various cultures and ages. A suit of early Renaissance field plate and an ancient Japanese katana are a few that you see amongst the many. The hall continues to the north, where you see numorous types of training equipment and mats for fighting. ~ 0 540 0 0 D0 ~ ~ 0 0 8002 0 5 4 0 D4 ~ ~ 0 0 8000 0 5 4 0 S #8002 Training room~ The walls are widely spaced, leaving plenty of room for all the equipment this room contains. Various target practice stations and practice weapons litter the room, and countless people train to survive the world of 2050. ~ 0 540 0 0 D0 ~ ~ 0 0 8009 0 5 4 0 D2 ~ ~ 0 0 8011 0 5 4 0 D4 ~ ~ 0 0 8001 0 5 4 0 D6 ~ ~ 0 0 8012 0 5 4 0 S #8003 Hall of Magic~ The walls here are as black as the deepest night, but still seem to glow with a strange power. Various foci and other magical tokens lay on shelves, or fastened directly to the wall by an unseen force. The room ahead to the north emits a strong aura -- one you can sense without having to astrally perceive. ~ 0 540 0 0 D0 ~ ~ 0 0 8004 0 5 4 0 D4 ~ ~ 0 0 8000 0 5 4 0 S #8004 Training room~ It is here that many new hermetic magicians come to find their first training. No advanced topics are even discussed here, as even attempting to control the magical forces involved would kill or cause most beginning magicians to go insane. In one half of the room, students are attempting casting some of their first spells, while the other half is divided among practice mats and both physical and mental development stations. ~ 0 540 0 0 D0 ~ ~ 0 0 8014 0 5 4 0 D2 ~ ~ 0 0 8017 0 5 4 0 D4 ~ ~ 0 0 8003 0 5 4 0 D6 ~ ~ 0 0 8016 0 5 4 0 S #8005 Hall of Technology~ The walls of the hallway are, in fact, not walls, but large display screens, showing different events throughout the Age of Technology. From the invention of the silicon microchip to the establishment of the Matrix, the downfall of the once-great Microsoft to the creation of cyberdecks, the screens show many of the important events in the history of computers. To the north, the familiar glow of computer displays is visible. ~ 0 540 0 0 D0 ~ ~ 0 0 8006 0 5 4 0 D4 ~ ~ 0 0 8000 0 5 4 0 S #8006 Training room~ The room is divided between a massive network of computers and the practice and development areas. You see one student jacked to a cyberdeck, testing his neophyte skills in a simulated Matrix run. On the other side of the room, a few students are practicing the aim with various sorts of firearms. ~ 0 540 0 0 D0 ~ ~ 0 0 8019 0 5 4 0 D2 ~ ~ 0 0 8022 0 5 4 0 D4 ~ ~ 0 0 8005 0 5 4 0 D6 ~ ~ 0 0 8021 0 5 4 0 S #8007 Hall of Nature~ The dirt-colored walls are covered with paintings, depicting many of the shamanic spirits and guides. Totems float just beneath the ceiling, one for each of the urban and wilderness spirit guides. The room to the north is filled with a seemingly natural light, and others new to the ways of Nature train and practice necessary skills for survival in 2050. ~ 0 540 0 0 D0 ~ ~ 0 0 8008 0 5 4 0 D4 ~ ~ 0 0 8000 0 5 4 0 S #8008 Training room~ This rather large room is dedicated to teaching the basics to neophyte shamans. Half of this lavishly decorated room is used to teach beginners how to channel the power of their totem. More vulgar forms of fighting are taught, as well, such as unarmed combat and firearms. ~ 0 540 0 0 D0 ~ ~ 0 0 8024 0 5 4 0 D2 ~ ~ 0 0 8027 0 5 4 0 D4 ~ ~ 0 0 8007 0 5 4 0 D6 ~ ~ 0 0 8026 0 5 4 0 S #8009 Exit~ To the north is the lobby, which in turn exits to outside. The training room spreads to the west, south, and east, and numerous other students train under the watchful eyes of the teachers. ~ 0 540 0 0 D0 ~ ~ 0 0 8029 0 5 4 0 D2 ~ ~ 0 0 8010 0 5 4 0 D4 ~ ~ 0 0 8002 0 5 4 0 D6 ~ ~ 0 0 8013 0 5 4 0 S #8010 Basic equipment~ In this corner of the room, a small store has been set up to sell the basic equipment that beginning runners need to survive. ~ 0 540 0 0 D4 ~ ~ 0 0 8011 0 5 4 0 D6 ~ ~ 0 0 8009 0 5 4 0 S #8011 Practice area~ Practice mats and equipment of endless sorts lay strewn about this area. Soundproof rooms are used for the skills that do not require any sort of equipment to be taught. ~ 0 540 0 0 D0 ~ ~ 0 0 8010 0 5 4 0 D6 ~ ~ 0 0 8002 0 5 4 0 S #8012 Information~ This station has been set up so that knowledge can more easily be spread among runners. ~ 0 540 0 0 D0 ~ ~ 0 0 8013 0 5 4 0 D2 ~ ~ 0 0 8002 0 5 4 0 S #8013 Development area~ This station is equipped with the most effective equipment to develop both physical and mental attributes. Weight machines, heavy bags, and simsense machines are just a few of the many tools the trainers use. ~ 0 540 0 0 D2 ~ ~ 0 0 8009 0 5 4 0 D4 ~ ~ 0 0 8012 0 5 4 0 S #8014 Exit~ To the north is the lobby, which in turn exits to outside. The training room spreads to the west, south, and east, and numerous other students train under the watchful eyes of the teachers. ~ 0 540 0 0 D0 ~ ~ 0 0 8029 0 5 4 0 D2 ~ ~ 0 0 8015 0 5 4 0 D4 ~ ~ 0 0 8004 0 5 4 0 D6 ~ ~ 0 0 8018 0 5 4 0 S #8015 Basic equipment~ A small store has been established here to sell the basic survival needs that runners may have. ~ 0 540 0 0 D4 ~ ~ 0 0 8017 0 5 4 0 D6 ~ ~ 0 0 8014 0 5 4 0 S #8016 Spell experimentation area~ This area has been set up so that new magicians can safely practice new spells and not worry about the possible effects of a miscast. ~ 0 540 0 0 D0 ~ ~ 0 0 8018 0 5 4 0 D2 ~ ~ 0 0 8004 0 5 4 0 S #8017 Practice area~ Practice mats and equipment of endless sorts lay strewn about this area. Soundproof rooms are used for the skills that do not require any sort of equipment to be taught. ~ 0 540 0 0 D0 ~ ~ 0 0 8015 0 5 4 0 D6 ~ ~ 0 0 8004 0 5 4 0 S #8018 Development area~ This station is equipped with the most effective equipment to develop both physical and mental attributes. Weight machines, heavy bags, and simsense machines are just a few of the many tools the trainers use. ~ 0 540 0 0 D2 ~ ~ 0 0 8014 0 5 4 0 D4 ~ ~ 0 0 8016 0 5 4 0 S #8019 Exit~ To the north is the lobby, which in turn exits to outside. The training room spreads to the west, south, and east, and numerous other students train under the watchful eyes of the teachers. ~ 0 540 0 0 D0 ~ ~ 0 0 8029 0 5 4 0 D2 ~ ~ 0 0 8020 0 5 4 0 D4 ~ ~ 0 0 8006 0 5 4 0 D6 ~ ~ 0 0 8023 0 5 4 0 S #8020 Basic equipment~ A small store has been established here to sell the basic survival needs that runners may have. ~ 0 540 0 0 D4 ~ ~ 0 0 8022 0 5 4 0 D6 ~ ~ 0 0 8019 0 5 4 0 S #8021 Matrix terminal~ A small matrix system has been set up and is accessible here for new deckers to practice on. ~ 0 540 0 0 D0 ~ ~ 0 0 8023 0 5 4 0 D2 ~ ~ 0 0 8006 0 5 4 0 D10 ~ ~ 0 0 8033 0 5 4 0 S #8022 Practice area~ Practice mats and equipment of endless sorts lay strewn about this area. Soundproof rooms are used for the skills that do not require any sort of equipment to be taught. ~ 0 540 0 0 D0 ~ ~ 0 0 8020 0 5 4 0 D6 ~ ~ 0 0 8006 0 5 4 0 S #8023 Development area~ This station is equipped with the most effective equipment to develop both physical and mental attributes. Weight machines, heavy bags, and simsense machines are just a few of the many tools the trainers use. ~ 0 540 0 0 D2 ~ ~ 0 0 8019 0 5 4 0 D4 ~ ~ 0 0 8021 0 5 4 0 S #8024 Exit~ To the north is the lobby, which in turn exits to outside. The training room spreads to the west, south, and east, and numerous other students train under the watchful eyes of the teachers. ~ 0 540 0 0 D0 ~ ~ 0 0 8029 0 5 4 0 D2 ~ ~ 0 0 8025 0 5 4 0 D4 ~ ~ 0 0 8008 0 5 4 0 D6 ~ ~ 0 0 8028 0 5 4 0 S #8025 Basic equipment~ A small store has been established here to sell the basic survival needs that runners may have. ~ 0 540 0 0 D4 ~ ~ 0 0 8027 0 5 4 0 D6 ~ ~ 0 0 8024 0 5 4 0 S #8026 Spell experimentation area~ This area has been set up so that new shamans can safely practice new spells and not worry about the possible effects of a miscast. ~ 0 540 0 0 D0 ~ ~ 0 0 8028 0 5 4 0 D2 ~ ~ 0 0 8008 0 5 4 0 S #8027 Practice area~ Practice mats and equipment of endless sorts lay strewn about this area. Soundproof rooms are used for the skills that do not require any sort of equipment to be taught. ~ 0 540 0 0 D0 ~ ~ 0 0 8025 0 5 4 0 D6 ~ ~ 0 0 8008 0 5 4 0 S #8028 Development area~ This station is equipped with the most effective equipment to develop both physical and mental attributes. Weight machines, heavy bags, and simsense machines are just a few of the many tools the trainers use. ~ 0 540 0 0 D2 ~ ~ 0 0 8024 0 5 4 0 D4 ~ ~ 0 0 8026 0 5 4 0 S #8029 Lobby~ The lobby of the Neophytic Guild is a comfortable one. Soft, leather sofas line the walls, giving a good view of the large trid screen. The Guild is filled with many convenient luxuries: a private postal station, terminals connected to the city-wide CommNet, and a peaceful place to rest are just a few. ~ 0 540 0 0 D0 ~ ~ 0 0 8038 0 5 4 0 D2 ~ ~ 0 0 8031 0 5 4 0 D4 ~ ~ 0 0 8009 0 5 4 0 D6 ~ ~ 0 0 8032 0 5 4 0 D9 A small stairwell leads to the postal room. ~ ~ 0 0 8030 0 5 4 0 S #8030 Postal station~ The postal station is just a large computer database that helps to keep track of all the WPS mail that goes in and out of the Neophytic Guild each day. ~ 0 540 0 0 D8 The stairway leads back up to the lobby. ~ ~ 0 0 8029 0 5 4 0 S #8031 Entrance to the Neophytic Guild~ The entrance to the guild has no door - it instead consists of a narrow opening covered by a slightly-visible field of red light. The building itself is made of a greyish stone, and has no visible windows on this side of the building. ~ 0 4 0 0 D0 ~ ~ 0 0 2087 0 5 4 0 D6 ~ ~ 0 0 8029 0 5 4 0 S #8032 CommNet terminal~ A computer terminal has been placed here and is linked to Seattle's CommNet. ~ 0 28 0 0 D2 ~ ~ 0 0 8029 0 5 4 0 S #8033 Pyramid~ The pyramid is a typical representation of an Input/Output (I/O) Port, which control such devices as terminals and cyberdecks. You will always enter the Matrix by an I/O Port, although their appearance may vary. Your display in the Matrix is slightly different than it is normally. The C represents your Condition Monitor, which is your persona's health. The P represents your physical, as it does normally. This is useful when you come across Black ICs, which hurt your real body instead of your persona. Movement in the Matrix is much like it is normally, except that certain White ICs will block you from going a certain direction. This may or may not set the system into Passive or Active alert (the latter makes decker much more difficult and interesting, so beware of it!). ~ 0 131072 10 1 D2 ~ ~ 0 0 8034 0 5 4 0 S #8034 Communications chamber~ The walls of this room are filled with pulsating circuitry. This is but a simple Sub-Processor Unit (SPU), which basically serve as linking nodes, connecting to various nodes. Most of the time, there will be an Access or Barrier IC guarding the path to the CPU from an SPU. There are a few ways to defeat these ICs. The first is to attack them, by first loading the attack program to be used ("load attack", for instance), and then running it directed at the IC ("run attack ic"). Deception or Sleaze programs can also work. ~ 0 131072 11 3 D2 ~ ~ 0 0 8037 0 5 4 0 D4 ~ ~ 0 0 8035 0 5 4 0 D6 ~ ~ 0 0 8033 0 5 4 0 S #8035 Octagonal room~ This is the Central Processor Unit (CPU) of this system. The CPU is the center of every Matrix system, and each system can only have one. CPUs are generally guarded by White, sometimes even Grey or Black, Intrusion Countermeasures (ICs). Some systems have important, restricted nodes connected to the CPU, but not all. ~ 0 131072 11 5 D0 ~ ~ 0 0 8034 0 5 4 0 D6 ~ ~ 0 0 8036 0 5 4 0 S #8036 Cubical room~ This room is a large cube, filled with much smaller cubes which pulse with data and energy. This is an example of a Datastore (DS). It is here that organizations store data of various types, and these files can be sold anywhere from nothing to millions of nuyen. ~ 0 131072 10 0 D2 ~ ~ 0 0 8035 0 5 4 0 S #8037 Rectangular room~ This node is a Slave Node (SN). SNs generally appear as cubical rooms, but this may vary from system to system. SNs control small devices, such as coffee machines, security cameras, or even maglocked doors. This particular one is useless. ~ 0 131072 10 0 D6 ~ ~ 0 0 8034 0 5 4 0 S #8038 Reception area~ This is the reception area, where guests of the Guild are welcome to stay. This minor luxury is not free -- a small fee is charged so that the place may be kept in good shape. ~ 0 28 0 0 D4 A hallway leads to the lobby. ~ ~ 0 0 8029 0 5 4 0 S #8039 A small room~ It's not much to look at (only a bed and a small table decorate the place), but it's comfortable enough. ~ 0 28 0 0 D9 A spiral staircase leads down to the reception. ~ ~ 0 0 8038 0 5 4 0 S #8040 Hall of Combat~ The walls are decorated with various types of weapon foci, and the walls themselves are covered in writing, After reading a few lines of it, you realize the author of the lines to be Francis Daniels, the first physical adept. The hall leads to the north, and expands into a large training room. ~ 0 540 0 0 D0 ~ ~ 0 0 8041 0 5 4 0 D4 ~ ~ 0 0 8000 0 5 4 0 S #8041 Training Room~ The walls are widely spaced, leaving plenty of room for the equipment this room contains. Various martial arts mats and practice weapons litter the room, and numerous other adepts learn to use their special abilities. ~ 0 540 0 0 D0 ~ ~ 0 0 8042 0 5 4 0 D2 ~ ~ 0 0 8044 0 5 4 0 D4 ~ ~ 0 0 8040 0 5 4 0 D6 ~ ~ 0 0 8045 0 5 4 0 S #8042 Exit~ To the north is the lobby, which in turn exits to outside. The training room spreads to the west, south, and east, and numerous other students train under the watchful eyes of the teachers. ~ 0 540 0 0 D0 ~ ~ 0 0 8029 0 5 4 0 D2 ~ ~ 0 0 8043 0 5 4 0 D4 ~ ~ 0 0 8041 0 5 4 0 D6 ~ ~ 0 0 8046 0 5 4 0 S #8043 Basic equipment~ A small store has been established here to sell the basic survival needs that runners may have. ~ 0 540 0 0 D4 ~ ~ 0 0 8044 0 5 4 0 D6 ~ ~ 0 0 8042 0 5 4 0 S #8044 Practice area~ Practice mats and equipment of endless sorts lay strewn about this area. Soundproof rooms are used for the skills that do not require any sort of equipment to be taught. ~ 0 540 0 0 D0 ~ ~ 0 0 8043 0 5 4 0 D6 ~ ~ 0 0 8041 0 5 4 0 S #8045 Ability development area~ This room has been setup so that new physical adepts can be taught to use their talent in the easiest way possible. ~ 0 540 0 0 D0 ~ ~ 0 0 8046 0 5 4 0 D2 ~ ~ 0 0 8041 0 5 4 0 S #8046 Development area~ This station is equipped with the most effective equipment to develop both physical and mental attributes. Weight machines, heavy bags, and simsense machines are just a few of the many tools the trainers use. ~ 0 540 0 0 D2 ~ ~ 0 0 8042 0 5 4 0 D4 ~ ~ 0 0 8045 0 5 4 0 S $~