#1800 Nybbles & Bytes~ Nybbles & Bytes is a relatively large store. It retails mainly in computer (and hence, decking) equipment as well as a small collection of magical items. Holosigns around the store make it clear where certain types of merchandise is. ~ 0 12 0 0 D0 ~ ~ 0 0 1805 0 5 4 0 D2 ~ ~ 0 0 1801 0 5 4 0 D4 ~ door side glass~ 1 0 2068 4 2 4 0 D6 ~ doors door glass~ 1 0 2057 5 2 4 0 S #1801 Hardware~ This is the computer hardware section. A multitude of computer and cyberdeck parts is arranged neatly, and labelled, upon shelves. The checkout counter for all computer purchases is to the east. ~ 0 8 0 0 D0 ~ ~ 0 0 1804 0 5 4 0 D2 ~ ~ 0 0 1802 0 5 4 0 D6 ~ ~ 0 0 1800 0 5 4 0 S #1802 Computer checkout counter~ On and around the counter are numerous software packages, obviously placed here to tempt you into buying them while you wait in line. To the north, a Matrix terminal has been set up to test out decking equipment and software. ~ 0 8 0 0 D0 ~ ~ 0 0 1803 0 5 4 0 D6 ~ ~ 0 0 1801 0 5 4 0 S #1803 Matrix terminal~ A single matrix terminal is here so that customers may test out programs and hardware before they purchase them. ~ 0 8 0 0 D4 ~ ~ 0 0 1802 0 5 4 0 D6 ~ ~ 0 0 1804 0 5 4 0 D10 ~ ~ 0 0 1806 0 5 4 0 S #1804 Software~ This department of the store is dedicated to computer and decking software. There are thousands of titles available, so looking through all of them would take a considerable amount of time. ~ 0 8 0 0 D2 ~ ~ 0 0 1803 0 5 4 0 D4 ~ ~ 0 0 1801 0 5 4 0 D6 ~ ~ 0 0 1805 0 5 4 0 S #1805 Magic cashwrap~ This corner of the store serves as both the display section for magical items, devices, and lore, and the checkout counter. ~ 0 8 0 0 D2 ~ ~ 0 0 1804 0 5 4 0 D4 ~ ~ 0 0 1800 0 5 4 0 S #1806 Portal~ A large, pulsing portal covers an entire wall. There is a thin layer of film covering this end. ~ 0 131072 10 2 D4 ~ ~ 0 0 1807 0 5 4 0 S #1807 Chamber~ Sizzling pulses of energy traverse the length of this chamber at unimaginable speeds. ~ 0 131072 12 4 D0 ~ ~ 0 0 1806 0 5 4 0 D6 ~ ~ 0 0 1808 0 5 4 0 S #1808 Odd-shaped room~ The layout of this room is similar to an elongated horizontal octagon, with a doorway cut out of the slanted wall to the north. ~ 1 131072 12 5 D0 ~ ~ 0 0 1809 0 5 4 0 D2 ~ ~ 0 0 1807 0 5 4 0 S #1809 Hedge maze~ You walk into a large field, containing an old-fashioned hedge maze. The hedges seem thick and have sharp thorns, in an attempt to dissuade you from walking through them. ~ 2 131072 11 4 D4 ~ ~ 0 0 1808 0 5 4 0 S #1810 Tacoma Weapon Emporium~ The Tacoma Weapon Emporium is a store worthy of its name. It is, in effect, a warehouse of weapons. Of course, due to Lone Star's suspicion of illegal products, they're very careful about what they sell. ~ 0 12 0 0 D0 ~ ~ 0 0 1812 0 5 4 0 D2 ~ door large steel~ 2 0 2514 0 5 4 0 D6 ~ ~ 0 0 1815 0 5 4 0 S #1811 Firearms~ Here a (very protected) display case of available firearms has been set up. ~ 0 8 0 0 D2 ~ ~ 0 0 1812 0 5 4 0 D4 ~ ~ 0 0 1815 0 5 4 0 D6 ~ ~ 0 0 1814 0 5 4 0 S #1812 Ammunition~ Underneath a glass display case lies a large array of gun clips. ~ 0 8 0 0 D4 ~ ~ 0 0 1810 0 5 4 0 D6 ~ ~ 0 0 1811 0 5 4 0 S #1813 Projectiles~ Various weapons and projectiles fill a weapon rack mounted on the wall. ~ 0 8 0 0 D0 ~ ~ 0 0 1814 0 5 4 0 D2 ~ ~ 0 0 1815 0 5 4 0 S #1814 Accessories~ A host of firearm accessories line the inside of the display case. ~ 0 8 0 0 D2 ~ ~ 0 0 1811 0 5 4 0 D4 ~ ~ 0 0 1813 0 5 4 0 S #1815 Melee weapons~ All sorts of melee weapons are neatly mounted on the wall. ~ 0 8 0 0 D0 ~ ~ 0 0 1811 0 5 4 0 D2 ~ ~ 0 0 1810 0 5 4 0 D6 ~ ~ 0 0 1813 0 5 4 0 S #1816 Zalensky's Electronics~ Zalensky's is a fairly small, local store, retailing in useful electronic devices. ~ 0 12 0 0 D0 ~ ~ 0 0 1817 0 5 4 0 D2 ~ ~ 0 0 1818 0 5 4 0 D4 Tacoma streets. ~ door metal~ 1 0 2023 0 5 4 0 S #1817 Merchandise counter~ All available items are either stacked on the shelf on the far wall or stuffed into the glass display case. ~ 0 8 0 0 D4 ~ ~ 0 0 1816 0 5 4 0 S #1818 Hallway~ A handpainted sign on the eastern door reads, 'Restroom,' while its counterpart to the north has a smaller, factory-made sign, 'Employees.' ~ 0 8 0 0 D0 ~ door employee~ 1 0 1820 0 5 4 0 D2 ~ door bathroom wooden~ 1 0 1819 0 5 4 0 D6 ~ ~ 0 0 1816 0 5 4 0 S #1819 Restroom~ The small restroom contains only a sink and a toilet. ~ 0 12 0 0 D6 ~ door bathroom wooden~ 1 0 1818 0 5 4 0 S #1820 Narrow cement hallway~ The hallway continues to the north, devoid of activity. ~ 0 12 0 0 D0 ~ ~ 0 0 1821 0 5 4 0 D4 ~ door employee~ 1 0 1818 0 5 4 0 S #1821 Cement hallway~ The hallway bends, and a wooden door is visible to the west. ~ 0 8 0 0 D4 ~ ~ 0 0 1820 0 5 4 0 D6 ~ ~ 0 0 1822 0 5 4 0 S #1822 Narrow cement hallway~ The cement hallway ends here, and a small operating room can be seen to the north. ~ 0 8 0 0 D0 ~ ~ 0 0 1823 0 5 4 0 D2 ~ ~ 0 0 1821 0 5 4 0 S #1823 Operating room~ This small storage room has been converted into a street doc's office, used solely for selling cyberware. ~ 0 156 0 0 D4 ~ ~ 0 0 1822 0 5 4 0 S #1824 Scalpel's Chop Shop~ This is the small waiting room of Scalpel's Chop Shop, one of the local body shops dealing in standard cyberware. Hanging on the walls are old advertisements for cure-all tonics, popular during the late 19th century. ~ 0 12 0 0 D0 ~ ~ 0 0 2531 0 5 4 0 D4 ~ ~ 0 0 1825 0 5 4 0 S #1825 Operating room~ The room itself is falling apart. Wallpaper sags from walls, where it is not covered by cabinets, and the ceiling looks like it's about to cave in. Aside from this, all the medical instruments shine with bright metallic luster; no sign of blood, human or otherwise, can be found. ~ 0 152 0 0 D0 ~ ~ 0 0 1824 0 5 4 0 S #1826 The Crying Wall~ The Crying Wall was built soon after the Night of Rage by dwarven and orkish masons. It is slightly curved, spanning over 6 meters and almost 2 in height. ~ 0 0 2 0 D2 ~ ~ 0 0 1831 0 5 4 0 D3 ~ ~ 0 0 1827 0 5 4 0 D6 ~ ~ 0 0 1834 0 5 4 0 S #1827 The Crying Wall~ Sculpted onto the surface of the wall is a delicate depiction of the events that unfolded that tragic night in 2039. On this particular section, there is a scene of the surviving metahumans' escape into the sewer system. Although it is rumored that the orks prevented the elves from escaping that night, this scene shows all four metatypes fleeing together. ~ 0 0 2 0 D0 ~ ~ 0 0 1831 0 5 4 0 D2 ~ ~ 0 0 1828 0 5 4 0 D7 ~ ~ 0 0 1826 0 5 4 0 S #1828 The Crying Wall~ Not so long after the Night of Rage, metahumans cleared the site that contained the burned ruins of the waterfront warehouses, and erected the Crying Wall in its place. At first glance, it would be hard to discern that this place, so green with grass and flowers, and flooding with visitors, was where the massacre had taken place. ~ 0 0 2 0 D0 ~ ~ 0 0 1832 0 5 4 0 D2 ~ ~ 0 0 1829 0 5 4 0 D6 ~ ~ 0 0 1827 0 5 4 0 S #1829 The Crying Wall~ Many flowers have been laid by friends and relatives of those who died that night, making the walkway quite a bit narrower here. ~ 0 0 2 0 D0 ~ ~ 0 0 1833 0 5 4 0 D1 ~ ~ 0 0 1830 0 5 4 0 D6 ~ ~ 0 0 1828 0 5 4 0 S #1830 The Crying Wall~ Soon after its completetion, the Crying Wall opened itself to visitors of all races. Humans are carefully watched by the guards, however - the memory of the Night of Rage still strong in their minds. ~ 0 0 2 0 D2 ~ ~ 0 0 1838 0 5 4 0 D5 ~ ~ 0 0 1829 0 5 4 0 D6 ~ ~ 0 0 1833 0 5 4 0 S #1831 Field~ Between the Crying Wall and the waterfront lies a small field of grass. A few flower beds of various sizes litter the field, adding a dozen colors to the scene. ~ 0 0 2 0 D2 ~ ~ 0 0 1832 0 5 4 0 D4 ~ ~ 0 0 1827 0 5 4 0 D6 ~ ~ 0 0 1826 0 5 4 0 S #1832 Worn path~ A path has been worn in the grass, leading from the center of the sculptured wall to the waterfront. ~ 0 0 2 0 D2 ~ ~ 0 0 1833 0 5 4 0 D4 ~ ~ 0 0 1828 0 5 4 0 D6 ~ ~ 0 0 1831 0 5 4 0 S #1833 Grassy field~ The field, compared to the paved path next to the Crying Wall, is relatively empty. On pleasant days, however, many picnicers can be seen sitting in the area. ~ 0 0 2 0 D2 ~ ~ 0 0 1830 0 5 4 0 D4 ~ ~ 0 0 1829 0 5 4 0 D6 ~ ~ 0 0 1832 0 5 4 0 S #1834 Paved path~ The asphalt path leads east the the sculpted side of the wall, while southeast leads back to central Tacoma. ~ 0 0 2 0 D2 ~ ~ 0 0 1826 0 5 4 0 D3 ~ ~ 0 0 1835 0 5 4 0 S #1835 Paved path~ To the northeast stands a slightly curved wall, carved from marble and standing nearly 2 meters tall. ~ 0 0 2 0 D2 ~ ~ 0 0 1837 0 5 4 0 D3 ~ ~ 0 0 1836 0 5 4 0 D7 ~ ~ 0 0 1834 0 5 4 0 S #1836 Inside the metal gate~ To the south is a large metal gate, kept open at all times for visitors to wander in. Opposite the gate is a large wall, and numerous people, mostly metahumans, walk along the paved paths that lead to either side of the wall. ~ 0 0 2 0 D1 ~ ~ 0 0 1837 0 5 4 0 D4 Anselm Street is on the other side of the gate. ~ ~ 0 0 2085 0 5 4 0 D7 ~ ~ 0 0 1835 0 5 4 0 S #1837 Paved path~ A gravel path connects this one to its western counterpart. ~ 0 0 2 0 D1 ~ ~ 0 0 1838 0 5 4 0 D5 ~ ~ 0 0 1836 0 5 4 0 D6 ~ ~ 0 0 1835 0 5 4 0 S #1838 Paved path~ From here you can hear a multitude of voices coming from the west, where visitors to the Crying Wall gather. ~ 0 0 2 0 D5 ~ ~ 0 0 1837 0 5 4 0 D6 ~ ~ 0 0 1830 0 5 4 0 S #1840 Entrance to the Purple Haze~ The Purple Haze is one of the more chic restaurants in the Tacoma area. The windows leading into the restaurant are made from a deep purple glass, making only silhouettes visible while peering in. A menu is posted by the entrance, with a color-shifting sign underneath it. ~ 0 4 1 0 D2 ~ ~ 0 0 2059 0 5 4 0 D6 ~ ~ 0 0 1841 0 5 4 0 E sign color-shifting~ The sign says, in very clear letters: "Clients unable to pay for their meal will be stripped of all belongings and thrown into the bay." ~ E menu~ The menu lists all of the available appetizers and entrees, all at heavily inflated prices. ~ S #1841 Inside the restaurant~ Loud music blasts throughout the restaurant with its stale rhythm. The entire place is lit with purple lighting, specially designed not to strain the eyes. A sign sits by the door, reading "Please wait to be seated." ~ 0 8 0 0 D0 ~ ~ 0 0 1842 0 5 4 0 D2 ~ ~ 0 0 1840 0 5 4 0 D4 ~ ~ 0 0 1843 0 5 4 0 D6 ~ ~ 0 0 1844 0 5 4 0 S #1842 A round table~ A large, round table occupies most of this space, offering a good view of the purple translucent window. ~ 0 8 0 0 D4 ~ ~ 0 0 1841 0 5 4 0 D6 ~ ~ 0 0 1845 0 5 4 0 S #1843 A round table~ A large, round table occupies most of this space, offering a good view of the purple translucent window. ~ 0 8 0 0 D0 ~ ~ 0 0 1841 0 5 4 0 D6 ~ ~ 0 0 1846 0 5 4 0 S #1844 The bar~ Authentic leather barstools line the length of the bar, some filled by exec-looking types. The bar itself is made from a mixed purple-and-black stone which resembles marble in its pattern, while shelves on shelves of various bottles fill the ceiling-high column behind it. ~ 0 8 0 0 D0 ~ ~ 0 0 1845 0 5 4 0 D2 ~ ~ 0 0 1841 0 5 4 0 D4 ~ ~ 0 0 1846 0 5 4 0 S #1845 The bar~ Authentic leather barstools line the length of the bar, some filled by exec-looking types. The bar itself is made from a mixed purple-and-black stone which resembles marble in its pattern, while shelves on shelves of various bottles fill the ceiling-high column behind it. ~ 0 8 0 0 D0 ~ ~ 0 0 1848 0 5 4 0 D2 ~ ~ 0 0 1842 0 5 4 0 D4 ~ ~ 0 0 1844 0 5 4 0 S #1846 The bar~ Authentic leather barstools line the length of the bar, some filled by exec-looking types. The bar itself is made from a mixed purple-and-black stone which resembles marble in its pattern, while shelves on shelves of various bottles fill the ceiling-high column behind it. ~ 0 8 0 0 D0 ~ ~ 0 0 1844 0 5 4 0 D2 ~ ~ 0 0 1843 0 5 4 0 D4 ~ ~ 0 0 1847 0 5 4 0 S #1847 A booth table~ A comfortable booth occupies this corner, which is considerably darker than the rest of the place. This table is rarely unoccupied, being one of the most out-of-the-way, not to mention comfortable, areas in the Purple Haze. ~ 0 12 0 0 D0 ~ ~ 0 0 1846 0 5 4 0 S #1848 Hallway~ This (rather short) hallway leads to the mens' and women's bathrooms, as well as a door marked "Employees Only." ~ 0 8 0 0 D0 ~ door wooden~ 1 0 1849 0 1 4 0 D2 ~ door wooden~ 1 0 1850 0 1 4 0 D4 ~ ~ 0 0 1845 0 5 4 0 D6 ~ door wooden~ 1 0 1851 0 1 4 0 S #1849 Mens' bathroom~ The highly polished white ceramic sinks and toilets in the bathroom look a light purple because of the lighting. ~ 0 8 0 0 D4 ~ door wooden~ 1 0 1848 0 1 4 0 S #1850 Womens' bathroom~ The highly polished white ceramic sinks and toilets in the bathroom look a light purple because of the lighting. The only feature that makes this bathroom different from the mens' is its lack of urinals. ~ 0 8 0 0 D6 ~ door wooden~ 1 0 1848 0 1 4 0 S #1851 Service counter~ A stone counter approximately five feet high is cut into the wall here, allowing the waiters and waitresses easy access to the prepared meals. ~ 0 8 0 0 D2 ~ door wooden~ 1 0 1848 0 1 4 0 D4 ~ door stone~ 1 0 1852 0 14 12 0 S #1852 Kitchen~ The kitchen is full of the clamor of many pots and pans, dishes and steelware. Several chefs run frantically about, trying to get everything done as quick as possible. ~ 0 12 0 0 D0 ~ door stone~ 1 0 1851 0 14 12 0 D4 ~ ~ 0 0 1853 0 5 4 0 D6 ~ ~ 0 0 1855 0 5 4 0 S #1853 Kitchen~ The kitchen is full of the clamor of many pots and pans, dishes and steelware. Several chefs run frantically about, trying to get everything done as quick as possible. ~ 0 8 0 0 D0 ~ ~ 0 0 1852 0 5 4 0 D6 ~ ~ 0 0 1854 0 5 4 0 S #1854 Kitchen~ In this part of the kitchen is an industrial-sized sink, full of dirty plates and glasses, among other things. ~ 0 8 0 0 D0 ~ ~ 0 0 1855 0 5 4 0 D2 ~ ~ 0 0 1853 0 5 4 0 S #1855 Kitchen~ The kitchen is full of the clamor of many pots and pans, dishes and steelware. Several chefs run frantically about, trying to get everything done as quick as possible. ~ 0 8 0 0 D0 ~ ~ 0 0 1856 0 5 4 0 D2 ~ ~ 0 0 1852 0 5 4 0 D4 ~ ~ 0 0 1854 0 5 4 0 S #1856 Service counter~ The kitchen side of the service counter is where the busy chefs can drop off plates as they finish them. ~ 0 8 0 0 D4 ~ ~ 0 0 1855 0 5 4 0 S #1860 Jim's FixIt~ This is the entrance to Jim's FixIt, which also (quite conveniently) serves as Jim's house. Old, restored items of various kinds hang from the walls and ceiling, a limited display of Jim's repairs. ~ 0 12 0 0 D0 ~ ~ 0 0 1861 0 5 4 0 D6 ~ ~ 0 0 2069 0 5 4 0 S #1861 Back room~ The back room of Jim's FixIt is cramped, stuffed with a large workbench, full of tools of all sizes, a battered trid screen, and numerous objects tossed on the floor. ~ 0 8 0 0 D4 ~ ~ 0 0 1860 0 5 4 0 S #1900 Mall Entrance~ You step inside the warm atmosphere of the Tacoma Mall. The place is not too neat or tidy, but respectable and busy. People whisk to and fro around you, heading for the newest deals on the newest brands. But don't get it wrong, this is most certainly a place designed for a runner's needs. The avenue stretches southwards, taking alongside several shops. ~ 0 8 0 0 D0 ~ ~ 0 0 2092 0 5 4 0 D4 ~ ~ 0 0 1901 0 5 4 0 S #1901 First Floor~ The first floor holds more of the usual runner's shops. The place appears relatively safe, and most of the pedestrians here look to feel at ease. You spot the general troublemakers pushing their way through the crowd, but they don't look like they can give you much trouble. ~ 0 8 0 0 D0 ~ ~ 0 0 1900 0 5 4 0 D1 ~ ~ 0 0 1904 0 5 4 0 D2 ~ ~ 0 0 1903 0 5 4 0 D4 ~ ~ 0 0 1905 0 5 4 0 D6 ~ ~ 0 0 1902 0 5 4 0 S #1902 Living Lore~ The shop is furnished with a cross of post-modern and archetypal magic ambience motif, and then extra drapes thrown in for good measure. One side of the store is siphoned off just for formulae and information, and the rest of the room deals with all your possible thaumaturgic needs. ~ 0 8 0 0 D2 ~ ~ 0 0 1901 0 5 4 0 S #1903 Postal Substation~ A large computer sits inside a protected cabinet of steel and glass. Through all this junk, there is a slot for people to insert their identification cards into, to check, receive, and send mail to friends. ~ 0 8 0 0 D6 ~ ~ 0 0 1901 0 5 4 0 S #1904 Escalator~ A track of shifting steps whisks you upwards, on to the second floor. ~ 0 8 0 0 D5 ~ ~ 0 0 1922 0 5 4 0 S #1905 Avenue~ You push your way through the slipstream of people, that all seem to be trying to stop you from getting anywhere. Luckily, you manage to get the upper hand, and keep moving. The ceiling reaches upwards, not stopping for quite some time, and you can see random people walking along on the walkway suspended above you. ~ 0 8 0 0 D0 ~ ~ 0 0 1901 0 5 4 0 D2 ~ ~ 0 0 1906 0 5 4 0 D4 ~ ~ 0 0 1908 0 5 4 0 D6 ~ ~ 0 0 1907 0 5 4 0 S #1906 The Chop Shop~ A cozy reception fitted with velvet and linoleum textures beckons to you, and the receptionist looks up at you with a smile, neither fake nor genuine. Past her desk you spy a doctor draped in a white garment working at a table. ~ 0 12 0 0 D6 ~ ~ 0 0 1905 0 5 4 0 S #1907 Oxfam~ From charity bigshot to corporate giant, Oxfam has dominated the fashion world since The Fall. At least one branch of the immense company can be found in any city, and this is no exception. They still deal in clothing needs, and hold a wide range of styles for all your social desires. ~ 0 8 0 0 D2 ~ ~ 0 0 1905 0 5 4 0 S #1908 Intersection~ The avenue meets up with another, that takes you east and west, towards the two exits on either side of the mall. In the center of the intersection is a towering fountain, and next to that, is a glass elevator. ~ 0 8 0 0 D0 ~ ~ 0 0 1905 0 5 4 0 D2 ~ ~ 0 0 1909 0 5 4 0 D4 ~ ~ 0 0 1911 0 5 4 0 D6 ~ ~ 0 0 1910 0 5 4 0 S #1909 Avenue~ There appears to be some sort of elevator just ahead, and behind you is the Eastern Entrance. No shops lie on this avenue of the mall, but you can spot several stores coming up around the corner. ~ 0 8 0 0 D6 ~ ~ 0 0 1908 0 5 4 0 S #1910 Avenue~ There appears to be some sort of elevator just ahead, and behind you is the Western Entrance. No shops lie on this avenue of the mall, but you can spot several stores coming up around the corner. ~ 0 8 0 0 D2 ~ ~ 0 0 1908 0 5 4 0 S #1911 Avenue~ There are some people sitting down, taking a quick break from the battle of the wills out there on the avenues. People do tend to get a little over agressive, which only makes the general mood worse. Supposedly, the bio-grown flowers that form a chain over the entire mall are meant to help make the place more aesthetically pleasing, but they don't seem to have much of an effect, certainly on the more grumpy lot. ~ 0 8 0 0 D0 ~ ~ 0 0 1908 0 5 4 0 D2 ~ ~ 0 0 1914 0 5 4 0 D4 ~ ~ 0 0 1917 0 5 4 0 D6 ~ ~ 0 0 1915 0 5 4 0 S #1912 Eastern Entrance~ Four sets of double glass doors lead you into the Tacoma Mall. What a sight. Shimmering glass everywhere, and a grid of walkways suspended above you, people *everywhere*. Tacoma may not be exactly the happiest place on earth, but if there's one place you can find almost anyone, it has to be here. ~ 0 8 0 0 S #1913 Western Entrance~ Four sets of double glass doors lead you into the Tacoma Mall. What a sight. Shimmering glass everywhere, and a grid of walkways suspended above you, people *everywhere*. Tacoma may not be exactly the happiest place on earth, but if there's one place you can find almost anyone, it has to be here. ~ 0 8 0 0 S #1914 Zappa-Tech~ The far wall directly opposite the entrance is decorated with a massive circuitboard, an antique monument from before the introduction of anti- magnetic technology in motherboard construction. Stacks of monitors along each other wall glare at you with random Matrix-born images, leaving the place with more than just an anarchic atmosphere. ~ 0 8 0 0 D6 ~ ~ 0 0 1911 0 5 4 0 S #1915 Kevlar Armors~ Each wall, including behind the service counter, hold several racks of a wide range in body armor. Be it form-fitting or heavy duty security armor you're looking for, this place will have it. ~ 0 8 0 0 D2 ~ ~ 0 0 1911 0 5 4 0 S #1916 Matrix Terminal~ Closed off from the chaos of the Mall by a protected glass shield, this small layby holds several terminals. Each displays the shining 'M' emblem of Matrix Technologies, waiting for your use. Beside the terminal is a red sign that informs you to use 'connect' in order to hook up to the system. ~ 0 8 0 0 D2 ~ ~ 0 0 1917 0 5 4 0 D10 ~ ~ 0 0 1963 0 5 4 0 S #1917 First Floor~ The first floor holds more of the usual runner's shops. The place appears relatively safe, and most of the pedestrians here look to feel at ease. You spot the general troublemakers pushing their way through the crowd, but they don't look like they can give you much trouble. ~ 0 8 0 0 D0 ~ ~ 0 0 1911 0 5 4 0 D2 ~ ~ 0 0 1918 0 5 4 0 D4 ~ ~ 0 0 1919 0 5 4 0 D5 ~ ~ 0 0 1920 0 5 4 0 D6 ~ ~ 0 0 1916 0 5 4 0 S #1918 Security Center~ Two large desks with a strange horse-like silver emblem on them stand before you, each looked after by two to three guards dressed in grey. Four cameras on the wall behind them poke down at you, eager to record any possible acts of aggression. ~ 0 12 0 0 D6 ~ ~ 0 0 1917 0 5 4 0 S #1919 Mall Entrance~ You step inside the warm atmosphere of the Tacoma Mall. The place is not too neat or tidy, but respectable and busy. People whisk to and fro around you, heading for the newest deals on the newest brands. But don't get it wrong, this is most certainly a place designed for a runner's needs. The avenue stretches southwards, taking alongside several shops. ~ 0 8 0 0 D0 ~ ~ 0 0 1917 0 5 4 0 D4 ~ ~ 0 0 2093 0 5 4 0 S #1920 Escalator~ The escalator leads upwards to the second floor. ~ 0 8 0 0 D1 ~ ~ 0 0 1934 0 5 4 0 S #1922 Second Floor~ The second floor stretches outwards, one large avenue heading south, and reaching a huge intersection further on. ~ 0 8 0 0 D1 ~ ~ 0 0 1923 0 5 4 0 D2 ~ ~ 0 0 1924 0 5 4 0 D4 ~ ~ 0 0 1926 0 5 4 0 D6 ~ ~ 0 0 1925 0 5 4 0 S #1923 Escalator~ The escalator whisks pedestrians downward, back down to the first floor. ~ 0 8 0 0 D5 ~ ~ 0 0 1901 0 5 4 0 S #1924 Jilted~ Bad rock music and an even worse paint job. Weapons, weapons, and more weapons. Several baskets locked onto each wall are filled with random weapons and items of random aggressive expression. ~ 0 8 0 0 D6 ~ ~ 0 0 1922 0 5 4 0 S #1925 Hackers' Haven~ The shop is furnished with strange balls of metallic foil, that hang precariously from the ceiling. Pumping bass music blasts out, making the shop positively bounce. As well as the black service counter at the back of the room, there is a small corner sectioned off for Matrix terminals. ~ 0 8 0 0 D2 ~ ~ 0 0 1922 0 5 4 0 S #1926 Walkway~ You walk along the walkway, towards the intersection up ahead. More shops present themselves in the south as you continue. ~ 0 8 0 0 D0 ~ ~ 0 0 1922 0 5 4 0 D2 ~ ~ 0 0 1927 0 5 4 0 D4 ~ ~ 0 0 1929 0 5 4 0 D6 ~ ~ 0 0 1928 0 5 4 0 S #1927 Jim's Eatery~ A simple, cozy little shop, settled nicely with a meaty clientele and minimal difficulty. Several tables are situated in one of the far corners, and a standing bar is set up against the counter for eaters on the move. ~ 0 8 0 0 D6 ~ ~ 0 0 1926 0 5 4 0 S #1928 Generous George's Subs~ Quite a well known little hangout this, its reputation springing from the delicious traditional subway sandwiches. Random photos hug the walls, framed and hanging from the ceiling also. ~ 0 8 0 0 D2 ~ ~ 0 0 1926 0 5 4 0 S #1929 Walkway~ The avenue thins out into a walkway, leading you into the wider sections of the mall. ~ 0 8 0 0 D0 ~ ~ 0 0 1926 0 5 4 0 D4 ~ ~ 0 0 1931 0 5 4 0 S #1930 Tessko Foods~ Tessko was originally a huge supermarket chain popular in Europe. However, after The Fall, the family owned corporation closed down its major stores and moved to America. Still, they've managed to maintain a good reputation for fresh soy products and drinks. The store is populated by about ten different rows of various foods. ~ 0 8 0 0 D2 ~ ~ 0 0 1931 0 5 4 0 S #1931 Avenue~ You pass by some more benches and various greenery that died long ago. To the north lies a large fountain and seating area, with an elevator shaft right in the middle. The avenue continues southwards, passing several more shops. ~ 0 8 0 0 D0 ~ ~ 0 0 1929 0 5 4 0 D2 ~ ~ 0 0 1932 0 5 4 0 D4 ~ ~ 0 0 1934 0 5 4 0 D6 ~ ~ 0 0 1930 0 5 4 0 S #1932 Greenway~ Greenway is a pretty large store, catering to as many needs as possible. It houses probably one of the largest varieties of goods in Tacoma, ranging from construction tools to midnight snacks. ~ 0 8 0 0 D6 ~ ~ 0 0 1931 0 5 4 0 S #1933 OutBack~ The inside furnishings range from hiking displays to trid screens strobing survival tactics for the modern ranger. All manner of gear to accompany you in the field lies folded or stacked neatly on the shelves. ~ 0 8 0 0 D2 ~ ~ 0 0 1934 0 5 4 0 S #1934 Avenue~ You stand at the southern end of the mall, an escalator whirring slowly next to you. The mall continues for quite a way northwards, and people seem to be flowing smoothly through all the shops. ~ 0 8 0 0 D0 ~ ~ 0 0 1931 0 5 4 0 D2 ~ ~ 0 0 1935 0 5 4 0 D5 ~ ~ 0 0 1937 0 5 4 0 D6 ~ ~ 0 0 1933 0 5 4 0 S #1935 Vesalius' Forge~ Named after the founder of modern anatomy, the name implies a link between the natural biological elements of the body, and the mechanics and engineering of metal and machinery. Guess what? It's a street clinic. ~ 0 12 0 0 D6 ~ ~ 0 0 1934 0 5 4 0 S #1936 Elevator~ A clear glass elevator tugs you slowly upwards, allowing you to peer down on the mass below. Strangely enough, the elevator appears to be in very good working order, and no marks can be seen on the glass. ~ 0 8 0 1 S #1937 Escalator~ The escalator carries you downwards to the first floor. ~ 0 8 0 0 D1 ~ ~ 0 0 1917 0 5 4 0 S #1939 The Tacoma Sheridan~ A nice, suitable hotel for all your shadowrunning needs. They don't ask many questions here, one of the only ones being about your cred balance. Other than that, you can feel quite at ease. A reception desk with three trid displays locked in the wall behind it sits at the far end of the lobby. An elevator also waits to take you back down into the mall. ~ 0 8 0 0 S #1940 A Hotel Room~ You step out of the bed, and find yourself in a moderately sized room, without a toilet. The mirror opposite plays a rocky horror show to you, and the extractor fan whirrs methodically above you. ~ 0 8 0 0 D9 ~ ~ 0 0 1939 0 5 4 0 S #1950 Guard Post~ You stand at the foot of a large ramp, that slopes downwards, further down towards a massive steel dome, closed off on all sides. Other than the shining metal sides, you have no idea what could be contained inside. ~ 0 131072 12 8 D0 ~ ~ 0 0 1952 0 5 4 0 D2 ~ ~ 0 0 1954 0 5 4 0 D4 ~ ~ 0 0 1953 0 5 4 0 D6 ~ ~ 0 0 1951 0 5 4 0 S #1951 Guard Post~ You stand at the foot of a large ramp, that slopes downwards, further down towards a massive steel dome, closed off on all sides. Other than the shining metal sides, you have no idea what could be contained inside. ~ 0 131072 11 7 D2 ~ ~ 0 0 1950 0 5 4 0 D3 ~ ~ 0 0 1953 0 5 4 0 D4 ~ ~ 0 0 1955 0 5 4 0 S #1952 Walkway~ A narrow metal walkway leads you further on, towards a large hangar-type arena...the floor well out of sight. ~ 0 131072 11 6 D1 ~ ~ 0 0 1962 0 5 4 0 D4 ~ ~ 0 0 1950 0 5 4 0 S #1953 Reactor Core~ You pass gently through the steel lining, through into a closed off, darkened chamber. As your steps finally reach the floor, the ambience is shattered by the churning of some gigantic being. The floors shake and light blasts through all forms of eye-protection, almost knocking you senseless. Data flows constantly, swirling around the room before sinking gently into the walls. ~ 0 131072 12 8 D0 ~ ~ 0 0 1950 0 5 4 0 D1 ~ ~ 0 0 1954 0 5 4 0 D2 ~ ~ 0 0 1956 0 5 4 0 D4 ~ ~ 0 0 1957 0 5 4 0 D6 ~ ~ 0 0 1955 0 5 4 0 D7 ~ ~ 0 0 1951 0 5 4 0 S #1954 Guard Post~ You stand at the foot of a large ramp, that slopes downwards, further down towards a massive steel dome, closed off on all sides. Other than the shining metal sides, you have no idea what could be contained inside. ~ 0 131072 11 6 D4 ~ ~ 0 0 1956 0 5 4 0 D5 ~ ~ 0 0 1953 0 5 4 0 D6 ~ ~ 0 0 1950 0 5 4 0 S #1955 Guard Post~ You stand at the foot of a large ramp, that slopes downwards, further down towards a massive steel dome, closed off on all sides. Other than the shining metal sides, you have no idea what could be contained inside. ~ 0 131072 11 6 D0 ~ ~ 0 0 1951 0 5 4 0 D2 ~ ~ 0 0 1953 0 5 4 0 D3 ~ ~ 0 0 1958 0 5 4 0 S #1956 Guard Post~ You stand at the foot of a large ramp, that slopes downwards, further down towards a massive steel dome, closed off on all sides. Other than the shining metal sides, you have no idea what could be contained inside. ~ 0 131072 11 6 D0 ~ ~ 0 0 1954 0 5 4 0 D5 ~ ~ 0 0 1958 0 5 4 0 D6 ~ ~ 0 0 1953 0 5 4 0 S #1957 Guard Post~ You stand at the foot of a large ramp, that slopes downwards, further down towards a massive steel dome, closed off on all sides. Other than the shining metal sides, you have no idea what could be contained inside. ~ 0 131072 11 6 D0 ~ ~ 0 0 1953 0 5 4 0 D4 ~ ~ 0 0 1958 0 5 4 0 S #1958 Hallway~ Leaving the arena....you continue down a much more somber hallway, towards another hangar-type area. ~ 0 131072 11 6 D0 ~ ~ 0 0 1957 0 5 4 0 D1 ~ ~ 0 0 1956 0 5 4 0 D4 ~ ~ 0 0 1959 0 5 4 0 D7 ~ ~ 0 0 1955 0 5 4 0 S #1959 Crossroads~ The hallway stops here, only to collide with another travelling sideways. You are now greeted by four different directions, three new, and one old, behind you. ~ 0 131072 11 6 D0 ~ ~ 0 0 1958 0 5 4 0 D2 ~ ~ 0 0 1960 0 5 4 0 D4 ~ ~ 0 0 1965 0 5 4 0 D6 ~ ~ 0 0 1961 0 5 4 0 S #1960 The Clinic~ Racks of files and medical sheets lie against the wall...and huge fractal refrigerators on the other side of the room buzz gently in the silence of the Matrix. ~ 0 131072 11 6 D4 ~ ~ 0 0 1966 0 5 4 0 D6 ~ ~ 0 0 1959 0 5 4 0 S #1961 An Alchemist's Workshop~ Potions bubble, all lined around a large cauldron in the center of the room situated on a table. Gases swirl and cloud up your senses, fogging out the room completely. Small, unknown creatures nip at your heels, and strange, eerie noises pop out at you from unseen corners. ~ 0 131072 11 6 D2 ~ ~ 0 0 1959 0 5 4 0 D4 ~ ~ 0 0 1964 0 5 4 0 S #1962 Hallway~ What looks a lot like a sort of military installation, the whole place is remarkable clean and shiny. A slight chilling breeze slides through the passage, pushing you southwards. ~ 0 131072 11 6 D0 ~ ~ 0 0 1963 0 5 4 0 D5 ~ ~ 0 0 1952 0 5 4 0 S #1963 Double Doors~ You walk through two swinging double doors, into a sheen metal hallway, leading south. ~ 0 131072 11 6 D4 ~ ~ 0 0 1962 0 5 4 0 S #1964 Armoury~ The room is small and cosy, yet somehow cold and lifeless. The walls only contain filing cabinets, and few simple showcases, strangely enough, of some weapons that you have *never* seen before. ~ 0 131072 11 6 D0 ~ ~ 0 0 1961 0 5 4 0 D3 ~ ~ 0 0 1967 0 5 4 0 S #1965 Warez House~ Strange, mutated dataflows run around you, tickling and at the same time pricking at your skin, almost like their trying to playfully eat you alive. Not nice. ~ 0 131072 12 8 D0 ~ ~ 0 0 1959 0 5 4 0 D4 ~ ~ 0 0 1967 0 5 4 0 S #1966 Clothesline~ You are in an unfinished room. ~ 0 131072 11 6 D0 ~ ~ 0 0 1960 0 5 4 0 D5 ~ ~ 0 0 1967 0 5 4 0 S #1967 Stock Terminal~ A large terminal, with random records of stock exchanges, purchases, and other orders. ~ 0 131072 11 6 D0 ~ ~ 0 0 1965 0 5 4 0 D1 ~ ~ 0 0 1966 0 5 4 0 D2 ~ ~ 0 0 1968 0 5 4 0 D6 ~ ~ 0 0 1969 0 5 4 0 D7 ~ ~ 0 0 1964 0 5 4 0 S #1968 Food House~ Rather like a huge cybermarket really. There's even some vending machines over on one side, and weird dataflows and puddles on the other. ~ 0 131072 11 6 D2 ~ ~ 0 0 1971 0 5 4 0 D4 ~ ~ 0 0 1974 0 5 4 0 D6 ~ ~ 0 0 1967 0 5 4 0 S #1969 Weaponry~ Weapons, weapons, and more weapons. Little else resides around here. Each individual gun is shining with virtual glitter, gleaming at you brightly. ~ 0 131072 11 6 D2 ~ ~ 0 0 1967 0 5 4 0 D4 ~ ~ 0 0 1973 0 5 4 0 D6 ~ ~ 0 0 1970 0 5 4 0 S #1970 The Library~ Rows upon rows of books line up against the wall. Several desks over at the far end of the chamber stand empty, waiting for attendants. ~ 0 131072 11 6 D2 ~ ~ 0 0 1969 0 5 4 0 D4 ~ ~ 0 0 1972 0 5 4 0 S #1971 The Larder~ The virtual smell of good, genuine food is blinding. Probably a damn sight better than the real life partner, this larder is jam-packed with delicious cyber foods. ~ 0 131072 11 6 D4 ~ ~ 0 0 1975 0 5 4 0 D6 ~ ~ 0 0 1968 0 5 4 0 S #1972 Stock House~ A small, tucked away little store room greets you, its insides stacked with boxes upon boxes of files and stock reports. ~ 0 131072 11 6 D0 ~ ~ 0 0 1970 0 5 4 0 S #1973 Food Warehouse~ Hundreds upon thousands of neatly, individually-wrapped boxes of food, drinks and home goods are piled on top of each other, in a fashionable order. The room is not incredibly large, but still somehow manages to contain this much food. ~ 0 131072 11 6 D0 ~ ~ 0 0 1969 0 5 4 0 S #1974 The Outback~ The place is fitted out just as one would expect an outdoors, hiking-type shop to have. The motif is a gently shade of sandy beige, not too harsh or stimulating, but more of the rugged look. The room seems to hold mostly item lists and stock reports, and any other files you might expect on a shop's system. ~ 0 131072 11 6 D0 ~ ~ 0 0 1968 0 5 4 0 S #1975 The Roster~ This is not so much a single room, but rather a large cube with hundreds of small slots carved into it. Each slot is big enough to pass your hand into, but from here you cannot see what lies inside. The cube revolves consistently around a small lake of crystal-clear water, than tinkles and splashes below you. ~ 0 131072 11 6 D0 ~ ~ 0 0 1971 0 5 4 0 S $~