AwakeMUD-0.6Beta/doc/
AwakeMUD-0.6Beta/lib/
AwakeMUD-0.6Beta/lib/etc/
AwakeMUD-0.6Beta/lib/etc/pfiles/
AwakeMUD-0.6Beta/lib/fixer_data/
AwakeMUD-0.6Beta/lib/misc/
AwakeMUD-0.6Beta/lib/plrobjs/
AwakeMUD-0.6Beta/lib/plrobjs/A-E/
AwakeMUD-0.6Beta/lib/plrobjs/F-J/
AwakeMUD-0.6Beta/lib/plrobjs/K-O/
AwakeMUD-0.6Beta/lib/plrobjs/U-Z/
AwakeMUD-0.6Beta/lib/plrspells/A-E/
AwakeMUD-0.6Beta/lib/plrspells/F-J/
AwakeMUD-0.6Beta/lib/plrtext/A-E/
AwakeMUD-0.6Beta/lib/world/
AwakeMUD-0.6Beta/lib/world/mob/
AwakeMUD-0.6Beta/lib/world/obj/
AwakeMUD-0.6Beta/lib/world/qst/
AwakeMUD-0.6Beta/lib/world/shp/
AwakeMUD-0.6Beta/lib/world/wld/
AwakeMUD-0.6Beta/lib/world/zon/
#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
$~