;                          DEEP SPACE AWAKENING
;                            CREATED WITH AGT       
;              GAME AND TEXT COPYRIGHT 1990 BY DECLAN STANLEY
;                           ALL RIGHTS RESERVED
;


MAXIMUM_SCORE 235

REM -- MAXIMUM ROOMS 199
REM -- MAXIMUM NOUNS 264
REM -- MAXIMUM CREATURES 0
REM -- LAST META-COMMAND 183
REM -- ITEMS BEING CARRIED 0
REM -- ITEMS BEING WORN 0

QUESTION 1        ?  
ANSWER 1         YES  
QUESTION 2        ?  
ANSWER 2         DON'T  
QUESTION 3        ?  
ANSWER 3         YES  

VERB
UP ABOVE
DOWN BELOW
PUSH PRESS
DUMMY_VERB1 FLOAT
DUMMY_VERB2 RIGHT
DUMMY_VERB3 LEFT
DUMMY_VERB4 AHEAD FRONT
DUMMY_VERB5 BACK BEHIND
DUMMY_VERB6 JUMP ENTER GO MOVE
DUMMY_VERB7 INJECT
DUMMY_VERB8 DEBUG
END_VERB

INTRODUCTION
    It is the early part of the twenty-second century.  Mankind has            
colonised the Moon and Mars and has established colonies in space around       
the Earth and Moon and in the asteroid  belt.  There are over 500 million      
people living and working off Earth.                                           
    The next great step of colonising the stars has started and there is       
a colony being set up around Alpha-Centurai.  And plans for many more.         
    You are a brave young micro-culture specialist who has volunteered and     
been lucky enough to be selected to go to Alpha-Centurai to help establish     
the colony there.                                                              
    There are lots of media people to get your life story and take your        
Holo as you climb into the deep sleep capsule where you will sleep while       
you take the long journey to the stars.                                        
    You wake in the same deep sleep capsule that you went to sleep in, but     
nothing else is the same.  There are no media people taking your Holo, no      
technicians scurrying about tending the machinery.  There isn't even a         
member of the star colony smiling down at you.                                 
    In fact there is nobody at all.                                            
END_INTRODUCTION


REM LISTING ROOMS AND ITEMS AND CREATURES IN THEM

ROOM 2  ; Sleep capsule
Sleep capsule
SPECIAL 3  ; Control Room
KEY 201  ; BUTTON
END_ROOM

ROOM_DESCR 2  ; Sleep capsule
    You are floating in an tiny enclosed space.  In the darkness you can       
just make out the shape of what you think is the main control board for        
the deep sleep capsules.  All the displays seem to be showing red flashing     
lights.  As you try to sit up you hit your head on the lid of the capsule.     
Obviously it did not open when you were revived as it should have.  You        
will have to open it manually.                                                 
END_ROOM_DESCR

NOUN 201  ; MANUAL BUTTON
BUTTON
MANUAL
  Under your right hand is the manual button that will open the capsule.
LOCATION 2  ; Sleep capsule
UNMOVABLE
PUSHABLE
NOUN_SYNONYMS  BUTTON   SWITCH  
END_NOUN

NOUN_DESCR 201  ; MANUAL BUTTON
    The button is inset in the bed of the capsule so that you will not         
accidentally push it, but not so deep that you can't reach it if you           
should need to.                                                                
END_NOUN_DESCR

SPECIAL 3  ; Control Room
    You hear a sharp click and the hiss of escaping air.  You think "that      
was a mistake.  There's a vacuum on the other side, that's why it did not      
open automatically".   But the hissing soon stops.   Calming down you          
realise that there must just have been a slight difference in air pressure     
between the capsule and the control room.   Breathing deeply you push          
yourself out of the capsule.                                                   
END_SPECIAL

ROOM 3  ; Control Room
Control Room
SPECIAL 4  ; Control Room
KEY 202  ; CABLE
END_ROOM

ROOM_DESCR 3  ; Control Room
    Slowly you tumble as you float in the control room.  It is very dark,      
even the emergency lighting seems to have failed.  All you can see are the     
few remaining readouts on the control boards, they all show red warning        
lights.  As you continue to tumble you see that most of the controls have      
been smashed and the circuit boards pulled out.                                
END_ROOM_DESCR

NOUN 202  ; ELECTRICAL CABLE
CABLE
ELECTRICAL
  Floating in front of you is a dark snake like electrical cable.
LOCATION 3  ; Control Room
UNMOVABLE
PULLABLE
END_NOUN

NOUN_DESCR 202  ; ELECTRICAL CABLE
    The cable twists through the air in front of you.  There is no way to      
tell if it is connected to anything, or whether or not it is live.  You'll     
just have to touch it and see if the shock kills you.                          
END_NOUN_DESCR

NOUN 203  ; CIRCUIT BOARD
BOARD
CIRCUIT
  Floating beside you is a battered circuit board.
LOCATION 3  ; Control Room
PUSHABLE
TURNABLE
PULLABLE
END_NOUN

NOUN_DESCR 203  ; CIRCUIT BOARD
    The board has been badly beaten and there are burn marks on it.  Some      
of the circuitry looks as if it might still work, but even with the amount     
of redundancy built into the electronics of the ship, it is doubtful if        
this board would function correctly if replaced in the correct control         
unit.  Even if you could find the correct unit.                                
END_NOUN_DESCR

PULL_DESCR 203  ; CIRCUIT BOARD
    You hook your fingers behind the board as it spins along side you and      
pull it towards you.  It slowly floats in, hits against you and drifts         
away again.                                                                    
END_PULL_DESCR

PUSH_DESCR 203  ; CIRCUIT BOARD
    Gently you push the board with your finger.  It spins faster and           
slowly starts to drift away from you.                                          
END_PUSH_DESCR

TURN_DESCR 203  ; CIRCUIT BOARD
    You flick the board with your finger and make it spin faster.              
END_TURN_DESCR

NOUN 213  ; SLEEP CAPSULES
CAPSULES
SLEEP
  Below you can just make out the shapes of the deep sleep capsules.
LOCATION 3  ; Control Room
UNMOVABLE
END_NOUN

NOUN_DESCR 213  ; SLEEP CAPSULES
    You strain your eyes to look through the gloom at the bank of six deep     
sleep capsules that you and your fellow colonists where to spend the long      
journey in.                                                                    
    Four of them are still closed and as you continue to stare at them         
you see that they seemed to be covered with an orange mould.  Then you         
realise that the mould is on the inside and in the vauge shape of a human.     
Your stomach turns at the thought that those people have been eaten as         
they slept by this mould.                                                      
    However you can't vomit as your stomach is still empty from your own       
time asleep.                                                                   
    Then you notice the two capsules that are open.  One is the capsule        
that you slept in, but the other is also empty.  That means that there is      
somebody else alive on the ship.                                               
    You try to remember the name of the person who was in that capsule.        
Was it Baker or Baxter?  You can not be sure.                                  
END_NOUN_DESCR

SPECIAL 4  ; Control Room
    As you touch the cable you are relieved to discover that it is not         
live.  You pull the cable towards you.  At first the cable is slack, but       
soon it pulls taught and you start to move.  You pull yourself hand over       
hand along the cable until you reach a wall.                                   
END_SPECIAL

ROOM 4  ; Control Room
Control Room
END_ROOM

ROOM_DESCR 4  ; Control Room
    You hold onto the wall of the cabin beside a large hole, through which     
you can just make out the electronic remains of the ship's life support        
computer.                                                                      
END_ROOM_DESCR

NOUN 204  ; COMPARTMENT DOOR
DOOR
COMPARTMENT
  Looking around you see that you are beside the door to the control room.
LOCATION 4  ; Control Room
UNMOVABLE
CLOSABLE
PUSHABLE
PULLABLE
END_NOUN

NOUN_DESCR 204  ; COMPARTMENT DOOR
    The door is an airtight compartment seal.  During normal flight it is      
usually left open and only closed during manoveuvring or shipboard             
emergency (like a puncture in the hull).  It is closed but not locked.         
    There is a heavy looking handle in a slot underneath the door's            
control panel.                                                                 
END_NOUN_DESCR

PULL_DESCR 204  ; COMPARTMENT DOOR
    Placing your feet against the wall you pull the door, but it remains       
closed.                                                                        
END_PULL_DESCR

PUSH_DESCR 204  ; COMPARTMENT DOOR
    Bracing yourself against the wall you push against the door, but it has no 
effect.                                                                        
END_PUSH_DESCR

ROOM 5  ; Section D Link Corridor
Section D Link Corridor
POINTS 5
END_ROOM

ROOM_DESCR 5  ; Section D Link Corridor
    You struggle for breath as you grip a handhold in the wall of the main     
link corridor.  The air pressure here is dropping fast, you will not be        
able to breathe for long.                                                      
    In front of you is the open door to the control room.                      
    On either side of you the link corridor curves away into the darkness.     
END_ROOM_DESCR

NOUN 205  ; MANUAL HANDLE
HANDLE
MANUAL
  Floating in front of you, slowly turning, is the door's manual handle.
LOCATION 5  ; Section D Link Corridor
PUSHABLE
TURNABLE
PULLABLE
END_NOUN

NOUN_DESCR 205  ; MANUAL HANDLE
    It is a universal manual override handle.  It is used to open doors        
when the automatic systems will not.  It will open all doors on the ship.      
END_NOUN_DESCR

PULL_DESCR 205  ; MANUAL HANDLE
    You hook your fingers behind the handle and pull it towards yourself.      
END_PULL_DESCR

PUSH_DESCR 205  ; MANUAL HANDLE
    You push the handle and it slowly starts to drift away from you.           
END_PUSH_DESCR

TURN_DESCR 205  ; MANUAL HANDLE
    You flick the handle with your fingers and it starts to spin faster.       
END_TURN_DESCR

NOUN 212  ; EMERGENCY LOCKER
LOCKER
EMERGENCY
  Behind you is the closed door to the emergency equipment locker.
LOCATION 5  ; Section D Link Corridor
UNMOVABLE
NOUN_SYNONYMS  LOCKER   EMERGENCY EQUIPMENT LOCKER  
END_NOUN

NOUN_DESCR 212  ; EMERGENCY LOCKER
    The emergency equipment locker is usually crammed full of usefull          
equipment.  But the automatic door controls have been smashed.  Luckily        
the slot for the manual override handle seems undamaged .                      
END_NOUN_DESCR

NOUN 228  ; AIR VENT
VENT
AIR
  Above you is an air vent with a smashed grill.
LOCATION 5  ; Section D Link Corridor
END_NOUN

NOUN_DESCR 228  ; AIR VENT
    The air vent's grill looks as if it has been hit by something              
travelling very fast.  What remains of it is bent inwards.                     
    Then you notice something strange.  Instead of blowing out air this        
vent is sucking in air and at an alarming rate.                                
END_NOUN_DESCR

SPECIAL 6  ; Section D Link Corridor
    Catching hold of the airlock door you pull yourself out into the main      
link corridor.                                                                 
END_SPECIAL

ROOM 6  ; Section D Link Corridor
Section D Link Corridor
END_ROOM

ROOM_DESCR 6  ; Section D Link Corridor
    You float in the link corridor beside two doors.  The air seems to be      
getting thinner in this section.  The longer you stay in the corridor the      
more difficulty you have in breathing.                                         
    The door in front of you is a bulkhead airlock between the different       
sections of the ship.  It has a large number one painted on it in orange.      
    The door to your right is the open door to the medical bay.                
END_ROOM_DESCR

NOUN 218  ; AIRLOCK_1 DOOR
DOOR
AIRLOCK_1
  In front of you is the closed door of bulkhead airlock number one.
LOCATION 6  ; Section D Link Corridor
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_1  
END_NOUN

NOUN_DESCR 218  ; AIRLOCK_1 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access  between the different sections.  Bulkhead airlock       
1 is between sections A and D.                                                 
    The control panel for this airlock is undamaged.                           
END_NOUN_DESCR

ROOM 7  ; Section D Link Corridor
Section D Link Corridor
SPECIAL 9  ; Bulkhead Airlock 4
KEY 242  ; DOOR
ROOM_SYNONYMS CHANGE_LOCATION   ENTER GO MOV  
END_ROOM

ROOM_DESCR 7  ; Section D Link Corridor
    You float in front of one of the bulkhead airlocks between the             
different sections of the ship.  It has a large number four painted on it      
in orange.  The air seems to be geting thinner in this section.  The           
longer you stay in the corridor the greater the difficulty you have in breathin
END_ROOM_DESCR

NOUN 241  ; AIRLOCK_4 DOOR
DOOR
AIRLOCK_4
  In front of you is the closed door of bulkhead airlock number four.
LOCATION 7  ; Section D Link Corridor
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_4  
END_NOUN

NOUN_DESCR 241  ; AIRLOCK_4 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access between the different sections.  Bulkhead airlock        
4 is between sections D and C.                                                 
    This airlock seems to be completely undamaged .                            
END_NOUN_DESCR

ROOM 8  ; Bulkhead Airlock 1
Bulkhead Airlock 1
SPECIAL 6  ; Section D Link Corridor
KEY 223  ; DOOR
ROOM_SYNONYMS CHANGE_LOCATION   JUMP ENTER GO MOV  
END_ROOM

ROOM_DESCR 8  ; Bulkhead Airlock 1
    You float in number one bulkhead airlock, which allows access to           
sections A and D.  The display above the control panel shows that the air      
pressure in section D is dangerously low and that section A is in vacuum.      
END_ROOM_DESCR

NOUN 220  ; SECTION_A DOOR
DOOR
SECTION_A
  To your left is the closed door to section A.
LOCATION 8  ; Bulkhead Airlock 1
UNMOVABLE
END_NOUN

NOUN_DESCR 220  ; SECTION_A DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
END_NOUN_DESCR

NOUN 222  ; SECTION_D DOOR
DOOR
SECTION_D
  To your right is the closed door to section D.
LOCATION 8  ; Bulkhead Airlock 1
UNMOVABLE
NOUN_SYNONYMS  DOOR   DOOR  
END_NOUN

NOUN_DESCR 222  ; SECTION_D DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
END_NOUN_DESCR

SPECIAL 9  ; Bulkhead Airlock 4
    You grab hold of the airlock door and pull yourself inside.                
END_SPECIAL

ROOM 9  ; Bulkhead Airlock 4
Bulkhead Airlock 4
END_ROOM

ROOM_DESCR 9  ; Bulkhead Airlock 4
    You float in number four bulkhead airlock, which allows access             
between sections C and D.  The display above the control panel shows that      
the air pressure in section D is dangerously low, but that in section C it     
is normal.                                                                     
END_ROOM_DESCR

NOUN 224  ; SECTION_D DOOR
DOOR
SECTION_D
  To your left is the closed door to section D.
LOCATION 9  ; Bulkhead Airlock 4
UNMOVABLE
NOUN_SYNONYMS  DOOR   DOOR  
END_NOUN

NOUN_DESCR 224  ; SECTION_D DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
END_NOUN_DESCR

NOUN 226  ; SECTION_C DOOR
DOOR
SECTION_C
  To your right is the closed door to section C.
LOCATION 9  ; Bulkhead Airlock 4
UNMOVABLE
NOUN_SYNONYMS  DOOR   DOOR  
END_NOUN

NOUN_DESCR 226  ; SECTION_C DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
    There is a patch of orange mould growing on the control panel for this     
door.  The panel has been damaged but it looks as if it might still work.      
END_NOUN_DESCR

SPECIAL 10  ; Bulkhead Airlock 3
    You catch hold of the door and pull yourself into Bulkhead Airlock 3.      
END_SPECIAL

ROOM 10  ; Bulkhead Airlock 3
Bulkhead Airlock 3
END_ROOM

ROOM_DESCR 10  ; Bulkhead Airlock 3
    You float in number three bulkhead airlock, which allows access            
between sections B and C.  The display above the control panel and the         
panel itself have been smashed.  The doors to both sections B and C are        
open and their control panels have also been smashed.                          
END_ROOM_DESCR

NOUN 229  ; SECTION_C DOOR
DOOR
SECTION_C
  To your left is the open door to section C.
LOCATION 10  ; Bulkhead Airlock 3
UNMOVABLE
NOUN_SYNONYMS  DOOR   DOOR  
END_NOUN

NOUN_DESCR 229  ; SECTION_C DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
END_NOUN_DESCR

NOUN 231  ; SECTION_B DOOR
DOOR
SECTION_B
  To your right is the open door to section B.
LOCATION 10  ; Bulkhead Airlock 3
UNMOVABLE
NOUN_SYNONYMS  DOOR   DOOR  
END_NOUN

NOUN_DESCR 231  ; SECTION_B DOOR
    The airlock door is fully open, but the control panel has been             
smashed and does not respond when you try to make it work.                     
END_NOUN_DESCR

ROOM 11  ; Bulkhead Airlock 2
Bulkhead Airlock 2
END_ROOM

ROOM_DESCR 11  ; Bulkhead Airlock 2
    You float in number two bulkhead airlock, which allows access to           
sections A and B.  The display above the control panel shows that section      
A is in vacuum, but that the air pressure in section B is normal.              
END_ROOM_DESCR

NOUN 232  ; SECTION_B DOOR
DOOR
SECTION_B
  To your left is the closed door to section B.
LOCATION 11  ; Bulkhead Airlock 2
UNMOVABLE
NOUN_SYNONYMS  DOOR   DOOR  
END_NOUN

NOUN_DESCR 232  ; SECTION_B DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
END_NOUN_DESCR

NOUN 234  ; SECTION_A DOOR
DOOR
SECTION_A
  To your right is the closed door to section A.
LOCATION 11  ; Bulkhead Airlock 2
UNMOVABLE
NOUN_SYNONYMS  DOOR   DOOR  
END_NOUN

NOUN_DESCR 234  ; SECTION_A DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
END_NOUN_DESCR

ROOM 12  ; Section C Link Corridor
Section C Link Corridor
SPECIAL 21  ; Navigation Control Room
KEY 247  ; DOOR
END_ROOM

ROOM_DESCR 12  ; Section C Link Corridor
    You float in the link corridor of section C.  It curves around to your     
right towards Bulkhead Airlock 3.                                              
END_ROOM_DESCR

NOUN 247  ; NAVIGATION CONTROL DOOR
DOOR
NAVIGATION CONTROL
  In front of you is the open door to the navigation control room.
LOCATION 12  ; Section C Link Corridor
UNMOVABLE
END_NOUN

NOUN_DESCR 247  ; NAVIGATION CONTROL DOOR
    In front of you is the open door to the navigation control room.  The      
control panel has been smashed beyond all chance of repair.  Most of the       
lights in the room must have been smashed as well as it is very dark on        
the other side of the door.  Though one or two lights must still be            
working and another is flickering wildly.                                      
END_NOUN_DESCR

NOUN 248  ; AIRLOCK_4 DOOR
DOOR
AIRLOCK_4
  To your left is the closed door to bulkhead airlock 4.
LOCATION 12  ; Section C Link Corridor
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_4  
END_NOUN

NOUN_DESCR 248  ; AIRLOCK_4 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access  between the different sections.  Bulkhead airlock       
4 is between sections D and C.                                                 
    The door to bulkhead airlock 4 is closed.  And the control panel does      
not respond.  Except by emitting small fizzling sounds.                        
END_NOUN_DESCR

ROOM 13  ; Section C Link Corridor
Section C Link Corridor
END_ROOM

ROOM_DESCR 13  ; Section C Link Corridor
    Holding onto the wall of the link corridor you float beside the door       
into the cargo section.                                                        
    Ahead the link corridor curves away from you towards the next Bulkhead.    
    Behind you it goes back towards Bulkhead Airlock 4 and the Navigation      
Control Room.                                                                  
END_ROOM_DESCR

NOUN 250  ; CARGO DOOR
DOOR
CARGO
  To your right is the closed and locked door into the cargo section.
LOCATION 13  ; Section C Link Corridor
UNMOVABLE
END_NOUN

NOUN_DESCR 250  ; CARGO DOOR
    The door to the cargo access corridor is an armoured, airtight door,       
exactly like all the other doors on the ship.                                  
    The control panel looks completely undamaged and indicates that the        
door has been locked.                                                          
    The door is closed at the moment.                                          
END_NOUN_DESCR

ROOM 14  ; Section C Link Corridor
Section C Link Corridor
END_ROOM

ROOM_DESCR 14  ; Section C Link Corridor
    You float in front of the open door to Bulkhead Airlock 3.  The            
control panel looks undamaged.  But it is completely dead and does not         
respond when you touch the controls.                                           
    Behind you the corridor curves away back towards the door into the         
Cargo Section.                                                                 
END_ROOM_DESCR

NOUN 249  ; AIRLOCK_3 DOOR
DOOR
AIRLOCK_3
  In front of you is the open door to bulkhead airlock 3.
LOCATION 14  ; Section C Link Corridor
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_3  
END_NOUN

NOUN_DESCR 249  ; AIRLOCK_3 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access between the different sections.  Bulkhead airlock        
3 is between sections B and C.                                                 
    The door to the airlock is fully open and the control panel is dead.       
END_NOUN_DESCR

ROOM 15  ; Section B Link Corridor
Section B Link Corridor
END_ROOM

ROOM_DESCR 15  ; Section B Link Corridor
    You are in Section B floating in a very short section of corridor.         
The lights in this section of corridor have all been smashed.  The only        
light comes from the control panel of Bulkhead Airlock 2 that is directly      
in front of you and a dim light from the half open door into the main          
Control Room.                                                                  
END_ROOM_DESCR

NOUN 206  ; CONTROL ROOM DOOR
DOOR
CONTROL ROOM
  To your left is the buckled, half open door into the control room.
LOCATION 15  ; Section B Link Corridor
UNMOVABLE
NOUN_SYNONYMS  DOOR   CONTROL_ROOM  
END_NOUN

NOUN_DESCR 206  ; CONTROL ROOM DOOR
    The door to the control room is completely wrecked.  There is a large      
dent in its center and the bottom of it has been half pulled out of the        
guide rails so that it can not slide fully into the wall.  The control         
panel has been torn out of its socket and all that remains are a few loose     
wires drifting back and forward in stray air currents.                         
END_NOUN_DESCR

NOUN 207  ; AIRLOCK_2 DOOR
DOOR
AIRLOCK_2
  In front of you is the closed door to bulkhead airlock 2.
LOCATION 15  ; Section B Link Corridor
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_2  
END_NOUN

NOUN_DESCR 207  ; AIRLOCK_2 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access between the different sections.  Bulkhead airlock        
two is between sections A and B.                                               
    The door to bulkhead airlock 2 is closed.  But the control panel does      
not seem damaged .                                                             
END_NOUN_DESCR

NOUN 209  ; AIRLOCK_3 DOOR
DOOR
AIRLOCK_3
  Behind you is the open door to bulkhead airlock 3.
LOCATION 15  ; Section B Link Corridor
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_3  
END_NOUN

NOUN_DESCR 209  ; AIRLOCK_3 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access  between the different sections.  Bulkhead airlock       
3 is between sections B and C.                                                 
    The door to the airlock is fully open and the control panel is dead.       
END_NOUN_DESCR

ROOM 16  ; Section A Link Corridor
Section A Link Corridor
END_ROOM

ROOM_DESCR 16  ; Section A Link Corridor
    It is completely dark here.  The only light comes from the headlamps       
of your space suit.  And in that light you see that there has been a major     
fire here.                                                                     
    Behind you the corridor stretches into the darkness.                       
END_ROOM_DESCR

NOUN 210  ; AIRLOCK_2 DOOR
DOOR
AIRLOCK_2
  In front of you is the closed door to bulkhead airlock 2.
LOCATION 16  ; Section A Link Corridor
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_2  
END_NOUN

NOUN_DESCR 210  ; AIRLOCK_2 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, indenpently of the          
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access between the different sections.  Bulkhead airlock        
2 is between sections A and B.                                                 
    The door to bulkhead airlock 2 is closed.  But the control panel does      
not seem damaged .                                                             
END_NOUN_DESCR

ROOM 17  ; Section A Link Corridor
Section A Link Corridor
END_ROOM

ROOM_DESCR 17  ; Section A Link Corridor
    This section of corridor has also been completely gutted by fire.          
Nothing looks to be salvageable.                                               
    To your right and left the link corridor stretches into the darkness.      
    In front of you another corridor leads into the living quarters.           
END_ROOM_DESCR

ROOM 18  ; Section A Link Corridor
Section A Link Corridor
END_ROOM

ROOM_DESCR 18  ; Section A Link Corridor
    This section of corridor has been completely destroyed by fire.            
    Behind you the link corridor stretches back towards the living             
quarters.                                                                      
END_ROOM_DESCR

NOUN 251  ; AIRLOCK_1 DOOR
DOOR
AIRLOCK_1
  In front of you is the closed door to bulkhead airlock 1.
LOCATION 18  ; Section A Link Corridor
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_1  
END_NOUN

NOUN_DESCR 251  ; AIRLOCK_1 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access between the different sections.  Bulkhead airlock        
1 is between sections A and D.                                                 
    The door to bulkhead airlock 2 is closed and the control panel is not      
damaged .                                                                      
END_NOUN_DESCR

ROOM 19  ; Control Room
Control Room
EXIT 15  ; Section B Link Corridor
END_ROOM

ROOM_DESCR 19  ; Control Room
    You are floating in the main control room for the whole ship.  All         
around you are the smashed controls that would have allowed you to monitor     
and control every aspect of the ship's operations.                             
    Now all that remains is a pile of junk.                                    
    Behind you is the door to the link corridor.                               
END_ROOM_DESCR

NOUN 240  ; ORANGE MOULD
MOULD
ORANGE
  Floating in front of you is a pice of orange mould.
LOCATION 19  ; Control Room
UNMOVABLE
END_NOUN

NOUN_DESCR 240  ; ORANGE MOULD
    If you examine this you get infected (if not infected already).            
END_NOUN_DESCR

ROOM 20  ; Medical Bay
Medical Bay
EXIT 6  ; Section D Link Corridor
END_ROOM

ROOM_DESCR 20  ; Medical Bay
    You are in the ship's small but well equipped medical bay.  That is it     
used to be well equipped, but somebody seems to have taken a dislike to        
modern medicine and smashed the place up.  All around you are broken           
pieces of delicate instruments.  All the cabinets seem to have been opened     
and the contents smashed.  There are great globules of red and orange          
liquids floating every where.  And all along the opposite wall there are       
great bunches of a luminous orange fungus of some sort.                        
    Behind you is the open door into the link corridor                         
END_ROOM_DESCR

NOUN 243  ; MEDICAL LOCKER
LOCKER
MEDICAL
  Then you notice one of the lockers looks undamaged.
LOCATION 20  ; Medical Bay
UNMOVABLE
CLOSABLE
END_NOUN

NOUN_DESCR 243  ; MEDICAL LOCKER
    The medical locker, while being dented and scratched, seems otherwise      
undamaged .                                                                    
END_NOUN_DESCR

NOUN 246  ; AUTOMATIC HYPO-GUN
HYPO-GUN
AUTOMATIC
  Inside the locker you see an automatic hypo-gun.
LOCATION 243  ; MEDICAL LOCKER
CAN_SHOOT
NUM_SHOTS 6
NOUN_SYNONYMS  HYPO-GUN   HYPO_GUN HYPO GUN  
END_NOUN

NOUN_DESCR 246  ; AUTOMATIC HYPO-GUN
    The Hypo-gun is a device that is used to inject drugs into people.         
This model is completely automatic.  It reads the doseage instructions from    
the drug canisters as they are inserted into it and as it is pressed to        
the patient it inserts a probe into the patient's blood stream to compute      
the correct amount of the drug to inject at that specific time.                
END_NOUN_DESCR

SPECIAL 21  ; Navigation Control Room
    Carelessly you catch hold of the wecked control panel to pull              
yourself into the navigation control room and discover that it is still        
connected to the ship's power supply.  You jerk your hand away and yelp as     
it gives you a nasty shock.  But it has no harmful effect on you.              
    Being more careful you take hold of the door frame and gently pull         
yourself into the navigation control room.                                     
END_SPECIAL

ROOM 21  ; Navigation Control Room
Navigation Control Room
EXIT 12  ; Section C Link Corridor
END_ROOM

ROOM_DESCR 21  ; Navigation Control Room
    The navigation control room has been completeley ruined.  All the          
controls and screens have been smashed.  There is nothing here but             
wreckage.                                                                      
    Behind you is the door back out into the corridor.                         
END_ROOM_DESCR

NOUN 255  ; COMPUTER PRINTOUT
PRINTOUT
COMPUTER
  You see a pice of computer printout floating among the wreckage.
LOCATION 21  ; Navigation Control Room
READABLE
END_NOUN

NOUN_DESCR 255  ; COMPUTER PRINTOUT
    It is a pice of continuous printout about a metre long.  It has been       
burnt and ripped in places, but patches of text still seem to be readable.     
END_NOUN_DESCR

TEXT 255  ; COMPUTER PRINTOUT
    ....ck at all space born installations, where heavy casualties and         
massive damage have been reported.  The committee also said t....              
                                                                               
[A large patch where the paper has been signed and the text is unreadable]     
                                                                               
    ....  Lunar settlements, especially in the anarchist sections have         
imposed a strict policy of total isolation.  There have been reports of        
settlements shooting refugees rather than risking contamination.  All          
remaining Earth and Lunar orbit personal have been evacuated to Earth.  All    
other per.....                                                                 
                                                                               
[A smaller patch where the paper has been burnt and the text is unreadable]    
                                                                               
     ....oride personal have been relocated to Mars where there have so        
far been no reports of any outbreak.  It is belived that the atmosphere        
there, like that of Earth, is poisonous to the growth ....                     
                                                                               
[A large patch where the paper has been signed and the text is unreadable]     
                                                                               
    ....  have conducted tests, but the results are all negative so far.       
                                                                               
[Another patch where the paper has been signed and the text is unreadable]     
                                                                               
    ....  Reported casualties so far are over the 5 million mark and the       
civil unrest on Earth looks like turning into war in several places.           
    The united .....                                                           
END_TEXT

ROOM 22  ; Cargo Access Corridor
Cargo Access Corridor
END_ROOM

ROOM_DESCR 22  ; Cargo Access Corridor
    You float in the dim light of the cargo access corridor.  Ahead of you     
the corridor stretchs through the ship towards cargo holds 1 and 2.  To        
your left a narrow corridor curves around the ship towards cargo hold 3.       
And to your right an identical corridor curves around to cargo hold 4.         
Behind you the corridor leads back to the section C link corridor.             
END_ROOM_DESCR

ROOM 23  ; Cargo Access Corridor
Cargo Access Corridor
END_ROOM

ROOM_DESCR 23  ; Cargo Access Corridor
    You pull yourself out of the narrow corridor into the bulge formed by      
the junction.  In front of you the corridor stretches into the darkness        
and seems to end in a door.  Behind you the corridor leads back to the         
section C link corridor.                                                       
    To your left is the access corridor to cargo hold number 2.                
    And to your right is the access corridor to cargo hold number 1.           
END_ROOM_DESCR

ROOM 24  ; Cargo Entrance Corridor 2
Cargo Entrance Corridor 2
END_ROOM

ROOM_DESCR 24  ; Cargo Entrance Corridor 2
    You float in near darkness in front of the door into cargo hold 2.         
END_ROOM_DESCR

ROOM 25  ; Cargo Access Corridor
Cargo Access Corridor
DOWN 23  ; Cargo Access Corridor
END_ROOM

ROOM_DESCR 25  ; Cargo Access Corridor
    All the lights in this section of corridor have been smashed.  As you      
pull yourself along it gets dimmer and dimmer.  You slow down for fear of      
running into something.  But you discover nothing unexpected and come          
safely to the end of the corridor.                                             
    Below you the corridor leads back towards the section C link corridor.     
END_ROOM_DESCR

NOUN 257  ; COMPARTMENTAL DOOR
DOOR
COMPARTMENTAL
  Above you is the closed door to maintenance control.
LOCATION 25  ; Cargo Access Corridor
UNMOVABLE
END_NOUN

NOUN_DESCR 257  ; COMPARTMENTAL DOOR
    The door to maintenance control is an armoured, airtight door,             
exactly like all the other doors on the ship.                                  
    The control panel looks to be working correctly.                           
    It is closed but not locked.                                               
END_NOUN_DESCR

ROOM 26  ; Cargo Entrance Corridor 1
Cargo Entrance Corridor 1
END_ROOM

ROOM_DESCR 26  ; Cargo Entrance Corridor 1
    You float in near darkness in front of the door into cargo hold 1.         
The corridor is very dark and there is a terrible smell coming from the        
cargo hold.                                                                    
    In front of you the door the cargo hold is open, but the control panel     
is completely covered by orange mould.                                         
    Behind you the corridor leads back to the main cargo access corridor.      
END_ROOM_DESCR

ROOM 27  ; Engineering Maintenance 2
Engineering Maintenance 2
UP 36  ; Engineering Airlock 2
DOWN 30  ; Cargo Access Corridor 4
EXIT 30  ; Cargo Access Corridor 4
END_ROOM

ROOM_DESCR 27  ; Engineering Maintenance 2
    You float in a small room with a long bank of control panels along         
one wall and a large storage locker along the other.  Everything here is       
covered with orange mould.                                                     
    All the control panels are dead and on close inspection you see that       
in places the mould seems to have forced its way out from inside the panel,    
which indicates that they are beyond repair.                                   
    Above you is the open door to engineering airlock 2.                       
    Below you is the corridor that leads back towards cargo hold 4.            
END_ROOM_DESCR

ROOM 28  ; Forward Link Corridor
Forward Link Corridor
UP 29  ; Cargo Access Corridor 3
DOWN 30  ; Cargo Access Corridor 4
END_ROOM

ROOM_DESCR 28  ; Forward Link Corridor
    Above and below you the corridor curves away, back towards the cargo       
holds.                                                                         
    In front of you is the entrance to the forward observation dome.           
END_ROOM_DESCR

ROOM 29  ; Cargo Access Corridor 3
Cargo Access Corridor 3
UP 28  ; Forward Link Corridor
DOWN 31  ; Engineering Maintenance Corr
END_ROOM

ROOM_DESCR 29  ; Cargo Access Corridor 3
    In front of you is the open door to cargo hold number 3.  The door's       
control panel has been smashed beyond all chance of repair.                    
    Above and below you a corridor stretches into darkness.                    
    Behind you a corridor leads back to the main cargo access corridor.        
END_ROOM_DESCR

ROOM 30  ; Cargo Access Corridor 4
Cargo Access Corridor 4
END_ROOM

ROOM_DESCR 30  ; Cargo Access Corridor 4
    In front of you is the mutilated door into cargo hold number 4.  The       
bottom half of the door has been torn off its runners and bent nearly          
double upon itself.                                                            
    To your left and right a corridor curves away into darkness.               
    Behind you a corridor leads back to the main cargo access corridor.        
END_ROOM_DESCR

ROOM 31  ; Engineering Maintenance Corr
Engineering Maintenance Corr
UP 37  ; Engineering Airlock 1
DOWN 29  ; Cargo Access Corridor 3
END_ROOM

ROOM_DESCR 31  ; Engineering Maintenance Corr
    You float in a small room with a long bank of control panels along         
one wall and a large storage locker along the other.  Everything here is       
covered with orange mould.                                                     
    All the control panels are dead and on close inspection you see that       
in places the mould seems to have forced its way out from inside the panel,    
which indicates that they are beyond repair.                                   
    Above you is the open door to engineering airlock 1.                       
    Below you is the corridor that leads back towards cargo hold 3.            
END_ROOM_DESCR

NOUN 259  ; SPACESUIT LOCKER
LOCKER
SPACESUIT
  On the opposite wall from the controls is a locker.
LOCATION 31  ; Engineering Maintenance Corr
UNMOVABLE
CLOSABLE
END_NOUN

NOUN_DESCR 259  ; SPACESUIT LOCKER
    Opposite the controls is the locker where the spacesuits are kept.         
While the locker, like everything else here, is covered by orange mould,       
the end nearest the airlock seems to be only lightly covered and the mould     
doesn't seem to have done much damage to it.                                   
END_NOUN_DESCR

NOUN 260  ; GREEN SPACESUIT
SPACESUIT
GREEN
  You see a bright green spacesuit.
LOCATION 259  ; SPACESUIT LOCKER
WEARABLE
NOUN_SYNONYMS  SPACESUIT   SUIT  
END_NOUN

NOUN_DESCR 260  ; GREEN SPACESUIT
    The spacesuit is the standard suit issued to all employees of the          
Earth & Moon Co.  It will fit most people and comes with a recycling unit      
which when fully charged will keep its occupant alive for six months.          
END_NOUN_DESCR

ROOM 32  ; Forward Observation Dome
Forward Observation Dome
DOWN 28  ; Forward Link Corridor
EXIT 28  ; Forward Link Corridor
POINTS 10
END_ROOM

ROOM_DESCR 32  ; Forward Observation Dome
    You float in the observation dome.  Above you the is that deep ultra-      
black of interstellar space.   The stars are bright pinpricks of light         
scattered across the sky.   All around the base of the dome you should be      
able to see the glare from the ship's main engines, but it is not there.       
    Below you is the door back into the corridor                               
END_ROOM_DESCR

HELP 32  ; Forward Observation Dome
    You breathe a sigh of relief when you see that the stars are spread        
across the whole of the sky and not clumped together in the middle as they     
would be if the ship was travelling at full speed.  (Ask Einstein about it     
if you want to know why.)                                                      
    This means that the ship is either at the start or near the end of         
its 10 year long journey.                                                      
END_HELP_DESCR 

ROOM 33  ; Living Quarters
Living Quarters
UP 34  ; Living Quarters
DOWN 17  ; Section A Link Corridor
END_ROOM

ROOM_DESCR 33  ; Living Quarters
    You are in the corridor that runs through the middle of the living         
quarters.  It is extremely dark, the only light comes from the headlights      
on your suit.  The corridor has been completely gutted by fire.                
    Above and below you the corridor continues.                                
END_ROOM_DESCR

ROOM 34  ; Living Quarters
Living Quarters
DOWN 33  ; Living Quarters
POINTS 10
END_ROOM

ROOM_DESCR 34  ; Living Quarters
    Everything here is covered with orange mould and there is a solid wall     
of mould completely blocking the corridor.                                     
    Below you is the corridor that leads back towards the bulkhead airlock.    
END_ROOM_DESCR

ROOM 35  ; Maintenance  Control
Maintenance  Control
DOWN 25  ; Cargo Access Corridor
POINTS 25
END_ROOM

ROOM_DESCR 35  ; Maintenance  Control
    You are floating in maintenance control.   All around you are smashed      
display screens and control panels.  Everything here has been                  
systematically destroyed.   There is no hope of gaining control over the       
maintenance robots to even try to repair the ship.                             
    Below you is the door to the access corridor.                              
END_ROOM_DESCR

NOUN 230  ; MAINTENANCE DISPLAY
DISPLAY
MAINTENANCE
  Above your head you notice a display that has not been smashed.
LOCATION 35  ; Maintenance  Control
UNMOVABLE
END_NOUN

NOUN_DESCR 230  ; MAINTENANCE DISPLAY
    The display is part of the control panel used to program the               
maintenance robots.                                                            
    The screen is not very bright and flickers a lot so it is difficult to     
read it.  But it looks like somebody programed the maintenance robots to       
preform a long and complicated series of actions and then smashed the          
controls so nobody could find out what or reprogram the robots.                
    There is not a lot of information displayed and no way to get more,        
also your speciality was not robotics so you can not be sure just what         
they are supposed to be doing now.  Though it is not their normal job of       
maintaining the ship.                                                          
END_NOUN_DESCR

ROOM 36  ; Engineering Airlock 2
Engineering Airlock 2
DOWN 27  ; Engineering Maintenance 2
END_ROOM

ROOM_DESCR 36  ; Engineering Airlock 2
    You are floating in the small engineering airlock.  Everything here        
is covered with orange mould.  The control panel in front of you is            
completely dead.   As are the controls for both doors.                         
    Below you is the open door to engineering maintenance.                     
    Above you is the closed outer door of the airlock.                         
END_ROOM_DESCR

ROOM 37  ; Engineering Airlock 1
Engineering Airlock 1
DOWN 31  ; Engineering Maintenance Corr
END_ROOM

ROOM_DESCR 37  ; Engineering Airlock 1
    You are floating in the larger of the two engineering airlocks.            
Everything here is covered with orange mould and the control panel in front    
of you is completely dead.  As are the controls for both doors.                
    Below you is the open door to engineering maintenance.                     
    Above you is the closed outer door of the airlock.                         
END_ROOM_DESCR

ROOM 39  ; On Hull
On Hull
UP 41  ; On Hull
DOWN 57  ; Engineering Airlock 2
END_ROOM

ROOM_DESCR 39  ; On Hull
    You grab onto the first of a series of handholds set into the outside      
of the ship's hull.                                                            
    You can't see the stars behind you because of the restricted view from     
within your spacesuit.  But if you look up you can see the vast bulk of        
the starship stretching above you, with a black band of star-filled night      
beyond.                                                                        
    Above you the line of handholds stretches along the ship's hull.           
    Below you is the open door to the airlock.                                 
END_ROOM_DESCR

ROOM 40  ; On Hull
On Hull
UP 42  ; On Hull
DOWN 58  ; Engineering Airlock 1
END_ROOM

ROOM_DESCR 40  ; On Hull
    You grab onto the first of a series of handholds set into the outside      
of the ship's hull.                                                            
    You can't see the stars behind you because of the restricted view from     
within your spacesuit.  But if you look up you can see the vast bulk of        
the starship stretching above you with a black band of star-filled night       
beyond.                                                                        
    Above you the line of handholds stretches up the ship's hull.              
    Below you is the open door to the airlock.                                 
END_ROOM_DESCR

ROOM 41  ; On Hull
On Hull
UP 44  ; On Hull
ROOM_SYNONYMS UP   AF  
END_ROOM

ROOM_DESCR 41  ; On Hull
    As you pull yourself along you alternately feel as if you are              
climbing up the side of a tall cylindrical building and are about to fall      
off, or that you are balanced on top of some small patch of solid earth        
with nothing but endless night to fall through on all sides, if you slip.      
    Taking a firm grip on a handhold you pause to catch your breath at a       
junction with another set of handholds.                                        
    Above and below you the line of handholds stretches along the hull.        
    While to the left and right another set goes around the ship.              
END_ROOM_DESCR

ROOM 42  ; On Hull
On Hull
UP 43  ; On Hull
ROOM_SYNONYMS UP   AF  
END_ROOM

ROOM_DESCR 42  ; On Hull
    You pull yourself along the handholds inset in the featureless grey of     
the ship's hull.                                                               
    Taking a firm grip on a handhold you pause to catch your breath at a       
junction with another set of handholds.                                        
    Above and below you the line of handholds stretches along the hull.        
    While to the left and right another set goes around the ship.              
END_ROOM_DESCR

ROOM 43  ; On Hull
On Hull
UP 45  ; On Hull
DOWN 42  ; On Hull
ROOM_SYNONYMS UP   AF  
END_ROOM

ROOM_DESCR 43  ; On Hull
    As you pull yourself along you alternately feel as if you are              
climbing up the side of a tall cylindrical building and are about to fall      
off, or that you are balanced on top of some small patch of solid earth        
with nothing but endless night to fall through on all sides, if you slip.      
    Taking a firm grip on a handhold you pause to catch your breath at a       
junction with another set of handholds.                                        
    Diagonally above and to your right you can see the bulk of an              
auxiliary fuel tank that has not yet been jettisoned.                          
    Above and below you the line of handholds stretches along the hull.        
    While to the left and right another set goes around the ship.              
END_ROOM_DESCR

ROOM 44  ; On Hull
On Hull
UP 46  ; On Hull
DOWN 41  ; On Hull
ROOM_SYNONYMS UP   AF  
END_ROOM

ROOM_DESCR 44  ; On Hull
    You pull yourself along the series of handholds inset on the hull.         
    Taking a firm grip on a handhold you pause to catch your breath at a       
junction with another set of handholds.                                        
    Diagonally above and to your right you can see the bulk of an              
auxiliary fuel tank that has not yet been jettisoned.                          
    Above and below you the line of handholds stretches along the hull.        
    While to the left and right another set goes around the ship.              
END_ROOM_DESCR

ROOM 45  ; On Hull
On Hull
UP 47  ; On Auxiliary Fuel Tank
DOWN 43  ; On Hull
ROOM_SYNONYMS UP   AF  
END_ROOM

ROOM_DESCR 45  ; On Hull
    You pull yourself along the series of handholds inset on the hull.         
    Taking a firm grip on a handhold you pause to catch your breath again.     
    To your right you can see the bulk of an auxiliary fuel tank towering      
above you.                                                                     
    Above and below you the line of handholds stretches along the hull.        
END_ROOM_DESCR

ROOM 46  ; On Hull
On Hull
UP 47  ; On Auxiliary Fuel Tank
DOWN 44  ; On Hull
ROOM_SYNONYMS UP   AF  
END_ROOM

ROOM_DESCR 46  ; On Hull
    You pull yourself along the series of handholds inset on the hull.         
    To your right you see an orange box fixed to the hull of the ship.         
    To your left the bulk of an auxiliary fuel tank towers above you.          
    Above and below you the line of handholds stretches along the hull.        
END_ROOM_DESCR

ROOM 47  ; On Auxiliary Fuel Tank
On Auxiliary Fuel Tank
UP 48  ; On Auxiliary Fuel Tank
POINTS 20
ROOM_SYNONYMS UP   AF  
END_ROOM

ROOM_DESCR 47  ; On Auxiliary Fuel Tank
    You pause for breath as you reach the "top" of the fuel tank and           
discover another set of handholds leading along the tank.                      
    To your left and right a line of handholds lead off the fuel tank.         
    Above you another line of handholds lead Aft.                              
END_ROOM_DESCR

ROOM 48  ; On Auxiliary Fuel Tank
On Auxiliary Fuel Tank
UP 56  ; Deep Space
DOWN 47  ; On Auxiliary Fuel Tank
POINTS 25
ROOM_SYNONYMS DOWN   FORWAR  
END_ROOM

ROOM_DESCR 48  ; On Auxiliary Fuel Tank
    You pull yourself along the handholds towards the bottom of the fuel       
tank.  As you get near the bottom you begin to see signs of work, like the     
paint has been scratched in a way that is characteristic of the magnetic       
clamps used by the maintenance robots to attach themselves to the ship's       
hull.                                                                          
    Suddenly you come to the end of the line of handholds.  Across your        
path a broad band of metal has been welded around the fuel tank.  It is        
quite smooth, almost shiny, and completely obscures the handholds for          
several metres.                                                                
    As you lean back to look ahead you can see that there is a bulge in        
the otherwise smooth outline of the fuel tank against the interstellar         
night.                                                                         
    Below you the line of handholds lead back the way you have just come.      
END_ROOM_DESCR

ROOM 49  ; On Hull
On Hull
UP 55  ; Escape Pod
END_ROOM

ROOM_DESCR 49  ; On Hull
    You pull yourself around the ship until you come to the top of the         
auxiliary fuel tank.                                                           
    The fuel tank towers above you against the interstellar night and its      
bulk stretches along the ship for as far as you can see, which isn't very      
far from within your spacesuit.                                                
    Attached to the fuel tank with quite a number of cables is a prefab        
dome.                                                                          
    To your left and right a line of handholds runs parallel to the top of     
the fuel tank.                                                                 
END_ROOM_DESCR

NOUN 262  ; PREFAB DOME
DOME
PREFAB
  Above you is the entrance to the prefab dome.
LOCATION 49  ; On Hull
UNMOVABLE
END_NOUN

NOUN_DESCR 262  ; PREFAB DOME
    The prefab domes are usually used on airless moons and asteroids  to       
provide quick and easy accommodation to personal who have to work there        
for short periods of time.                                                     
    This dome has been stuck on the "top" of the last of the auxiliary         
fuel tanks.                                                                    
END_NOUN_DESCR

ROOM 50  ; Escape Pod
Escape Pod
GAME_WIN
END_ROOM

ROOM_DESCR 50  ; Escape Pod
    The door to the dome slides closed and you hear the hiss of air being      
pumped from a vent behind you.  Soon the readouts on your suit tell you        
that there is a normal atmosphere in the dome.                                 
    Suddenly a loud shudder runs through the dome, sending you flying          
against the wall.  You scramble to the door and look out through its tiny      
window.  You see the main bulk of the starship drifting away and slowly        
fading into the black night.                                                   
    You watch until it is completely gone.                                     
    Then, having no other choice really, you take off your suit and get        
into the deep sleep capsule.   As the door slowly closes and you begin to      
drift into deep sleep you begin to wonder if the capsule is working            
properly and will keep you alive.  Then you wonder if this makeshift           
escape pod has been put together properly.  And you wonder if the              
calculations were ....  You wonder what calculations ....  You wonder if       
somebody programmed some robots correctly ....  And you ....                   
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
              IF YOU HAVEN'T REGISTERED YET DO SO NOW.                         
                                                                               
    Remember this game is a Shareware program.  That means that you can        
only make a copy to try out the game and see if you like it (and think its     
worth the money I'm asking).  If you do, you must send me the registration     
fee (œ5/US$10).                                                                
                                                                               
    You have gotten this far so I have to assume that you did like it and      
ask you a simple question:                                                     
                                                                               
                DON'T YOU WANT A COPY OF THE SEQUEL ?                          
                                                                               
    Please send any comments, complaints, donations, fees, etc. to:            
                                                                               
      Declan Stanley                                                           
       133 Tonlegee rd.                                                        
       Raheny,                                                                 
       Dublin 5.                                                               
       Ireland.                                                                
                                                                               
END_ROOM_DESCR

ROOM 51  ; Engineering Airlock 2
Engineering Airlock 2
END_ROOM

ROOM_DESCR 51  ; Engineering Airlock 2
    You are floating in the small engineering airlock.   Everything here       
is covered with orange mould.  The control panel in front of you is            
completely dead.   As are the controls for both doors.                         
    Below you is the closed door to engineering maintenance.                   
    Above you is the closed outer door of the airlock.                         
END_ROOM_DESCR

ROOM 52  ; Engineering Airlock 1
Engineering Airlock 1
END_ROOM

ROOM_DESCR 52  ; Engineering Airlock 1
    You are floating in the larger of the two engineering airlocks.            
Everything here is covered with orange mould and the control panel in front    
of you is completely dead.  As are the controls for both doors.                
    Below you is the closed door to engineering maintenance.                   
    Above you is the closed outer door of the airlock.                         
END_ROOM_DESCR

ROOM 53  ; On Hull
On Hull
DOWN 41  ; On Hull
ROOM_SYNONYMS DOWN   AF  
END_ROOM

ROOM_DESCR 53  ; On Hull
    You are floating on the outside of the ship's hull.                        
    Above you a set of handholds leads Aft along the ship.                     
    Below you is the closed door to engineering airlock 2.                     
END_ROOM_DESCR

ROOM 54  ; On Hull
On Hull
DOWN 42  ; On Hull
ROOM_SYNONYMS DOWN   AF  
END_ROOM

ROOM_DESCR 54  ; On Hull
    You are floating on the outside of the ship's hull.                        
    Above you a set of handholds leads Aft along the Ship.                     
    Below you is the closed door to engineering airlock 1.                     
END_ROOM_DESCR

ROOM 55  ; Escape Pod
Escape Pod
DOWN 49  ; On Hull
SPECIAL 50  ; Escape Pod
KEY 261  ; BUTTON
ROOM_SYNONYMS CHANGE_LOCATION   PUSH PRES  
END_ROOM

ROOM_DESCR 55  ; Escape Pod
    You are floating inside a small prefab dome.                               
    Below you is the door to the prefab dome.                                  
END_ROOM_DESCR

NOUN 261  ; RED BUTTON
BUTTON
RED
  Crudely fixed to the wall beside the door is a red button.
LOCATION 55  ; Escape Pod
UNMOVABLE
PUSHABLE
END_NOUN

NOUN_DESCR 261  ; RED BUTTON
    The button is crudely fixed to a pice of plastic that has been             
expertly stuck to the wall of the dome.                                        
    There is a single wire leading from it into a neat hole drilled in the     
door's control panel.                                                          
END_NOUN_DESCR

NOUN 263  ; SLEEP CAPSULE
CAPSULE
SLEEP
  On the other side of the dome is a deep sleep capsule
LOCATION 55  ; Escape Pod
CLOSABLE
END_NOUN

NOUN_DESCR 263  ; SLEEP CAPSULE
    The sleep capsule is the standard model, just like those being carried     
by the ship.  It will hold one person and automaticly put them into deep       
sleep and keep them alive for up to seventy five years.                        
END_NOUN_DESCR

ROOM 56  ; Deep Space
Deep Space
GAME_END
END_ROOM

ROOM_DESCR 56  ; Deep Space
    You find yourself drifting away from the ship.  The stars and the ship     
slowly rotating as they drift away from you.                                   
    You notice how odd the ship looks with only one auxiliary fuel tank        
attached.  How the sleek line is all lobsided.  It dosen't look right.         
    But there is nothing you can do about it now.  All you can do is           
slowly drift through the interstellar night as you wait for your air           
supply to run out.                                                             
END_ROOM_DESCR

ROOM 57  ; Engineering Airlock 2
Engineering Airlock 2
UP 39  ; On Hull
END_ROOM

ROOM_DESCR 57  ; Engineering Airlock 2
    You are floating in the small engineering airlock.   Everything here       
is covered with orange mould.  The control panel in front of you is            
completely dead.   As are the controls for both doors.                         
    Below you is the closed door to engineering maintenance.                   
    Above you is the open outer door of the airlock.                           
END_ROOM_DESCR

ROOM 58  ; Engineering Airlock 1
Engineering Airlock 1
UP 40  ; On Hull
END_ROOM

ROOM_DESCR 58  ; Engineering Airlock 1
    You are floating in the larger of the two engineering airlocks.            
Everything here is covered with orange mould and the control panel in front    
of you is completely dead.   As are the controls for both doors.               
    Below you is the closed door to engineering maintenance.                   
    Above you is the open outer door of the airlock.                           
END_ROOM_DESCR

ROOM 59  ; Engineering Airlock 2
Engineering Airlock 2
END_ROOM

ROOM_DESCR 59  ; Engineering Airlock 2
    You are floating in the smaller of the two engineering airlocks.           
Everything here is covered with orange mould and the control panel in front    
of you is completely dead.   As are the controls for both doors.               
    Below you is the open door to engineering maintenance.                     
    Above you is the open outer door of the airlock.                           
END_ROOM_DESCR

ROOM 60  ; Engineering Airlock 1
Engineering Airlock 1
END_ROOM

ROOM_DESCR 60  ; Engineering Airlock 1
    You are floating in the larger of the two engineering airlocks.            
Everything here is covered with orange mould and the control panel in front    
of you is completely dead.   As are the controls for both doors.               
    Below you is the open door to engineering maintenance.                     
    Above you is the open outer door of the airlock.                           
END_ROOM_DESCR

ROOM 130  ; Cargo Hold 1
Cargo Hold 1
UP 131  ; Cargo Hold 1
DOWN 182  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 130  ; Cargo Hold 1
    You pull yourself along a narrow tunnel until you come to a small          
chamber.  It is very dark and the air is very stale.                           
    Above and below you are tunnels.                                           
END_ROOM_DESCR

ROOM 131  ; Cargo Hold 1
Cargo Hold 1
UP 132  ; Cargo Hold 1
DOWN 130  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 131  ; Cargo Hold 1
    You are floating in a very small chamber.  The mould here is much          
thicker than you have seen it before, so it is slightly brighter, though still 
very dark.  The air here is very stale.                                        
    Above and below you are tunnels.                                           
END_ROOM_DESCR

NOUN 264  ; DOPED BAXTER
BAXTER
DOPED
  In the dim light you can just make out a humaniod form.
LOCATION 131  ; Cargo Hold 1
NOUN_SYNONYMS  BAXTER   HUMANIOD CREATURE MONSTER BEAST  
END_NOUN

NOUN_DESCR 264  ; DOPED BAXTER
    You look at the creature.  In the gloom it takes a while for you to        
make sense of what you see.  But suddenly everything clicks into place and     
you see your crew mate Baxter floating there.                                  
    She looks very thin and not at all well.  Her jumpsuit is in tatters.      
And she dosen't seem to have noticed you yet.                                  
END_NOUN_DESCR

ROOM 132  ; Cargo Hold 1
Cargo Hold 1
DOWN 131  ; Cargo Hold 1
EXIT 131  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 132  ; Cargo Hold 1
    You pull yourself along a narrow tunnel until you come to a small          
chamber.  The mould is very thick here but it is not as luminous as it         
normally is, so it is quite dark.                                              
    The only exit is the tunnel below you.                                     
    Suddenly you find yourself falling down a grassy slope.  You tumble        
head over heals and land on a pile of pine needles.                            
    You look around and are amazed to find yourself sitting at the edge of     
a pine forest .  The sun is shining.  The birds are singing.  And upon a       
END_ROOM_DESCR

ROOM 133  ; Cargo Hold 1
Cargo Hold 1
UP 132  ; Cargo Hold 1
DOWN 130  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 133  ; Cargo Hold 1
    You are floating in a small chamber made by the removal of packing         
crates.  The mould here is much thicker than you have ever seen it before,     
so it is slightly brighter, though still very dark.  The air is very           
stale.                                                                         
    Above and below you are tunnels.                                           
END_ROOM_DESCR

ROOM 150  ; Pine Forest
Pine Forest
SPECIAL 151  ; Deep Space
ROOM_SYNONYMS MAGIC_WORD   STAND U  
END_ROOM

ROOM_DESCR 150  ; Pine Forest
    Suddenly you find yourself falling down a grassy slope.  You tumble        
head over heals and land on a pile of pine needles.                            
    You look around and are amazed to find yourself sitting at the edge of     
a pine forest .  The sun is shining.  The birds are singing.  And upon a       
soft summer breeze you can smell newly cut grass.                              
END_ROOM_DESCR

HELP 150  ; Pine Forest
    When you close your eyes you can still hear the sound of the ships         
air conditioning fans humming quitely in the background.                       
END_HELP_DESCR 

SPECIAL 151  ; Deep Space
    You pull yourself to your feet, swaying slightly.   You take a deep        
breath and fall flat on your face.                                             
END_SPECIAL

ROOM 151  ; Deep Space
Deep Space
SPECIAL 152  ; Flying
ROOM_SYNONYMS MAGIC_WORD   FLA  
END_ROOM

ROOM_DESCR 151  ; Deep Space
    You fall forward.   And you keep falling, you fall and fall.   It is so    
completely dark that you can not tell if your eyes are open or closed.         
    You are falling endlessly through black night.                             
END_ROOM_DESCR

ROOM 152  ; Flying
Flying
SPECIAL 153  ; Flying
ROOM_SYNONYMS MAGIC_WORD   DIVE SWOOP GE  
END_ROOM

ROOM_DESCR 152  ; Flying
    You are an eagle soaring high above a Scottish glen.   Riding the high     
thermals you feel the bite of the cold air and screech with pleasure.          
Below you the countryside unfolds as you scan the ground for prey.             
    Then you spot a rabbit among the heather on a purple hillside.             
END_ROOM_DESCR

ROOM 153  ; Flying
Flying
SPECIAL 154  ; Flying
ROOM_SYNONYMS MAGIC_WORD   POUNCE JUMP ATTAC  
END_ROOM

ROOM_DESCR 153  ; Flying
    You become a lion chasing through a cloud of dust raised by fleeing        
antelope.  There are antelope all around you and you are very hungry.          
END_ROOM_DESCR

ROOM 154  ; Flying
Flying
SPECIAL 155  ; Park
ROOM_SYNONYMS MAGIC_WORD   BAL  
END_ROOM

ROOM_DESCR 154  ; Flying
    You jump and fall flat on your face.                                       
    You are five years old and are playing football with your father in        
the sunshine in your back garden.                                              
    Your father is bent down smiling at you and the ball is at your feet.      
END_ROOM_DESCR

ROOM 155  ; Park
Park
SPECIAL 156  ; Street Market
ROOM_SYNONYMS MAGIC_WORD   GIR  
END_ROOM

ROOM_DESCR 155  ; Park
    You are laughing and lying on your back on the grass of a park in your     
home town.  A girl you remember from school is laughing with you.              
    She stops laughing, but still smiling she leans close to your face to      
kiss you.                                                                      
END_ROOM_DESCR

ROOM 156  ; Street Market
Street Market
SPECIAL 157  ; Darkness
ROOM_SYNONYMS MAGIC_WORD   HANDBA  
END_ROOM

ROOM_DESCR 156  ; Street Market
    You find yourself being pushed and jostled by a tightly packed crowd       
in a narrow street with lots of brightly coloured stalls on each side.         
    There is some commotion ahead of you.  Some lady is shouting about her     
handbag being stolen.                                                          
    As you move with the crowd you stumble over something on the ground.       
You look down and see a black leather handbag under your foot.                 
END_ROOM_DESCR

ROOM 157  ; Darkness
Darkness
SPECIAL 158  ; Basketball Court
ROOM_SYNONYMS MAGIC_WORD   DO  
END_ROOM

ROOM_DESCR 157  ; Darkness
    Something slams into your back and you fall flat on your face crying.      
You are a little kid and there are big dogs all around you.   Snarling and     
barking and showing large sharp teeth.   And barking.   And snarling.          
All around you.  Big black dogs coming out of the darkness.  All around        
you with big sharp teeth.                                                      
END_ROOM_DESCR

ROOM 158  ; Basketball Court
Basketball Court
SPECIAL 159  ; Luna Plane
ROOM_SYNONYMS MAGIC_WORD   JUMP U  
END_ROOM

ROOM_DESCR 158  ; Basketball Court
    You are in a basketball game.  You are tired and covered with sweat.       
There is five seconds left in the final quarter and the score is a 22-22       
tie.                                                                           
    You find yourself under the opposition's basket.  A team mate throws       
the ball to you.  A big member of the opposition closes in on you.             
    Everything is in slow motion.                                              
    The ball is sailing through the air towards you.                           
    Now two members of the opposition are closing in on you.                   
    It is a really important game.                                             
    If you fumble this everybody will hate you.                                
    And the ball's coming closer.                                              
    And the opposing team members are bigger than you.                         
    And its a tie.                                                             
    And your team has got to win this game.                                    
    And its all down to you.                                                   
    And you wish you where somewhere else.                                     
END_ROOM_DESCR

ROOM 159  ; Luna Plane
Luna Plane
PLAYER_DEAD
END_ROOM

ROOM_DESCR 159  ; Luna Plane
    Next you find yourself standing on a gray featureless plane brightly       
illuminated with afternoon light.  On the horizon you can see a series of      
low hills and above a multitude of intensely bright sparks that are stars      
as seen without any atmosphere to obscure them.                                
    You turn around and see the half crescent of the Earth floating among      
them and realise that you are standing on Earth's moon.                        
    Suddenly the sky breaks in two.   Immense fingers hook around the edges    
and pull the two halves apart.  The face of God looks out from behind.         
    "WELL DONE MY CHILD."                                                      
    You are filled with complete peace and contentment.                        
    "YOU HAVE DONE VERY WELL."                                                 
    God's appreciation of you rains down and lifts your soul.                  
    "NOW COME TO YOUR REWARD."                                                 
    And a crystal staircase forms in front of you, just like in the movies.    
    You walk up to it and as you stand on the first step it begins to          
move.  You ride the celestial escalator up to heaven and your eternal          
reward.                                                                        
                                                                               
                                                                               
                                                                               
                                                                               
    But what has really happened is that the orange mould has finished         
disolving your brain.                                                          
END_ROOM_DESCR

ROOM 160  ; Cargo Hold 4
Cargo Hold 4
END_ROOM

ROOM_DESCR 160  ; Cargo Hold 4
    You float in a tiny space.  In front of you the hold is cramed full of     
bright orange packing crates.  You read the labels on the crates, but          
there are only bar codes and numbers that are meaningless to you printed       
on them.                                                                       
    In front of you there is a gap in the packing crates where one has         
been removed and as you look closer you see that others have been removed      
behind it forming a narrow tunnel into the tightly packed crates.              
    Behind you is the door back out into the access corridor.                  
END_ROOM_DESCR

ROOM 161  ; Cargo Hold 4
Cargo Hold 4
UP 162  ; Cargo Hold 4
DOWN 164  ; Cargo Hold 4
POINTS 15
END_ROOM

ROOM_DESCR 161  ; Cargo Hold 4
    You pull yourself through the narrow space formed by the removal of        
packing crates and out into a larger opening.   It is almost pitch black       
here.  The only light comes form a large patch of luminous orange mould        
growing on the crates opposite you.                                            
    Behind, above and below you are more narrow tunnels formed by the          
removal of packing crates.                                                     
END_ROOM_DESCR

ROOM 162  ; Cargo Hold 4
Cargo Hold 4
UP 163  ; Cargo Hold 4
DOWN 161  ; Cargo Hold 4
END_ROOM

ROOM_DESCR 162  ; Cargo Hold 4
    You are in a narrow tunnel with orange packing crates all around you.      
It is nearly completely dark.  The only light comes from a faint orange        
glow below you and a small patch of luminous mould growing on a crate to       
your right.                                                                    
    There is a foul smell in the air.                                          
    The tunnel continues above and below you.                                  
END_ROOM_DESCR

ROOM 163  ; Cargo Hold 4
Cargo Hold 4
DOWN 162  ; Cargo Hold 4
EXIT 162  ; Cargo Hold 4
POINTS 5
END_ROOM

ROOM_DESCR 163  ; Cargo Hold 4
    As you continue along the tunnel the smell gets worse.   Until you         
come to a chamber made by removing several crates.   And here you              
recognise the smell, because there are several large globules of liquid,       
that seem to glow a deep orange in the faint light.   Your stomach             
tightens and you would be sick if you hand eaten anything, because the air     
is thick with the smell of stale urine.                                        
    Trying to breath as shallowly as possible you float in the chamber.        
Keeping as far as possible from the orange globules and the dried out          
lumps of brown matter floating between the discarded, half eaten tins of       
food.                                                                          
    A large patch of orange mould is growing on a crate to your right.         
    Below you is the exit from the room.                                       
END_ROOM_DESCR

NOUN 256  ; CRUMPLED BLUEPRINT
BLUEPRINT
CRUMPLED
  Floating in the middle of the chamber is a crumpled pice of paper.
LOCATION 163  ; Cargo Hold 4
READABLE
NOUN_SYNONYMS  BLUEPRINT   PAPER PRINTOUT  
END_NOUN

NOUN_DESCR 256  ; CRUMPLED BLUEPRINT
    The paper is a blueprint of some kind.                                     
    It is covered in faded unintelligible writing, with arrows and lines       
scribbled over the original design.                                            
END_NOUN_DESCR

TEXT 256  ; CRUMPLED BLUEPRINT
    The original blueprint seems to be for one of the auxiliary fuel tanks     
that the ship uses to help it accelerate at the start of its journey.          
    It is covered with writing that is so faded and smudged that you can       
not tell if it is written in English, Arabic or Chinese.                       
    There is also lots of other lines and arrows and other symbols             
scribbled over the original drawing.                                           
END_TEXT

ROOM 164  ; Cargo Hold 4
Cargo Hold 4
UP 165  ; Cargo Hold 4
DOWN 161  ; Cargo Hold 4
POINTS 10
END_ROOM

ROOM_DESCR 164  ; Cargo Hold 4
    You grab hold of a crate and pull yourself along the narrow tunnel and     
out into a quite sizable chamber.  You begin to wonder what happened to        
all the crates that have been removed to make this warren.   Maybe you         
need help to remember what was supposed to be the cargo for this voyage.       
    Most of the crates around you seem to be covered with orange mould.        
    Below you is the tunnel that leads back towards the entrance.              
    Above you is another.                                                      
END_ROOM_DESCR

HELP 164  ; Cargo Hold 4
    Travelling from star to star is astronomicaly expensive and there are      
very few items that are worth shipping across the stellar gulfs.               
    What this ship is carrying are the high precision parts for starships      
that require a high technology base to manufacture.   These are parts for      
guidance, computing, power and, most importantly, deep sleep systems that      
will bring the day closer when a budding colony will be able to launch its     
own starship.                                                                  
END_HELP_DESCR 

ROOM 165  ; Cargo Hold 4
Cargo Hold 4
UP 166  ; Cargo Hold 4
DOWN 164  ; Cargo Hold 4
END_ROOM

ROOM_DESCR 165  ; Cargo Hold 4
    You pull yourself along the narrow corridor, passing several clumps        
of orange mould, and into another chamber.                                     
    There is nothing here but a scattering of mould growths on the crates      
that surround you.                                                             
    Above and below you are dark tunnels.                                      
END_ROOM_DESCR

ROOM 166  ; Cargo Hold 4
Cargo Hold 4
UP 167  ; Cargo Hold 4
DOWN 165  ; Cargo Hold 4
END_ROOM

ROOM_DESCR 166  ; Cargo Hold 4
    You pull yourself along the tunnel for what begins to seem like            
forever.  "This tunnel must stretch the full length of the cargo hold",        
you think to yourself.   For the full length of the tunnel the only light      
comes from patches of the orange mould growing on crates.                      
    Then just when you where thinking of turning back you come to a very       
small chamber.   There is just enough room for you to turn around in.          
    And a rather large patch of mould on a crate to your left.                 
    Below and above you the tunnel stretches into darkness.                    
    But in front of you is a tunnel through the crates that looks to be a      
little brighter.                                                               
END_ROOM_DESCR

ROOM 167  ; Cargo Hold 4
Cargo Hold 4
DOWN 166  ; Cargo Hold 4
END_ROOM

ROOM_DESCR 167  ; Cargo Hold 4
    You pull yourself along the narrow tunnel until you can go no further.     
All around you are crates with orange mould growing on them.  The light is     
very dim.                                                                      
    Below you the tunnel leads back the way you have just come.                
END_ROOM_DESCR

ROOM 168  ; Cargo Hold 4
Cargo Hold 4
DOWN 166  ; Cargo Hold 4
END_ROOM

ROOM_DESCR 168  ; Cargo Hold 4
    You pull yourself along the narrow tunnel past clumps of orange mould.     
The light is very dim but the tunnel is very short.  Soon you come to          
another empty chamber.  Empty that is apart from a large patch of mould        
growing on the crates above your head                                          
    Below you is the tunnel that leads, eventually, back to the entrance.      
    In front of you is another tunnel leading into darkness.                   
END_ROOM_DESCR

ROOM 169  ; Cargo Hold 4
Cargo Hold 4
DOWN 168  ; Cargo Hold 4
END_ROOM

ROOM_DESCR 169  ; Cargo Hold 4
    You pull yourself along the narrow tunnel until you can go no further.     
All around you are crates with orange mould growing on them and the light      
is very dim.                                                                   
    Below you the tunnel leads back the way you have just come.                
END_ROOM_DESCR

ROOM 170  ; Cargo Hold 3
Cargo Hold 3
UP 171  ; Cargo Hold 3
DOWN 179  ; Cargo Hold 3
END_ROOM

ROOM_DESCR 170  ; Cargo Hold 3
    You are floating is a narrow space.   In five directions all you           
can see are tightly packed, bright orange packing crates.                      
    While behind you is the open door out into the access corridor.            
    Above you there is a tunnel formed by removing some crates.  There is      
just enough room between the crates for you to pull yourself through.          
    Below you a similar tunnel disapears through another gap in the orange     
packing crates.                                                                
END_ROOM_DESCR

ROOM 171  ; Cargo Hold 3
Cargo Hold 3
UP 172  ; Cargo Hold 3
DOWN 170  ; Cargo Hold 3
END_ROOM

ROOM_DESCR 171  ; Cargo Hold 3
    Catching hold of the packing crates you pull yourself through the          
narrow tunnel.  It is very dark here.  The only light comes from clumps of     
luminous mould growing on the crates around you.                               
    Above and below you the tunnel merges into the gloom.                      
END_ROOM_DESCR

ROOM 172  ; Cargo Hold 3
Cargo Hold 3
UP 173  ; Cargo Hold 3
DOWN 171  ; Cargo Hold 3
END_ROOM

ROOM_DESCR 172  ; Cargo Hold 3
    You pull yourself along the narrow tunnel until you come to a small        
chamber.  You are surrounded by mould covered crates.                          
    Above and below you the tunnel stretches into darkness.                    
END_ROOM_DESCR

ROOM 173  ; Cargo Hold 3
Cargo Hold 3
DOWN 172  ; Cargo Hold 3
END_ROOM

ROOM_DESCR 173  ; Cargo Hold 3
    You pull yourself along the narrow tunnel until you can go no further.     
All around you are crates with orange mould growing on them and the light      
is very dim.                                                                   
    Below you the tunnel leads back the way you have just come.                
END_ROOM_DESCR

ROOM 174  ; Cargo Hold 3
Cargo Hold 3
DOWN 175  ; Cargo Hold 3
END_ROOM

ROOM_DESCR 174  ; Cargo Hold 3
    You pull yourself along the narrow tunnel until you can go no further.     
All around you are crates with orange mould growing on them.   The light       
is very dim.                                                                   
    Below you the tunnel leads back the way you have just come.                
END_ROOM_DESCR

ROOM 175  ; Cargo Hold 3
Cargo Hold 3
UP 174  ; Cargo Hold 3
DOWN 178  ; Cargo Hold 3
END_ROOM

ROOM_DESCR 175  ; Cargo Hold 3
    You pull yourself along the narrow tunnel until you come to quite a        
large chamber.   You are surrounded by mould covered crates.                   
    Above, below and in front of you a tunnel stretches into darkness.         
END_ROOM_DESCR

ROOM 176  ; Cargo Hold 3
Cargo Hold 3
UP 177  ; Cargo Hold 3
DOWN 175  ; Cargo Hold 3
END_ROOM

ROOM_DESCR 176  ; Cargo Hold 3
    You pull yourself along the narrow tunnel.   All around you are crates     
covered with orange mould.                                                     
    Stopping you think to yourself, "Why am I wasting my time searching        
all these tunnels.   I already know somebody has raided the cargo hold and     
that it must be Baxter.   Why not go back and try to find her."                
    Above and below you the tunnel continues into darkness.                    
END_ROOM_DESCR

ROOM 177  ; Cargo Hold 3
Cargo Hold 3
DOWN 176  ; Cargo Hold 3
POINTS 10
END_ROOM

ROOM_DESCR 177  ; Cargo Hold 3
    You pull yourself along the narrow tunnel until you can go no further.     
All around you are crates with orange mould growing on them and the light      
is very dim.                                                                   
    Below you the tunnel leads back the way you have just come.                
END_ROOM_DESCR

ROOM 178  ; Cargo Hold 3
Cargo Hold 3
UP 177  ; Cargo Hold 3
DOWN 179  ; Cargo Hold 3
END_ROOM

ROOM_DESCR 178  ; Cargo Hold 3
    As you pull yourself along the tunnel you hear somebody shouting.  You     
stop to try to hear what they are saying but the shouting stops as             
suddendly as it started.                                                       
    Above and below you the tunnel continues on uninterrupted.                 
END_ROOM_DESCR

ROOM 179  ; Cargo Hold 3
Cargo Hold 3
UP 178  ; Cargo Hold 3
DOWN 170  ; Cargo Hold 3
END_ROOM

ROOM_DESCR 179  ; Cargo Hold 3
    You pull yourself along the dark, narrow tunnel and out into a chamber     
formed by the removal of over twenty crates.   The remaining crates that       
surround you are all covered with orange mould.                                
    Below is a tunnel that seems to be brighter than the one above you.        
END_ROOM_DESCR

ROOM 180  ; Cargo Hold 1
Cargo Hold 1
UP 181  ; Cargo Hold 1
DOWN 189  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 180  ; Cargo Hold 1
    You are floating is a narrow space just inside the door.   All around      
you are bright orange packing crates.                                          
    Behind you is the open door out into the access corridor.                  
    Above you there is a tunnel formed by removing some crates.   There is     
just enough room between the crates for you to pull yourself through.          
    Below you a similar tunnel disappears through another gap in the crates.   
END_ROOM_DESCR

ROOM 181  ; Cargo Hold 1
Cargo Hold 1
UP 182  ; Cargo Hold 1
DOWN 180  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 181  ; Cargo Hold 1
    Catching hold of the packing crates you pull yourself through the          
narrow tunnel.   It is very dark here.   The only light comes from clumps of   
luminous orange mould growing on the crates around you.                        
    Above and below you the tunnel merges into the gloom.                      
END_ROOM_DESCR

ROOM 182  ; Cargo Hold 1
Cargo Hold 1
UP 183  ; 
DOWN 181  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 182  ; Cargo Hold 1
    You pull yourself along the narrow tunnel until you come to a small        
chamber.   You are surrounded by mould covered crates.                         
    Above and below you the tunnel stretches into darkness.                    
    And to your right another tunnel leads somewhere.                          
END_ROOM_DESCR

ROOM 183  ; 

DOWN 182  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 183  ; 
    You pull yourself along the narrow tunnel until you can go no further.     
All around you are crates with orange mould growing on them and the light      
is very dim.                                                                   
    From somewhere below you comes a quiet, whirring sound.                    
    Below you the tunnel leads back the way you have just come.                
END_ROOM_DESCR

ROOM 184  ; Cargo Hold 1
Cargo Hold 1
DOWN 185  ; Cargo Hold 1
EXIT 185  ; Cargo Hold 1
POINTS 10
END_ROOM

ROOM_DESCR 184  ; Cargo Hold 1
    You pull yourself along the narrow tunnel until you come to another        
chamber.   The light is very dim and the air is quite stale.  All around       
you are crates with orange mould growing on them.                              
    Below you the tunnel leads back the way you have just come.                
END_ROOM_DESCR

ROOM 185  ; Cargo Hold 1
Cargo Hold 1
UP 184  ; Cargo Hold 1
DOWN 188  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 185  ; Cargo Hold 1
    You pull yourself along the narrow tunnel until you come to quite a        
large chamber.   You are surrounded by mould covered crates.                   
    Above, below and in front of you a tunnel stretches into darkness.         
END_ROOM_DESCR

ROOM 186  ; Cargo Hold 1
Cargo Hold 1
UP 187  ; Cargo Hold 1
DOWN 185  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 186  ; Cargo Hold 1
    You pull yourself along the narrow tunnel.   All around you are crates     
covered with orange mould.   There is a really disgusting smell here.          
    Above and below you the tunnel continues into darkness.                    
END_ROOM_DESCR

ROOM 187  ; Cargo Hold 1
Cargo Hold 1
DOWN 186  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 187  ; Cargo Hold 1
    You pull yourself along the narrow corridor.   The light is very dim and th
air is getting more and more stale as you go on.   There is also a strange     
odour.   Soon you come to another chamber.                                     
    The only exit is a tunnel below you.                                       
END_ROOM_DESCR

ROOM 188  ; Cargo Hold 1
Cargo Hold 1
UP 185  ; Cargo Hold 1
DOWN 189  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 188  ; Cargo Hold 1
    As you pull yourself along the tunnel you hear somebody shouting.          
You stop to try to hear what they are saying but the shouting stops as         
suddenly as it started.                                                        
    Above and below you the tunnel continues on uninterrupted.                 
END_ROOM_DESCR

ROOM 189  ; Cargo Hold 1
Cargo Hold 1
UP 188  ; Cargo Hold 1
DOWN 180  ; Cargo Hold 1
END_ROOM

ROOM_DESCR 189  ; Cargo Hold 1
    You pull yourself along the dark, narrow tunnel and out into a chamber     
formed by the removal of a great many crates.  The remaining crates that       
surround you are all covered with orange mould.                                
    Above you is a very dark tunnel.                                           
    Below you is a tunnel that seems to be brighter.                           
END_ROOM_DESCR

ROOM 190  ; Cargo Hold 2
Cargo Hold 2
END_ROOM

ROOM_DESCR 190  ; Cargo Hold 2
    You tumble head over heels into the cargo hold.   From somewhere in        
the darkness around you comes a broken laugh.   You reach out to try to        
stop yourself and catch hold of a crate.   Looking around in the darkness      
you can barely make out the shapes of other crates around you, but the         
door to the corridor seems to have been closed or maybe the lights have        
just been turned off.                                                          
    Then the crate you are holding onto moves.  You look around to see         
why, but something hits you in the back of the head and you find yourself      
flying through the air again.                                                  
END_ROOM_DESCR

ROOM 191  ; Cargo Hold 2
Cargo Hold 2
END_ROOM

ROOM_DESCR 191  ; Cargo Hold 2
    An orange coloured crate sails out of the darkness towards your face.      
You put up a hand to deflect it and find yourself tumbling uncontrolled        
through the darkness again.                                                    
    Something hard slams into your back and you scream in agony.               
END_ROOM_DESCR

ROOM 192  ; Cargo Hold 2
Cargo Hold 2
END_ROOM

ROOM_DESCR 192  ; Cargo Hold 2
    You put out your hand to try to grab something to steady yourself with.    
But you jerk it back in pain as a heavy crate smashes into your                
outstretched fingers.                                                          
    You scream as another crate hits you in the shoulder as you tumble         
through the darkness.                                                          
END_ROOM_DESCR

ROOM 193  ; Cargo Hold 2
Cargo Hold 2
END_ROOM

ROOM_DESCR 193  ; Cargo Hold 2
    As you tumble through the darkness all you can see are the dim orange      
shapes of the cargo crates.  But instead of being neatly arranged and tied     
to the walls they all seem to be flying around at random.                      
    From somewhere in the darkness around you comes that broken laugh          
again.  But you have lost all sense of direction and cannot tell from          
where it is coming .                                                           
    Then something slams into the back of your head and your vision            
becomes fuzzy for a few moments.                                               
END_ROOM_DESCR

ROOM 194  ; Cargo Hold 2
Cargo Hold 2
END_ROOM

ROOM_DESCR 194  ; Cargo Hold 2
    You taste blood as you bite your tongue.  Then your heart almost stops     
as you see a strange figure outlined against a row of crates that still        
seem to be fixed to the wall.                                                  
    You open your mouth to speak.  But before you can say anything the         
figure catches hold of a loose crate and throws it at you.                     
    You put up your hands to try to stop it and tumble back into the           
darkness nurseing a sore hand.                                                 
END_ROOM_DESCR

ROOM 195  ; Cargo Hold 2
Cargo Hold 2
END_ROOM

ROOM_DESCR 195  ; Cargo Hold 2
    You tumble through the darkness being buffeted this way and that by        
the hard crates that have come loose form the wall.  You scream in pain        
and double up as one smashes into your shin.  Then another hits you in         
the head and your tumbling slows down.                                         
    You wait in fearful anticipation for the next one to hit but nothing       
happens.  Taking a deep breath you look around as you slowly turn, but it      
is too dark to see anything clearly.                                           
    From somewhere in the darkness around you comes that broken laugh          
again.  And a horse voice seems to whisper, "die and be free." in your ear.    
You turn your head to look but there is nothing execpt the dim orange          
cubes of cargo crates.                                                         
    Then something slams into your back.  You tumble forward and fly face      
first into another crate.                                                      
END_ROOM_DESCR

ROOM 196  ; Cargo Hold 2
Cargo Hold 2
END_ROOM

ROOM_DESCR 196  ; Cargo Hold 2
    As you tumble you catch a glimpse of a humanoid figure.  You turn your     
head to try and get a better look, but it slips away into the darkness.        
    A crate slams into your stomach and another hits you on the back of        
the head.  You hear the broken laugh again as you moan in pain.                
END_ROOM_DESCR

ROOM 197  ; Cargo Hold 2
Cargo Hold 2
END_ROOM

ROOM_DESCR 197  ; Cargo Hold 2
    You catch hold of a crate as it sails towards you, but another crashes     
into it crushing the fingers of your left hand.  As you clutch your wrist      
and double up in agony you hear the broken laughter again.  But this time      
it merges  into a chant of, "be free, be free, be free !" that echos           
around you for five minuets as you float helpless, sobbing with pain.          
    Then something slams into your back and you tumble through the             
darkness, head first into another crate.                                       
END_ROOM_DESCR

ROOM 198  ; Cargo Hold 2
Cargo Hold 2
PLAYER_DEAD
END_ROOM

ROOM_DESCR 198  ; Cargo Hold 2
    You fly through the darkness straight into a wall.  Reflexively you        
grab a handhold.  You float there for a few minuets while you try to catch     
your breath.  All around you can hear crashes and the echos of the             
crashing as the crates slam into one another and the walls.  But nothing       
touches you.  Slowly the noise lessens as the kinetic energy of the            
crates dissipates.                                                             
    As the silence grows around you you feel a presence behind you.            
Blinking to try to clear your vision.  You turn your head to see if there is   
anybody there.  In the dim light and with the amount of battering your         
head has received it is hard to see clearly.  But you can almost make out      
a humaniod figure floating beside you.                                         
    You open your mouth to speak, but you can not find any words to say.       
    Then something grabs the back of your head and slams your face into        
the wall.  You scream and it smashes your face into the wall again.  You       
hear a strange crunching sound as your head is trust against the wall          
again.  And again, and again ...                                               
END_ROOM_DESCR

ROOM 199  ; Cargo Hold 2
Cargo Hold 2
END_ROOM

ROOM_DESCR 199  ; Cargo Hold 2
    You tumble through the darkness and slam into a wall.  But before you      
can catch hold you rebound.  Something smashes into your knee and you cry      
out in pain.                                                                   
    Then an orange crate rushes out of the darkness and hits you in the        
stomach.  You bend over in pain, but can not cry out.                          
END_ROOM_DESCR


REM NOW LIST NOWHERE ITEMS AND CREATURES

NOUN 208  ; AIRLOCK_2 DOOR
DOOR
AIRLOCK_2
  In front of you is the open door to bulkhead airlock 2.
LOCATION 0  ; Nowhere
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_2  
END_NOUN

NOUN_DESCR 208  ; AIRLOCK_2 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access between the different sections.  Bulkhead airlock 2      
is between sections C and B.                                                   
    The door to the airlock is fully open.                                     
END_NOUN_DESCR

NOUN 211  ; AIRLOCK_2 DOOR
DOOR
AIRLOCK_2
  In front of you is the open door to bulkhead airlock 2.
LOCATION 0  ; Nowhere
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_2  
END_NOUN

NOUN_DESCR 211  ; AIRLOCK_2 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access between the different sections.  Bulkhead airlock 2      
is between sections C and B.                                                   
    The door to the airlock is fully open.                                     
END_NOUN_DESCR

NOUN 214  ; EMERGENCY LOCKER
LOCKER
EMERGENCY
  Behind you is the open door to the emergency equipment locker.
LOCATION 0  ; Nowhere
UNMOVABLE
NOUN_SYNONYMS  LOCKER   EMERGENCY EQUIPMENT LOCKER  
END_NOUN

NOUN_DESCR 214  ; EMERGENCY LOCKER
    The emergency equipment locker is usually crammed full of usefull          
equipment.  Unfortunatly most of it seems to have been taken and that          
which is left, like the automatic door controls, has been smashed.             
However you do recognise the bright green of an emergency survival suit.       
END_NOUN_DESCR

NOUN 215  ; SURVIVAL SUIT
SUIT
SURVIVAL
  A bright green emergency suit floats here.
LOCATION 0  ; Nowhere
WEARABLE
NOUN_SYNONYMS  SUIT   EMERGENCY SURVIVAL  
END_NOUN

NOUN_DESCR 215  ; SURVIVAL SUIT
    The emergency survival suit is for use in case of a loss of air            
pressure.  It allows  you direct access to the ship's air supply and is        
easy to use.  All you have to do is climb into it, seal it up and the air      
will be automaticly turned on.  When you unseal it the air will be turned      
off preventing excessive loss of air.                                          
    Unfortunatly the air hose on this suit, which should connect it to         
the ships internal air supply, has been completely severed.                    
END_NOUN_DESCR

NOUN 219  ; AIRLOCK_1 DOOR
DOOR
AIRLOCK_1
  In front of you is the open door of bulkhead airlock number one.
LOCATION 0  ; Nowhere
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_1  
END_NOUN

NOUN_DESCR 219  ; AIRLOCK_1 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access between the different sections.  Bulkhead airlock 1      
is between sections A and D.                                                   
    The door to the airlock is fully open.                                     
END_NOUN_DESCR

NOUN 221  ; SECTION_A DOOR
DOOR
SECTION_A
  To your left is the open door to section A.
LOCATION 0  ; Nowhere
UNMOVABLE
END_NOUN

NOUN_DESCR 221  ; SECTION_A DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
END_NOUN_DESCR

NOUN 223  ; SECTION_D DOOR
DOOR
SECTION_D
  To your right is the open door to section D.
LOCATION 0  ; Nowhere
UNMOVABLE
NOUN_SYNONYMS  DOOR   DOOR  
END_NOUN

NOUN_DESCR 223  ; SECTION_D DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
END_NOUN_DESCR

NOUN 225  ; SECTION_D DOOR
DOOR
SECTION_D
  To your left is the open door to section D.
LOCATION 0  ; Nowhere
UNMOVABLE
NOUN_SYNONYMS  DOOR   DOOR  
END_NOUN

NOUN_DESCR 225  ; SECTION_D DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
END_NOUN_DESCR

NOUN 227  ; SECTION_C DOOR
DOOR
SECTION_C
  To your right is the open door to section C.
LOCATION 0  ; Nowhere
UNMOVABLE
NOUN_SYNONYMS  DOOR   DOOR  
END_NOUN

NOUN_DESCR 227  ; SECTION_C DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
    There is a patch of orange mould growing on the control panel for this     
door.  The panel has been damaged but it looks as if it might still work.      
END_NOUN_DESCR

NOUN 233  ; SECTION_B DOOR
DOOR
SECTION_B
  To your left is the open door to section B.
LOCATION 0  ; Nowhere
UNMOVABLE
END_NOUN

NOUN_DESCR 233  ; SECTION_B DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
END_NOUN_DESCR

NOUN 235  ; SECTION_A DOOR
DOOR
SECTION_A
  To your right is the open door to section A.
LOCATION 0  ; Nowhere
UNMOVABLE
NOUN_SYNONYMS  DOOR   DOOR  
END_NOUN

NOUN_DESCR 235  ; SECTION_A DOOR
    All the airlock doors on the ship are made from laminated armour and       
are completely airtight when closed.                                           
END_NOUN_DESCR

NOUN 236  ; AIRLOCK CONTROLS
CONTROLS
AIRLOCK
  In front of you are the airlock controls.
LOCATION 0  ; Nowhere
UNMOVABLE
END_NOUN

NOUN_DESCR 236  ; AIRLOCK CONTROLS
    The airlock controls are quite simple.  There is a large red button        
that you hit to depressurise the airlock.  And a large green button to         
return the air pressure to normal.  But the controls will not work unless      
both airlock doors are closed.                                                 
END_NOUN_DESCR

NOUN 237  ; GREEN BUTTON
BUTTON
GREEN
  There is a green button on the control panel.
LOCATION 0  ; Nowhere
UNMOVABLE
PUSHABLE
END_NOUN

NOUN_DESCR 237  ; GREEN BUTTON
    Press the green button to pressurise the airlock.                          
END_NOUN_DESCR

NOUN 238  ; RED BUTTON
BUTTON
RED
  And there is a red button on the control panel.
LOCATION 0  ; Nowhere
UNMOVABLE
PUSHABLE
END_NOUN

NOUN_DESCR 238  ; RED BUTTON
    Press the red button to unpressurise the airlock.                          
END_NOUN_DESCR

NOUN 239  ; MYSELF ME
ME
MYSELF
  I 
LOCATION 0  ; Nowhere
UNMOVABLE
END_NOUN

NOUN_DESCR 239  ; MYSELF ME
    Put here so that you can say "inject myself" and be killed etc..           
END_NOUN_DESCR

NOUN 242  ; AIRLOCK_4 DOOR
DOOR
AIRLOCK_4
  In front of you is the open door of bulkhead airlock number four.
LOCATION 0  ; Nowhere
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_4  
END_NOUN

NOUN_DESCR 242  ; AIRLOCK_4 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access between the different sections.  Bulkhead airlock        
4 is between sections D and C.                                                 
    The door to the airlock is fully open.                                     
END_NOUN_DESCR

NOUN 244  ; COMPARTMENTAL DOOR
DOOR
COMPARTMENTAL
  Behind you is the open door to the link corridor.
LOCATION 0  ; Nowhere
UNMOVABLE
END_NOUN

NOUN_DESCR 244  ; COMPARTMENTAL DOOR
    The door to the link corridor is like all other compartmental doors        
on the ship.  This door is completely undamaged and open.                      
END_NOUN_DESCR

NOUN 245  ; BAY MEDICAL
MEDICAL
BAY
  Put here so that you can say jump medical etc.
LOCATION 0  ; Nowhere
UNMOVABLE
END_NOUN

NOUN 252  ; AIRLOCK_1 DOOR
DOOR
AIRLOCK_1
  In front of you is the open door to bulkhead airlock 1.
LOCATION 0  ; Nowhere
UNMOVABLE
NOUN_SYNONYMS  DOOR   AIRLOCK AIRLOCK_1  
END_NOUN

NOUN_DESCR 252  ; AIRLOCK_1 DOOR
    There are four sections to the ship.  Each has its own separate            
environmental equipment, so that each section can, independently of the        
others, support life.  Between each section is a bulkhead and the bulkhead     
airlocks allow access between the different sections.  Bulkhead airlock 1      
is between sections A and D.                                                   
    The door to the airlock is fully open.                                     
END_NOUN_DESCR

NOUN 253  ; CARGO DOOR
DOOR
CARGO
  To your right is the open door into the cargo section.
LOCATION 0  ; Nowhere
UNMOVABLE
END_NOUN

NOUN_DESCR 253  ; CARGO DOOR
    The door to the cargo access corridor is an armoured, airtight door,       
exactly like all the other doors on the ship.                                  
    The control panel looks completely undamaged and indicates that the        
door should be locked.                                                         
    The door is open.                                                          
END_NOUN_DESCR

NOUN 254  ; BAXTER'S BODY
BODY
BAXTER'S
  In the middle of the chamber floats a dead body.
LOCATION 0  ; Nowhere
UNMOVABLE
NOUN_SYNONYMS  BODY   CREATURE HUMANIOD MONSTER BEAST BAXTER  
END_NOUN

NOUN_DESCR 254  ; BAXTER'S BODY
    You look at the unmoving body and realise that it is wearing the           
tattered remains of a blue jumpsuit.  As it slowly turns you see the           
company logo embroidered on it and read the name Baxter stenciled              
underneath.                                                                    
    It is the body of the last of your crewmates.                              
END_NOUN_DESCR

NOUN 258  ; COMPARTMENTAL DOOR
DOOR
COMPARTMENTAL
  Above you is the open door to maintenance control.
LOCATION 0  ; Nowhere
UNMOVABLE
END_NOUN

NOUN_DESCR 258  ; COMPARTMENTAL DOOR
    The door to maintenance control is an armoured, airtight door,             
exactly like all the other doors on the ship.                                  
    The control panel looks to be working correctly.                           
    It is fully open.                                                          
END_NOUN_DESCR

