#60500 Name: Welcome to Awakened Worlds! Desc:$ Welcome to Awake 2062. This room stands on the event horizon of a great rift, the rift connecting our world to that which lies beyond. You stand now at the sole entrance to this realm. As you explore these hallowed halls, you will discover everything you need to know to survive in the cruel, cold world the Earth has become in what is our present - midway through the 21st century. Mind you, here you will only be taught the theory of what you must do. Living long enough to learn how to apply it is completely up to you. Welcome, and good luck. (It would be a good idea right now to turn on color if your terminal supports it. Type COLOR COMPLETE to turn it on, or HELP COLOR for more information. To continue through this tutorial, type EXITS to look at the exits to the room you're in. Type NORTH, or N to proceed to the next room.) Also, if you name is not appropriate, like a compound word or a jumble of random letters, please pick a new name. Continuing with a ridiculous sounding name will only be wasting your time, as only proper, sensible names will be authorized at the end of the tutorial. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60501 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60501 Name: All About Your Surroundings Desc:$ A MUD is a virtual world. To look around this world, just type 'look' or 'l' for short. This will give you the description of the area you are in and show any objects, people, and/or monsters in the same area. If you use the look command right now you will see this room description again. You can look at objects, people, monsters, and even in directions (such as 'look south' or 'l s' for short). In order to move around the world, you type in the name of the direction you wish to travel, such as north, south, east, west, up, or down. If there is not a path in that direction, the mud will let you know. To continue, go north (by typing 'north' or 'n'). To see who or what else is in the rooms adjacent to your own room, type 'scan'. Sometimes doors or objects can obstruct your view or path. In that case, try to 'open' a door by typing 'open door (direction)'. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60502 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60500 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60502 Name: Getting To Know Yourself Desc:$ The next thing you need to know is how to find out information about yourself. There are several commands which give you information needed to play here. These commands are 'score', 'inventory', 'equipment', 'skills', and 'spells'. All commands on the mud may be abbreviated, therefore you can type 'sc' for score, 'i' for inventory, 'eq' for equipment, and so on. The first thing you should do is try out these commands. To pick up an item you see on the floor, type 'get (item)'. If the item is in a container, you can type 'get (item) (container)' to retrieve it. If you'd like to equip the item, simply type 'wear (item)'. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60503 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60501 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60503 Name: A Steel Staircase Leading Down Desc:$ You've arrived at a metal staircase leading to the floor below. The Neophyte Guild is designed to assist you in becoming a capable member of the Awakened Worlds playerbase. The levels of the building will guide you through character generation, roleplaying, and rules and policy. Proceed DOWN to continue. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60502 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60504 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60504 Name: Interacting in the Shadowrun Universe Desc:$ The Shadowrun universe is set in the year 2060, when international corporations have a strong grasp on the power in the world, surpassing the authority of whole nations. The long lost practices of magic have also emerged, creating a large variety of metahuman races in addition to returning the forces of magic to the world. Awake allows you to interact with this fantasy world through your CHARACTER- your avatar in the Shadowrun Universe. You control this character, and act as if you were actually in this world. This section of the tutorial will allow you to customize your character by assigning him skills, attributes, and careers. Proceed SOUTH to begin. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60505 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60503 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60505 Name: All About Your Attributes Desc:$ Attributes determine the strengths and weaknesses of your character in the Shadowrun Universe, and form the essential backbone to the character. If you type SCORE, the lefthand column will display your character's attributes: BODY, QUICKNESS, STRENGTH, INTELLIGENCE, CHARISMA, and WILLPOWER are the main attributes, and the other values are determined from these six main stats. For more detailed explanations about your statistics, type "LOOK (statistic)" you need help with in this room. An Attribute Trainer is also present in this room. Type TRAIN and follow the directions to allocate attribute points. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60504 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXTRADESC 0] Keywords: magic~~~~~~~~~~~~~~~~~~~~ Desc:$ Magic determines the spell casting abilities of the mage or shaman. Magic is linked to essence- when essence is reduced, magic is as well. When Essence and Magic points are lost, they can never be regained- magically attuned characters should take care not to reduce either of those two stats. ~ [EXTRADESC 1] Keywords: Reaction~~~~~~~~~~~~~~~~~~~~ Desc:$ Reaction determines the reflexes of the character, and how well they act under pressure. High reaction allows characters to gain more attacks in combat. The attribute can only be raised by increasing your intelligence and quickness, because it is determined by adding those two attributes and dividing it by two. ~ [EXTRADESC 2] Keywords: Essence~~~~~~~~~~~~~~~~~~~~ Desc:$ All characters start with 6 essence, presenting their humanity. Magical power is directly linked to this attribute- magic is drawn from the lifeforce of the person who uses it. When harmful foreign objects are introduced into a body, the essence is reduced. People who undergo cyberware installations on a regular basis have low essence, and thus less humanity. Essence is essential for magically attuned characters, and any installation of cyberware will hamper their spellcasting abilities. ~ [EXTRADESC 3] Keywords: willpower~~~~~~~~~~~~~~~~~~~~ Desc:$ Willpower represents the strength of your mind- your mental stability, determination, and self control. For a magically attuned character, this is one of the most important stats because it helps resist physical and mental fatigue from spellcasting. If you are a mundane, willpower is still important because it protects people from harmful spells, in addition to affecting their combat aptitude. ~ [EXTRADESC 4] Keywords: charisma~~~~~~~~~~~~~~~~~~~~ Desc:$ Your charisma attribute represents how attractive or persuasive you are to other people. Attractiveness is not necessarily physical beauty, however. Charisma allows you to be more persuasive (and thus getting better prices from shopkeepers or dealers), helps you relate better to people you meet, and helps with all sorts of negotiations. Charisma is an important skill in the Shadowrun universe because only those who are well connected survive, and being persuasive and charismatic helps with interaction with contacts. If you are magically attuned, charisma becomes important in astral space. ~ [EXTRADESC 5] Keywords: intelligence~~~~~~~~~~~~~~~~~~~~ Desc:$ Intelligence is an attribute that represents everything from your aptitude, how fast you think, to how well you perceive your environment. For this reason, intelligence is important because it affects your reaction. You may be quick, but if you can't think fast, it won't do you any good. For magically attuned characters, intelligence affects their magical abilities as well. ~ [EXTRADESC 6] Keywords: strength~~~~~~~~~~~~~~~~~~~~ Desc:$ Your strength represents how much you can lift, carry, and how hard you can hit someone. Strength can be important in melee combat, where a weapon's damage is directly related to your strength rating. ~ [EXTRADESC 7] Keywords: quickness~~~~~~~~~~~~~~~~~~~~ Desc:$ Quickness represents your ability to move quickly and dodge things. With a high quickness, you can dodge bullets, swords, arrows, and other dangerous things. Quickness also affects your REACTION, allowing you to get more attacks per round of combat. ~ [EXTRADESC 8] Keywords: body~~~~~~~~~~~~~~~~~~~~ Desc:$ Your Body Attribute determines resistance to damage, from bullets, blades, explosions, and other such physical attacks. The higher your rating, the more likely you are to be able to resist damage. ~ [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60506 Name: The Neophyte Skill Center Desc:$ Skills are another essential aspect to a Shadowrunner, someone who performs illegal deeds for pay. Skills make up your character, and determine what tasks they are capable of performing, and how well they can perform them. If you type EXITS, you can see the various rooms that teach those essential skills to new runners. To see the skills you already possess, type SKILLS. When you encounter a skill trainer, type PRACTICE to see what he is capable of teaching. To learn a new skill, simply type PRACTICE (skill name). Type it again to become more proficient in the skill you just aquired. Proceed into the skill trainer rooms to learn the abilities essential to your survival. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60505 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northeast] ToVnum: 60507 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60508 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southeast] ToVnum: 60509 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60513 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southwest] ToVnum: 60512 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60511 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northwest] ToVnum: 60510 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60507 Name: Melee Skill Training Desc:$ The skills offered in this room are all derived from your STRENGTH attribute. Type PRACTICE to see the list of avaliable melee and strength-based skills. EDGED WEAPONS, WHIPS AND FLAILS, POLE ARMS, and CLUBS determines your abilities with various hand held melee weapons. PROJECTILES is the skill related to bow and crossbow-type weapons, exotic in the world of 2060. THROWING WEAPONS is the skill that is required for those that wish to be able to use grenades, throwing knives, or shuriken. UNARMED COMBAT is the skill essential for those who wish to be able to fight effectively with their fists. CYBER IMPLANTS, while similar to UNARMED COMBAT, is necessary for those who wish to fight with cybernetically installed weapons such as hand razors, bone lacing, and spurs. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southwest] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60508 Name: Ranged Combat Skill Training Desc:$ Combat in 2060 is not much different from modern-day warfare: firearms are abundant, and within reach of nearly anyone that has the money for them. This room trains characters with the skills for operating and firing guns. Type PRACTICE to see what firearms training is offered. Careful: legality of firearms is still present in the world of 2060. Anything larger than a simple pistol is very likely to attract unwanted attention from law enforcement. It is best to keep firearms concealed unless you actually need to use them. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60509 Name: Vehicle Skill Training Desc:$ Vehicle skills are avaliable in this room. Type PRACTICE to see what's avaliable. DRIVING type skills are necessary for operation of cars, trucks, and other vehicles. BR skills, or Build and Repair skills, determines a character's ability to repair or construct a vehicle. These skills are essential for Rigger characters, whose specialties revolve around the operation of vehicles and drones. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northwest] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60510 Name: Magical Skill Training Desc:$ Magical skills are essential for magically attuned characters, but are not very useful for the mundane. This room allows you to home your abilities in SORCERY and CONJURING, in addition to SHAMANIC STUDIES and MAGICAL THEORY. SORCERY determines the spellcaster's capabilities with casting spells, and will determine their success with spellcasting. CONJURING allows mages to summon elementals to do their bidding, and also allows shamans to conjure spirits to do theirs. MAGICAL THEORY, exclusive for Hermetic mages, and SHAMANIC STUDIES, exclusive for shamans, allows players to design their own spells. To practice these abilities, type PRACTICE, followed by the skill name. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southeast] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60511 Name: Runner Survival Skill Training Desc:$ All runners need to know some basic skills to survive in the harsh world of 2060. Here you can learn the fundamental skills to survival in this technologically advanced, yet dangerous world. Type PRACTICE to see what this trainer has to offer. STEALTH determines the character's ability to stay hidden and unnoticed- useful for evading security or law enforcement. ATHLETICS determines a character's physical capability for strenuous tasks- scaling walls, climbing ropes, and various other athletic tasks. COMPUTERS is a skill essential for a Decker, who hacks into computer systems with technologically advanced computers called CYBERDECKS. ELECTRONICS, an essential skill for runners, determines the character's aptitude with electronic devices- magnetic doorlocks, credsticks, and hotwiring, for example. BIOTECH is the character's ability to administer first aid in times of crisis. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60512 Name: Language Training Desc:$ Despite the changing territories and nation boundaries in 2060 that incorporated members of various ethnic nationalities into a jumble of territories, language barriers still exist in the Shadowrun Universe. While all characters start with mastery of the English language, knowing other languages is always a useful skill when interacting with others. Sometimes you may not be able to understand someone else in a conversation: this is due to a failed dice roll based on your Intelligence. The higher your intelligence, the more likely you are to be able to follow through on a conversation. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northeast] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60513 Name: A Marble Hallway Desc:$ Have you spent all your Attribute and Skill points? If not, you may want to turn back and spend the rest of them. The next few rooms allow you to choose an archetype for your character, to pick a specialty or specialties that your character excels at. While the Shadowrun system does not restrict a player on the professions they want their characters to take, it is recommended that you stick to one profession if you are new to the Shadowrun system. Proceed SOUTH to continue. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60514 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60514 Name: Career Archetype Paths Desc:$ Here the path splits off into three directions. The Mundane characters, those who do not have magical abilities, should proceed westward, where they can learn more about STREET SAMURAI, DECKER, and RIGGER professions. Those who are gifted with spellcasting abilities should proceed to the EAST, where they can learn more about HERMETIC and SHAMANIC magic. Finally, those who are ADEPTS, people who use magic to augment their physical capabilities, should head SOUTH to learn more about their profession. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60513 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60520 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60518 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60515 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60515 Name: The Path of the Mundane Desc:$ So you weren't born with magical abilities. Who needs 'em? Mundanes can augment themselves with cyberware and bioware, artificial enhancements, to greatly increase their physical and mental capabilities. Mundanes also can excel at tasks mages and Adepts can't- rigging vehicles and hacking into the Matrix, the virtual reality system of computers, for example. Cyberware detracts from the character's essence, representing the loss of humanity of a character after installing foreign, unnatural objects into their bodies. Cyberware and bioware may not be for everybody, as cyberware installation is a sickening process. For those who can stomach it, however, the possibilities are great. Continue WEST to learn more. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60514 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60516 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60516 Name: Street Samurai, Riggers, and Deckers Desc:$ In this room you'll learn about Street Samurai, Deckers, and Riggers. STREET SAMURAI- A general term that refers to any character that installs cyberware into their bodies to augment their fighting capabilities. These characters tend to be the most combat intensive of the Shadowrun archetypes. DECKERS- The futuristic hacker, DECKERS hack into the Matrix, an artificial reality system of computers similar to the World Wide Web. DECKERS connect their minds into the computers themselves through machines called CYBERDECKS and DATAJACK cyberware. RIGGERS- The futuristic mechanic, RIGGERS can synchronize their mind with those of vehicles, effectively controlling vehicles and drones with their VEHICLE CONTROL RIGS and REMOTE CONTROL DECKS. Riggers can become quite formidable with a legion of machines backing them up. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60515 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60517 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60517 Name: Doc Holiday's Cyberware Clinic Desc:$ Doc Holiday, a cybertechnician, offers his services to incoming Shadowrunners in Seattle. To look at what he has to offer, type "LIST". To have a cyberware operation performed, type "BUY", followed by the name of the cyberware. On the left hand column of the LIST, you'll see the numbers of the items in the store. You can also buy according to those numbers with "BUY #(number of the item)". For a brief explanation of the cyberware that Doc Holiday stocks, type "LOOK" followed by the name of the cyberware you'd like information on. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60516 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60525 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXTRADESC 0] Keywords: datajack~~~~~~~~~~~~~~ Desc:$ A DATAJACK is necessary for a decker or a rigger to interface their mind with a machine. ~ [EXTRADESC 1] Keywords: smartlink system~~~~~~~~~~~~~~ Desc:$ The SMARTLINK system allows the user to use a smartlink accessorized firearm, granting them greater accuracy in ranged combat. If the weapon is outfitted with a SMARTLINK accessory and the user has a SMARTLINK system installed, the feature is automatically used. ~ [EXTRADESC 2] Keywords: spurs razors retractable~~~~~~~~~~~~~~ Desc:$ Spurs/Razors are blades attached to the hands of the user, providing them with a handy weapon in a fist fight. When installed, the spurs/razors are automatically used when the character enters unarmed combat, and success is based on the CYBERIMPLANT COMBAT skill. ~ [EXTRADESC 3] Keywords: Vehicle control rig~~~~~~~~~~~~~~ Desc:$ The VEHICLE CONTROL RIG and a DATAJACK is necessary for someone who wants to be able to mentally control a vehicle. An explanation of RIGGING is provided later in the guild. ~ [EXTRADESC 4] Keywords: wired reflexes~~~~~~~~~~~~~~ Desc:$ Wired Reflexes, while costly to the user's essence, enhance their REACTION and INITIATIVE, allowing them to attack more often than an unaugmented person. Wired Reflexes are known to cause some people to be extra jumpy. ~ [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60518 Name: The Path of the Adept Desc:$ Born with magical abilities but unable to manipulate magical energies like Mages, ADEPTS enhance their physical capabilities instead. Through POWER POINTS, Adepts can gain various superhuman abilities with intensive training. Like all magically attuned characters, however, an Adept's magical abilities are hampered by artificial objects such as cyberware and bioware, and should not invest in them lest their abilities suffer. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60514 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60519 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60519 Name: Adept Power Training Desc:$ Here an Adept can purchase abilities with his POWER POINTS. Type TRAIN to see what the trainer has to offer. For a brief explanation of the powers and abilities, type "HELP" followed by the name of the ability. Type "TRAIN" and the name of the ability once you'd decided on the powers that you wish to have for your character. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60518 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60525 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60520 Name: The Path of the Magician Desc:$ Following the Awakening in 2019, the world experienced a surge of magical energy. In addition to the emergence of metahuman races such as elves, dwarves, and trolls, mankind once again became capable of manipulating magical energy from the Earth. Two divisions of mages formed: Hermetic Mages, who view magic as a science and approach it in a scientific manner, and Shamans, who consider magic to be more spiritual in nature. In Shadowrun, mages are capable of casting spells, conjuring spirits or elementals to aid them, and also astral projection, which will be explained later in the tutorial. Proceed NORTH if you are a Hermetic Mage, and SOUTH if you represent a Shamanic Totem. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60521 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60523 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60514 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60521 Name: All About Hermetic Magic Desc:$ Hermetic Mages consider magic to be like a science: because they know spell formulas and are capable of managing the complex computations in their heads, Hermetics usually consider magic to be theirs to use and manipulate. Hermetics are capable of conjuring elementals, if they have access to a hermetic library and various conjuring materials. The strength of the earth, fire, wind, or water elemental depends on the force of the library used, and the abilities of the summoner. Hermetic mages are also capable of astral projection and perception. The skills which determine the abilities of Hermetic mages are SORCERY, CONJURING, and MAGICAL THEORY. Proceed EAST to learn your first Hermetic Spells. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60522 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60520 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60522 Name: Hermetic Mage Spell Training Desc:$ The basic spells offered in this room are just the tip of the ice berg: a large number of other spells are avaliable once you leave the Neophyte Guild. Casting spells can fatigue the user, and if the Force of the spell is higher than the spellcaster's magic rating, they will take Physical damage whenever they cast the spell. The combat spells vary in damage: DART does less damage and has a higher chance of succeeding, wheras BOLT does more damage and has more fatiguing DRAIN effects on its caster. MANA type spells directly attack the lifeform of the victim, and the opponent's WILLPOWER is used to resist damage. POWER type spells physically assault the victim, and the opponent's BODY is used to resist damage. STUN spells are just that: they deal stun damage and can incapacitate an opponent without hurting them. HEAL will repair a person's physical wounds. INVISIBILITY will render someone invisible to the human eye, but with technological advances and magic existing in the world of 2060, someone who is invisible can still be detected by thermographic vision, security cameras, and magical means. To LEARN a spell, type PRACTICE to see what's avaliable. When you have chosen all your spells, proceed DOWN. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60521 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60525 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60523 Name: All About Shamanic Magic Desc:$ Totemic Shamans consdier magic to be of a spiritual nature: their Totem, through its divine knowledge, calls upon its loyal services to carry out its will. Shamans are capable of conjuring spirits from their based on the domain of their immediate surroundings. If they were in a forest, for example, they could conjure up a Forest spirit. Likewise, if they were in the mountains they could conjure a Mountain Spirit, or if they were in the city streets they could summon a Spirit-of-Man. Shamans are also capable of astral projection and perception. The skills which determine the abilities of a Totemic Shaman are SORCERY, CONJURING, and SHAMANIC STUDIES. All Shamans must abide by the rules set forth by their Totem. Failure to obey the Totem, or deviation from the Totem philosophy, will result in the loss of magic abilities by the Shaman. Proceed EAST to learn your first Shamanic spells. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60520 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60524 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60524 Name: Shamanic Spell Training Desc:$ The basic spells offered in this room are just the tip of the ice berg: a large number of other spells are avaliable once you leave the Neophyte Guild. Casting spells can fatigue the user, and if the Force of the spell is higher than the spellcaster's magic rating, they will take Physical damage whenever they cast the spell. The combat spells vary in damage: DART does less damage and has a higher chance of succeeding, wheras BOLT does more damage and has more fatiguing DRAIN effects on its caster. MANA type spells directly attack the lifeform of the victim, and the opponent's WILLPOWER is used to resist damage. POWER type spells physically assault the victim, and the opponent's BODY is used to resist damage. STUN spells are just that: they deal stun damage and can incapacitate an opponent without hurting them. HEAL will repair a person's physical wounds. INVISIBILITY will render someone invisible to the human eye, but with technological advances and magic existing in the world of 2060, someone who is invisible can still be detected by thermographic vision, security cameras, and magical means. To LEARN a spell, type PRACTICE to see what's avaliable. When you have chosen all your spells, proceed DOWN. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60523 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60525 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60525 Name: Introduction to Complex Commands Desc:$ Awake has developed a large number of complex commands and features unique to this MUD. While not all of them can be explained in this area, the basic, essential fuctions will be described in the rooms to come. A staircase leads back up to the Career Archetype area in case you'd like to learn more about the archetypes. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60526 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60514 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60526 Name: Managing Your Bank Account: ATMs and Credsticks Desc:$ The world of 2060 is all about money (nuyen is the standard of currency in this futuristic world). Managing your finances is an important aspect of running the shadows. People who carry their life savings with them all the time tend to lose it very quickly. Characters can store their funds in their bank accounts if they can locate an ATM. When you find one, type BALANCE to see how much money is in the account, DEPOSIT to deposit your funds, or WITHDRAW to make a transaction. Credsticks, small pen shaped credit cards, are also safe ways to store money. Credsticks can be personalized by someone to keep their funds safe, but can also be rigged with someone who is proficient with ELECTRONICS. To personalize a credstick, simply ACTIVATE it. If the credstick has already been personalized, you must CRACK the security systems with your ELECTRONICS skill before you can access the electric gold within. Whatever funds are on the credstick, you can use to make purchases, although some illegal street dealers will only accept certified rolls of nuyen. To exhange funds from a credstick into an ATM, type "TRANSFER (amount) ACCOUNT". To transfer funds from an account to a credstick, type "TRANSFER (amount) CREDSTICK". Continue NORTH to learn more complex commands. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60527 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60525 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60527 Name: All About Radio Broadcasting Desc:$ Low frequency radios are a cheap, effective way to broadcast a message to a large number of people. When using a radio, remember that this is an IN-CHARACTER method of communication: disregard the way you behave, and think about how your CHARACTER would act. More on IN-CHARACTER and OUT-OF-CHARACTER topics will be covered later in the Neophyte Guild. To operate your radio, aquire one and type RADIO. To center the radio to a specific frequency (the standard being 8 megahertz), type RADIO CENTER (frequency number). To make a broadcast, type BROADCAST (message). To turn off the radio, type RADIO OFF. Try looking up the HELP RADIO file for more information. Proceed NORTH to continue. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60528 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60526 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60528 Name: E.T. Phone Hoooome. Desc:$ Phones are a more private form of communation. When you aquire a phone and wish to use it, you must first find the eight digit telephone numbers of the people you want to call. Type PHONE to see your settings. Type CALL (########) to start calling someone. If they answer, use TALK (message) to start talking with them. Type HELP PHONE for more information on settings and calls. Head NORTH to learn about channels. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60529 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60527 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60529 Name: All About Channels: In-Character and Out-of-Character Desc:$ Channels are a very important aspect of Awake. Awake is a roleplaying intensive environment. The OOC (out of character), NEWBIE, and OSAY (Out of Character say) channels are the only channels that you may use to discuss things from our world. All other channels can only be used through the perspective of your CHARACTER, your participant in the fantasy world of Shadowrun. Your character has no knowledge of events and aspects of OUR society, and thus would not mention it over an IN-CHARACTER (IC) channel. For a list of IN-CHARACTER channels and OUT-OF-CHARACTER channels, type HELP CHANNELS. Failure to abide by these rules will lead to a very unpleasant experience, so don't do it. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60530 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60528 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60530 Name: Operating Elevators Desc:$ Elevators are essential to travelling about the many, many buildings and areas in Awake. When you are in front of an elevator, type LOOK PANEL to see where the elevator currently is. To call the elevator, type PUSH BUTTON. The next area of the tutorial can only be accessed through an elevator. Try calling it now by pushing the button and walking north once the elevator doors open. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60529 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60531 Name: Inside the Neophyte Elevator Desc:$ You're inside the Neophyte Elevator. Good job! Try looking at the elevator panel again to see which floors this elevator is connected to. Head to a specific floor by typing PUSH (floor number you wish to go to). To proceed to the next area, you need to head to the lower of the two floors offered in this elevator. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60532 Name: Worlds Within our World: Facets of Reality Desc:$ In the world of Shadowrun, the physical world is just one of many facets of reality. With the resurgance of magic and amazing advances in technological development, whole new worlds have been opened up for the people of 2060. Riggers can directly connect their minds with their vehicles, essentially "becoming" their cars. Deckers can similarily connect their minds with machines, specifically the artificial reality construct known as the Matrix. The Matrix, a global connection of the world's computer systems, is a virtual world that directly stimulates the senses of the Deckers enter use it through technology called Simsense. Magically attuned characters like mages and Adepts are also capable of interacting with the Astral Plane, a metaphysical realm that mirrors the real world. Through the Astral Plane, mages can leave their physical bodies and sense lifeforce and auras of all living things that they come into contact with. Head on SOUTH to learn more about these worlds that Awake has to offer. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60533 Name: Specialty Commands: Driving, Astral Projection, Decking, Rigging Desc:$ A Rigger, Decker, or Magic-type character has access to Rigging, Decking, and the Astral Plane, respectively. Adepts are also capable of accessing the Astral Plane, but only if they purchased the Astral Perception power, and they are incapable of leaving their bodies through Astral Projection. Type EXITS. The rooms in this area explain the details to interacting with these other worlds, and will tell you the important commands that are necessary. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60532 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60535 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60538 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60534 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60537 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60536 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60534 Name: Astral Projection: A Window to Another World Desc:$ The Astral Plane is hard to describe in simple terms. When a character capable of astral projection leaves their physical body, they ascend into a realm that mirrors everything in the real world. All living things leave an imprint in the astral plane called an AURA, which can be assensed and observed from the Astral Plane. Only people or objects with magical properties can interact in the Astral Plane: someone who is projecting can pass through doors and walls, provided they are not obstructed with Astral Barriers. Similar to objects, people who are in the Astral Plane may only interact with other people who are perceiving the Astral Plane. To enter this world, type PROJECT to leave your physical body. Spellcasting is also possible in the Astral Plane, but only if the target is also an astral entity. All equipment you possess in the real world will not accompany you, unless they are magic foci. Beware, your physical body will remain where you left it in a comatose position: do not project where your body can be targeted by hostile forces. To observe the astral plane without leaving your body, type PERCEIVE. You will be unable to pass through walls and enjoy the full benefits of full Astral Projection, and you can open yourself up for attack from harmful astral entities. Useful help files: ASTRAL, PERCEIVE, PROJECT, BOND ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60535 Name: Decking: There is No Spoon Desc:$ Decking is a fairly complex art, almost a whole game unto itself. To connect to the matrix, find a room that mentions a dataport and CONNECT. From there you have a variety of options: You can LOCATE another host, then LOGON to it. You can attempt to LOCATE files and DOWNLOAD them. But first you need a cyberdeck and four 'persona' programs - body, evasion, sensors and masking. You must INSTALL these programs to access even the most basic of hosts. Once you get started, you'll realise that a lot of operations fail. To improve your chances of succeeding, you can add additional utilities to your deck. Use the SOFTWARE command to get the values and names of software you have installed. See the help files: MATRIX, IC, CYBERDECKS, PROGRAMS, UTILITIES, LOCATE, LOGON, ANALYZE, DOWNLOAD, SOFTWARE and RUN for more information. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60536 Name: Rigging: Danger! Danger, Will Robinson! Desc:$ Rigging is a complex task. A rigger must aquire three things before they can even think about rigging: a Vehicle Control Rig, and Datajack, and a Remote Control Deck. Once those are aquired, they simply need to purchase a vehicle or a drone. First the rigger must register the vehicle with the SUBSCRIBE command to add it to their RC deck. When subscribed, a vehicle will be given a control number. To start controlling a vehicle on your SUBSCRIBE list, type CONTROL (number of the vehicle). To adjust the speed at which you are travelling, type SPEED (idle/cruise/speeding/max). To return back to your physical body, type RETURN. While in control of a vehicle, it is possible to attack those who are hostile with the RAM function. Excessive ramming will result in damage to the vehicle. If the vehicle is destroyed while the rigger is in control of it, he will suffer extreme damage known as DUMPSHOCK, in which his brain is wracked by the damage sustained while in control of the vehicle. Weapons can also be attached to a drone, providing a safer method of attack. Some useful help files: VEHICLES, RIGGING, DRIVE, RIG, CONTROL, SUBSCRIBE, UPGRADE, UNINSTALL, ATTACH, TARGET, and REPAIR. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT up] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60537 Name: Driving: Vroom vroom, dukka dukka Desc:$ Driving is not too different from rigging. To enter a vehicle, first UNLOCK the door and ENTER it. To begin driving, type DRIVE. To adjust speed, type SPEED (idle/cruise/speeding/max). To defend yourself from someone who's attacking your vehicle, you can RAM him, which will result in damage to your vehicle. If your vehicle is destroyed, all passengers will be flung out into the street, where they will take heavy crash damage in addition to being in the unenviable position of confronting whatever destroyed their vehicle. In the world of 2060, the isolated city-state of Seattle is surrounded by unfriendly nations, all of which firmly patrol their borders and shoot intruders on sight. It is not recommended that you attempt to drive past a border fortification. Useful help files: VEHICLES, DRIVER, UPGRADE, UNINSTALL, REPAIR, GRIDGUIDE The man in this room also can sell a vehicle to you if you have the money for one. He won't give you the actual car itself, but he will give you a TITLE that you cash in for a vehicle at the end of the area. Driving isn't essential, however, as Seattle boasts an effective cab system: simply type HAIL when you're out on the street to flag down a cab. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT down] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60538 Name: A Metal Staircase Leading Downward Desc:$ Finished learning about the special features of Awake? Head down to the next level to continue making your character by outfitting him/her with some equipment. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60539 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60539 Name: All About Your Equipment Desc:$ Equipment is essential to survival in the harsh world of 2060. Someone will always be better equipped than you, and if you ever come into conflict, you'll want to make the most out of what you have. To wear a piece of equipment, type WEAR (equipment). To start using a weapon, type WIELD (weapon). Watch out, security forces in sensitive areas like corporate territory will attack anything that looks like a threat: be sure you're not wearing illegal equipment such as armor or weapons unless you like being shot at. Continue NORTH to learn about the types of equipment in 2060. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60540 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60538 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60540 Name: Equipment: Basic Rundown Desc:$ A basic rundown on the types of equipment you'll encounter in the Shadowrun Universe. ARMOR- Provides protection from damage, and makes it easier to resist with your BODY rating. There are two types of armor: Ballistic, which protects against weapons like guns, and Impact, which protects against melee or explosive-type damage. WEAPONS- guns, blades, crossbows, whips.. and the list goes on. MODULATORS- DocWagon is a medical organization that earns its pay by saving people who are in danger of dying. People who have a contract with them (or aquire a Docwagon band) can BOND the band to their lifesigns. When they are in danger of dying, Docwagon has a chance of coming in to save them. A very useful service for a Shadowrunner, though DocWagon has no jurisdiction on private properties. PHONES AND RADIOS- already covered in an earlier section. KEYS- anyone who's concerned about security is bound to guard off sensitive areas with locked doors. If you aquire a key, try it on a locked door with the UNLOCK/LOCK commands. KITS- These will assist with any electronic task you need: cracking credsticks, or BYPASSing locked doors. HOLSTERS/SHEATHS- Good for concealing weapons, but high security areas will still shoot you if they see it. To use a holster, type HOLSTER (weapon) (name of the holster). To use a sheath, type SHEATH (weapon) (name of the sheath). To retrieve your weapon, simply GET the item from the holster/sheath. For automatic use in combat, wear the holster/sheath and READY it. You will automatically draw your weapon in a fight. These items are just the tip of the iceberg in Awake: there are countless numbers of other items that you'll just have to discover for yourself. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60539 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60541 Name: Neophyte Gear Central Desc:$ This area sells everything you could possibly need to start your experience at Awake. Type EXITS. The rooms around offer various types of equipment. Buy what you need from those stores before continuing NORTH. Useful help files: BUY, LIST This is the last area in the Neophyte Guild where you can spend your starting funds! All leftover money will disappear once you pass the Guild, so spend wisely! ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60549 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northeast] ToVnum: 60545 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60546 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southeast] ToVnum: 60547 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60540 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southwest] ToVnum: 60544 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60543 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northwest] ToVnum: 60542 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60542 Name: Toby's Firearms and Ammunition Desc:$ Toby will provide you with firearms, provided you have enough money to pay for his services. Remember that a weapon is only as good as its user: if you don't have any skill in handling a weapon, it's not going to be of much use to you. Type LIST to see what's avaliable. After you make your selection, you can head into the storage room ABOVE to accessorize the weapon or purchase ammunition. Be careful: ammunition will only work with your weapon if the clip capacity is the same as the maximum ammo of your weapon, and if the clip is of the same weapon type. To reload, type RELOAD when your weapon is out of ammo. Light Pistols: Fichetti Security, Colt American Machine Pistols: Ceska Black Scorpion Heavy Pistols: Ares Predator, Colt Manhunter, Ruger Super Warhawk, Colt Peacemaker Submachine Guns: Ingram Smartgun, Uzi III Rifles: Remington 950 Light Machine Guns: SIG 883 ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southeast] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60548 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60543 Name: Erik's Forge: Melee Weapons Desc:$ Racks of various melee weapons are lined against the wall, and Erik stands at the forge pounding a sheet of metal. Type LIST to see what he has to offer. EDGED WEAPONS- Combat Axe, Katana, Rapier, Survival Knife, Two Handed Sword CLUBS- Stun Baton, Staff, Nightstick WHIPS/FLAILS- Nunchaku, Leather Whip ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60544 Name: Ave's Protective Gear: Armor and Clothing Desc:$ Here protective armor can be purchased to better guard yourself from hostile attacks. Security forces frown upon armor, however, so be careful where you wear it. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northeast] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60545 Name: Gremlin's Gadgets: Electronics and Machines Desc:$ Gremlin sells various electronic devices that someone new to the Seattle metroplex might need. Type LIST to see what's avaliable. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southwest] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60546 Name: Howie's Decks: Cyberdecks and Rigging Decks Desc:$ Here a decker or rigger can purchase the equipment they need to get their job done. Glass cases store CYBERDECKS and PROGRAMS, both of which are needed to successfully DECK the MATRIX. Rigger equipment is also sold here, and various electronic devices are stored in storage lockers. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60587 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60588 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60547 Name: Bowie's Hunting Shop: Survival Gear Desc:$ Bowie, a long, long, distant descendant of the famous Jim Bowie, stands behind the counter selling items that someone might need to survive in a harsh environment. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northwest] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60548 Name: Gun Accessories Desc:$ Here you can purchase gun accessories to outfit your firearm. To attach an accessorry to a gun, use the ATTACH command. Help ATTACH for more information. A Smartlink accesory adapts a gun to the Smartlink cyberware, allowing someone to shoot more accurately if they have a Smartlink installed in their bodies. A laser sight can be attached for those who do not have a smartlink for increased accuracy. Gas Vents can reduce the recoil of a weapon, reducing the target modifiers for firing in burst fire mode. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT down] ToVnum: 60542 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60549 Name: A Metal Staircase Leading Downward Desc:$ All equipped? If you haven't spent all your starting funds, you may want to. Head down the staircase to continue with the tutorial. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60550 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60550 Name: Entrance to the Neophyte Guild Combat Simulation Desc:$ This section of the Neophyte Guild will teach basic combat. Characters who have high QUICKNESS, INTELLIGENCE, and REACTION will tend to get more attacks than their opponents. To initiate combat, type KILL (target). If you are using a weapon that deals stun damage, you will only stun your opponent instead of killing them. Killing should only be initiated on MOBs (mobiles, computer controlled non-player characters). All your kills with gain you a fraction of a karma point, but also increases your NOTORIETY. And don't even think about trying to start a fight with another player unless you both have toggled your player-killer flags- you won't do any damage at all, wheras your opponent will be able to hurt you. Continue SOUTH to learn more about combat. ~ Flags: 0 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60551 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60549 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60551 Name: Melee Combat Tutorial Desc:$ This section will teach you about basic, same-room combat. When both opponents are in the same room, you can initiate a fight with the KILL command. If both characters are using melee weapons, they'll just duke it out. Likewise, if both characters are using firearms, they'll take turns shooting at each other. However, if one character is using a melee weapon and their opponent has a firearm, they will need to "close the distance" before they can try to attack their opponent. It is difficult to attack someone with a sword if they happen to be spraying you with full automatic fire. Your success at closing the distance between the attackers is dependant on your QUICKNESS rating. As such, attrbitues like QUICKNESS, INTELLIGENCE, and WILLPOWER are all very important for combat. BODY is also important for determining damage resistance, and STRENGTH is useful for increasing the power of your attacks if you're using a melee weapon. Combat can also be initiated in other ways: Casting a combat spell on someone will start a fight, and casting spells in the middle of combat requires intense concentration- the harder the spell, the longer it will take to cast it. ~ Flags: 0 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60550 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60552 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60552 Name: Ranged Combat Tutorial: Distance Attacks Desc:$ Tested your basic combat abilities on those training robots? Now it's time to learn about ranged attacks. If you're using a ranged weapon like a firearm, you can attack people from other rooms. Type SCAN now to see WEST into the Shooting Range. You can hit people in other rooms with the SHOOT command. To fire at someone, type SHOOT (target) (direction). Naturally, it is more difficult to shoot someone from far away than it is if they're in the same room: gun accessories like smartlinks, laser sights, gas vents, and scopes can make the task easier. If a mage has a direct line of sight, they can also cast a combat spell from a distance. Type syntax is CAST '(spell)' (target) (direction). The same can be done from Astral Space against an Astral form. Practice ranged combat here if you want, and head SOUTH to learn more about combat. ~ Flags: 0 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60551 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60554 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60553 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60553 Name: On the Shooting Range Desc:$ What are you doing out in the middle of the Shooting range? Are you crazy? Go back east before you get shot! ~ Flags: 0 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60552 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60554 Name: Advanced Combat Tactics: Tips for Survival Desc:$ Combat can be a difficult task. Thankfully, this section teaches you some commands that can make survival easier. If you've gone in over your head and started a fight with someone that you're losing, you can FLEE to try to run away. Fleeing will attempt to move your character out of the room through a random exit- you may escape the fight, or you may run into more opposition if you're not careful. For a more precise, but more difficult method of escaping combat, try to RETREAT. You can run away from a specific direction if you try to RETREAT (direction). The WIMPY command can be used to set your character to automatically flee once they're wounded enough. What if you don't want to run away from a fight? To avoid getting hit, you have a COMBAT POOL. Your COMBAT POOL is determined by your QUICKNESS, INTELLIGENCE, and WILLPOWER attributes. In combat, your COMBAT POOL will add dice to either your defense (allowing you to dodge attacks) or offense (allowing you do deal more damage, or hit someone) dice rolls. To set your combat pool, type DEFENSE. Wounds: The weapons in Shadowrun all have a set, realistic damage rating: Light, Moderate, Serious, and Deadly. Based on the skill of your weapon handling, you can increase the amount of damage you deal to an opponent. For example, someone who is skilled enough with a Light weapon can make it deal Moderate, Serious, or even Deadly damage if they're good enough. A weapon is only as good as its user. ~ Flags: 0 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60552 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60555 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60555 Name: A Metal Staircase Leading Downwards Desc:$ You've essentially learned all the basic game mechanics that you'll need to know to play here. Once you've passed the next few rooms which discuss the MUD policy, rules, and roleplaying, you'll be ready to start playing in the Shadowrun Universe. Head DOWN to start. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60554 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60556 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60556 Name: Entrance to the Awakened Worlds' Disclaimer Area Desc:$ You're about to enter the Disclaimer area. It is vital that you read everything in the following area carefully. Awake exists for the enjoyment of the players and the staff: when people fail to obey the rules, they ruin the enjoyment of other players, which ruins the enjoyment of the staff, which in turn will forcibly ruin the enjoyment of the offender with strict punishment, and if the situation is serious enough, banning. We are not kidding around, and we are dead serious about this. Continue NORTH. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60557 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60555 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60557 Name: "Info" Help Desc:$ Type ^YINFO^n right now. Read every single bit of it. Once you are done, continue north. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60558 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60556 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60558 Name: Roleplaying: Most Important Feature of this MUD Desc:$ If you have read the messages in the room before, you must realize that this MUD is ^YROLEPLAYING ENCOURAGED^n. Type HELP ROLEPLAY for a definition. Your stay at Awake, aside from messages sent over the OOC and OSAY channels, is all through the perspective of your CHARACTER. Good roleplaying that does not restrict the enjoyment of others will result in rewards, bad roleplaying that offends others is punished. Simple as that. Awake supports a fully interactive, realistic environment. The dedicated Immortal staff holds Roleplaying events on a regular basis, which often prove to be enjoyable and rewarding experiences for the players. The better your roleplaying skills, the more likely you are to be noticed by the immortal staff, so start working on those roleplaying skills. Continue NORTH. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60559 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60557 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60559 Name: Character Descriptions Desc:$ Character descriptions are ^YREQUIRED^N here to benefit roleplaying. It is difficult to interact with others when you have no description set at all to describe what your character looks like. To set your descriptions, type CUSTOMIZE. Mages will have to make two descriptions: one for their physical body and one for their Astral reflection. The same goes for Deckers. For more detail, type HELP CUSTOMIZE and HELP DESCRIPTION. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60560 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60558 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60560 Name: Law Enforcement in 2060 Desc:$ Law enforcement in the world of 2060 is incredibly harsh compared to today. A dangerous, strange world demands that vigilant enforcers keep the order intact. People who commit crimes do so at the risk of their own life and well being. Characters that run around killing everything in sight are not likely to get very far, as law enforcement will apprehend them shortly after. Criminals have no rights at all, and are terribly mistreated while in prison. Don't give law enforcement a reason to apprehend your character, and if you must, be careful not to draw attention to yourself. HELP LAW for a brief explanation of the law in 2060. And keep it all in mind when you enter the world of Awake. Rampant slaughtering of MOBs is very, very frowned upon. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60561 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60559 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60561 Name: Awake's Policy and Rules Desc:$ Type ^YPOLICY^N right now. Read every single bit of it. Understand all of it. Once you're done reading, head SOUTH. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60560 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60562 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60562 Name: Acknowledgement of the MUD's rules Desc:$ Have you thoroughly read each and every single sentence in this Policy area, and do you understand and agree with ALL of it? If you haven't read it, go back and do so. If you disagree with our rules here, you're free to leave, and we'd prefer if you do instead of coming into conflict in the future. If you understand and accept this and are ready to play, simply say... "^YI have read the rules and policies, understand them, and agree to abide by them during my stay here.^n" ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60561 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60563 Name: In the Lobby of the Neophyte Guild Desc:$ You've finally finished the Neophyte Guild! In the Lobby area of the Neophyte Guild, there are a few people to the EAST that need some jobs done. Maybe you should talk to them. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60585 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northeast] ToVnum: 60566 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60573 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60569 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southwest] ToVnum: 60570 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60564 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northwest] ToVnum: 60565 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60564 Name: Recap: Chute Leading Back to the Tutorial Desc:$ Miss something from the tutorial? Something needs clarification? Go UP in this room to return to the start of the Neophyte Guild. This is a ONE WAY EXIT back to the start of the guild. It is HIGHLY recommended that you store your money in an ATM, unless you want to lose it all when you go through the guild for the second time. ^RNo items, cash or credit are to be exchanged within the tutorial area.^n ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60500 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60565 Name: The Neophyte Hotel Desc:$ A receptionist stands behind the counter to this coffin motel. The accomodations are shoddy, as can be expected from a Coffin Motel, which rents out miniscule little rooms for the ever increasing population of Seattle. To exit the game, you must RENT. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southeast] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60566 Name: Shadowland: In-Character Message Board Desc:$ A computer terminal has been placed here and is linked to Shadowland, a connection in the Matrix that serves at a database for all Shadowrunners. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60567 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southwest] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60567 Name: The OOC-Board: Out-of-Character Communications Desc:$ An Out-Of-Character Board is here for your convenience, allowing you to talk about things that should not be addressed through In-Character methods. You can also visit the forums at www.awakenedworlds.net if you need further assistance. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60568 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60566 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60568 Name: The Post Office Desc:$ The postal station is just a large computer database that helps to keep track of all the WPS mail that goes in and out of the Neophytic Guild each day. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60567 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60569 Name: The Neophyte Guild Store Desc:$ The Neophyte Supply Store stocks items that you may need: ammunition, flashlights, and rations. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60570 Name: The Salvation Army Desc:$ You enter a cold concrete building lined up from wall to wall with bins, filled with all sorts of objects, some things just useless trinkets, others downright useful. Signs all over the building say things such as "ALL ITEMS SOLD AS IS" and "NO REFUNDS" and "NO WARRANTY". The items in these bins are various things of all types, donated by the community for the less fortunate. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northeast] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60572 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60571 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60571 Name: The Salvation Army Desc:$ You enter a cold concrete building lined up from wall to wall with bins, filled with all sorts of objects, some things just useless trinkets, others downright useful. Signs all over the building say things such as "ALL ITEMS SOLD AS IS" and "NO REFUNDS" and "NO WARRANTY". The items in these bins are various things of all types, donated by the community for the less fortunate. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60570 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60572 Name: The Salvation Army Desc:$ You enter a cold concrete building lined up from wall to wall with bins, filled with all sorts of objects, some things just useless trinkets, others downright useful. Signs all over the building say things such as "ALL ITEMS SOLD AS IS" and "NO REFUNDS" and "NO WARRANTY". The items in these bins are various things of all types, donated by the community for the less fortunate. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60570 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60573 Name: Ricky's Eatery Desc:$ In the world of 2060, everyone has something that needs to be done. People with money can hire Shadowrunners like you to do their task for them instead of getting their own hands dirty. Ricky's Eatery, a fairly dingy fast food joint, always has a few people around that need something done. In Awake, and in the Shadowrun Universe, the main source of karma and money is from a Shadowrun. Shadowruns are jobs or missions provided by middlemen known as Johnsons. In Awake, Shadowruns are automated by the AUTOJOHNSON system. Type HELP SHADOWRUN for more information on jobs. The Immortal Staff also holds Roleplaying Events on a very regular basis here: always be on the lookout for opportunities to roleplay, and don't be surprised at all if the MOBS respond and interact with you. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60575 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60574 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60574 Name: A Small, Shadowy Booth Desc:$ A small enclosed corner of the neophyte guild, that is almost like a back alley, with a concrete floor and a brick wall covered in graffiti. The smell of cigarette smoke pervades this little booth. A Johnson is sitting in this booth, maybe you should ask him for work. ~ Flags: 11000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60573 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60575 Name: Inside Ricky's Kitchen Desc:$ Participating in Immortal-held Roleplaying Events, in combination with Autojohnson Shadowruns, a character will earn Karma. Karma can be used to increase character attributes and skills, provided the character can find appropriate trainers and teachers outside of the Neophyte Guild. Karma is divided into two values: Reputation is "good" karma that you earn from jobs and events, Notoriety is "bad" karma that you gain by killing people. To discourage power gaming, characters with too much notoriety (more than the repuation value) will be given a Power Gaming flag on their characters, which will significantly reduce their ability to carry out tasks like fighting. There are plenty of Autojohnsons out there in the Seattle Metroplex, which means there are plently of job opportunities for characters. ~ Flags: 11100 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60573 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] Keywords: door trapdoor hatch ToVnum: 60576 Flags: 1 Material: wood Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60576 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60577 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60583 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] Keywords: door trapdoor hatch ToVnum: 60575 Flags: 1 Material: wood Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60577 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60578 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60576 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60578 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60579 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60577 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60579 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60580 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60578 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60580 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60579 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60581 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60584 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60581 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60580 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60582 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60582 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60581 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60583 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60583 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60576 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60582 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60584 Name: Inside a Dusty Storeroom Desc:$ It doesn't look like anyone's been in here for ages. Crate after crate of food has been stacked, most of them gnawed through by the ravenous rats in the area. ~ Flags: 1100 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60580 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60585 Name: Entrance to the Neophyte Guild Desc:$ The entrance to the guild has no door - it instead consists of a narrow opening covered by a slightly-visible field of red light. The building itself is made of a greyish stone, and has no visible windows on this side of the building. Brand new characters should check out the Dantes Inferno nightclub for quick, simple work to build their reputation in the shadows, and also to develop contacts with other characters. To travel around the city, you can HAIL a cab outside, get inside, and tell the driver where you want to go. ~ Flags: 11100 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 32679 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60586 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60586 Name: The Neophyte Parking Lot Desc:$ A very basic parking structure with a single level, yellow walls with numbers by each parking space, and ugly florescent lights on the cold gray concrete ceiling. An exit to the east leads to the outside, but a large sign in red block letters near the outer gate states plainly: ^R/**/ THIS IS A ONE WAY EXIT. VEHICLES LEAVING PAST THIS POINT WILL NOT RETURN TO THE NEOPHYTE GUILD, THEY ARE ON THE OUTSIDE FOR GOOD. YOU HAVE BEEN WARNED.^N ~ Flags: 110000000000000000011000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 32680 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60585 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60587 Name: Howie's Decks: Programs and Utilities Desc:$ Here a decker can purchase the SOFTWARE they need to interact properly in the MATRIX with the shiny new CYBERDECK they bought downstairs. Shelves contain all the latest tools in shrink-wrapped boxes, but you notice that the authenticity seals are missing.... ~ Flags: 1000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT down] ToVnum: 60546 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60588 Name: Howie's Decks: Entry-level Persona Chips Desc:$ Every decker knows that a CYBERDECK isn't complete without PERSONA chips. These chips determine your attributes in the MATRIX, your ability to withstand attacks, sense your surroundings, and hide yourself from the IC. The maximum rating of any of these chips is the MPCP of your CYBERDECK, and the combined ratings of all the chips cannot exceed MPCP x 3. Just to the east in the basement you see a much cleaner lab staffed by a more professional man, perhaps the higher-quality chips can be had over there. ~ Flags: 1000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60589 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60546 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60589 Name: Howie's Decks: The Good Stuff Desc:$ Just a glance inside this room you can tell that this is where the good stuff is kept. A young child with a datajack stands behind the counter looking at you condescendly. Here you see a small selection of quality SOFTWARE for your CYBERDECK as well as some high-end PERSONA chips. ~ Flags: 1000 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60588 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK #60599 Name: The Neophyte Guild Hotel Room Desc:$ This is the hotel room you're staying at. To return to the Neophyte Guild, head down the stairs below. ~ Flags: 10011100 SecType: Inside MatrixExit: 0 IO: 0 Bandwidth: 0 Access: 0 Trace: 0 RTG: 1100 JackID: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT down] ToVnum: 60565 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [COORDINATES] X: 0 Y: 0 Z: 0 BREAK END