text: [Themes: Science Fiction, escape]
  
  > Go down
  This is where most of the installations and appliances keeping the cell complex running reside. A stiff breeze blows through this room, from the large machine on one wall, to the air ducts on the opposite wall. A ladder leads up, the air duct to your cell is on the northern wall.
  
  On one of the walls is a panel with a number of large switches on it.
  
  > turn off the maglock
  You switch the MAGLOCK switch off.
  
  > Go north
  (first opening the airlock)
  
  A small courtyard lies outside the prison, which appears to be built on a small island.
  
  The way back into the prison is south, through the airlock. You are otherwise surrounded by water, but there are some docks allowing easy access to the east.
  
  The airlock leading into the cell complex lies to the south.
  
  > Go east
  The prison is built on a tiny island in the ocean – presumably to
  make
  escaping more difficult. A small dock extends into the water, away from the rocky shoreline.
  The shore, populated with buildings, lies a few hundred meters to the north. The prison antecourt is to your west.
  
  > examine the dock
  A floating plastic contraption with a metal frame. It wobbles as you try to stand on it.
  
  > Dive
  (in the water)
  While your armor is designed primarily for planetary and shipboard operations, it can also double as a space suit and diving equipment in a pinch (or so the manufacturer promises). While you had more chances than you'd care for to verify that it does make for a passable spacesuit, it may finally be time to put the "diving" part of that claim to the test.
  You jump into the water, spreading your arms and legs to slow your descent...
  About ten seconds later, you come to an abrupt halt as you land faceplate-first in the silt at the bottom of the sea.
  You scramble to your feet, wiping the muck off your faceplate. You can still breathe, and none of the electronics in your suit seem to have been fried – so far, so good.
  
  It is pitch dark, and you can't see a thing.
  
  > turn on the light
  You switch the helmet lamp on.
  
  You are standing knee-deep in the silt at the bottom of the ocean. The rocky cliffs of the prison island lie to the south, the military complex is due north.
  
  > go to the north
  You slowly trudge northward.
  
  You are standing knee-deep in the silt at the bottom of the ocean. The military complex is due north.
  
  > Go north
  You slowly trudge northward.
  
  You are standing knee-deep in the silt at the bottom of the ocean. The ground is sloping upwards to the north.
  
  > Go north
  You slowly make your way up the muddy incline – half walking, half crawling – until you finally reach dry land again.
  
  The shoreline here seems more like an extension of the ocean floor you just walked: a gradual incline, rather than a sharp drop. A dock extends into the water to allow loading and unloading boats without needing to drive them up against the shore. (Although no boats are to be seen.)
  You vaguely recall coming through here, weeks ago, sedated, a breathing apparatus in your face...
  
  The prison buildings lie to the south, down the muddy incline and across the water, and the military complex continues to the north.
  
  > Go north
  This base must be the heart of the operations – in this area, at least.
  
  There are several places you could go from here. The shoreline and the docks lie to the south. What looks like a hangar lies to the east, blocked off by a force field. A smaller building, labeled "Barracks", lies to the west, and a larger building  with a sign reading "Command Center", blocked off by a door, lies to the north.
  
  The wind picks up some leaves and blows them through the force field to the east.
  
  > go to the west
  This is the entry area to what must be the barracks of this place. The area near the entrance is set up like a mess hall, with tables and counters, while the back of the room is set up more casually, with pillows on the floor and even a couch. You've never seen a
  couch in a military facility in your life.
  
  You could go east, back outside, or west, further into the building.
  
  > look at the couch
  It's not a particularly nice couch – it looks rather old and
  worn – but still: it's a freakin' couch! How the hell did
  they get a couch out here?!
  
  > search the couch
  The couch is empty.
  
  > look at the pillows
  They are plain white pillows that could very well be the same that people used for sleeping.
  
  > move the pillows
  They are fixed in place.
  
  > sit on the couch
  The couch looks comfy and inviting, and despite the entire situation you can't resist the urge to sit down for a bit. You transfer a considerable amount of mud to the couch in the proces, but if the Shwabolians ever notice, a dirty couch will be the least of your issues.
  
  > examine the tables
  You see nothing interesting about the tables. They are boring, even by the low standards of tables.
  
  > go west
  You are standing in the sleeping area of the barracks. Like the entire facility so far, the room is designed in a very utilitarian manner, with no decoration or personal touches.
  
  You can go east, back to the mess hall, or south, further into the building.
  
  Four stacked bunk beds are lined up on the walls.
  
  > look at the beds
  The non-folding, stacked version of the cot you spent the past weeks on, perhaps. From the looks of them, these bunks are only marginally more comfortable than what you had to sleep on.
  
  > Go south
  This would be the place where the garrison force (if one can call it that, given the size of the facility) takes care of personal hygiene. It is a sterile-looking room, white tiles covering the floor and the walls all the way up to the ceiling. Four sinks and mirrors are installed on one wall, four toilets on another, the remaining two have two showers each. It doesn't seem like the Shwabolians care a whole lot about privacy, seeing as there are no dividers of any kind in the room.
  The only way out is north, back to the barracks.
  
  > examine the mirror
  You regard yourself in one of the mirrors: Covered in a generous amount of ocean mud – you haven't looked this bad since bootcamp, probably. You're not sure whether you look particularly fierce or particularly ridiculous.
  
  > look at the toilet
  They look like the kind you'd find in the worst of public restrooms back on earth: steel body, no lid, no real seat. Comfort clearly wasn't high on the priority list here.
  
  > examine the shower
  Much like the rest of the room, the showers aren't much to look at: non-adjustable shower heads emerging from the ceiling, simple mechanical controls mounted on the walls, and all the water ultimately goes down the grated drains built into the tiled floor.
  
  > examine the sink
  Just like the toilets, the sinks are made of plain steel.
  
  > go north
  You are standing in the sleeping area of the barracks. Like the entire facility so far, the room is designed in a very utilitarian manner, with no decoration or personal touches.
  
  You can go east, back to the mess hall, or south, into the washroom.
  
  Four stacked bunk beds are lined up on the walls.
  
  > go to the east
  This is the entry area to what must be the barracks of this place. The area near the entrance is set up like a mess hall, with tables and counters, while the back of the room is set up more casually, with pillows on the floor and even a couch. You've never seen a
  couch in a military facility in your life.
  
  You could go east, back outside, or west, further into the building.
  
  > take the shower
  You turn on one of the showers and let the water run over you. The mud slides off your gear and collects on the floor before finding its way down the drain.
  
  > go east
  This base must be the heart of the operations – in this area, at least.
  
  There are several places you could go from here. The shoreline and the docks lie to the south. What looks like a hangar lies to the east, blocked off by a force field. A smaller building, labeled "Barracks", lies to the west, and a larger building  with a sign reading "Command Center", blocked off by a door, lies to the north.
  
  A small bird flies through the force field and off to the east.
  
  > remove the suit
  You take off the armor, setting the pieces down on the ground in front of you.
  
  > Inventory
  You are carrying:
  five ration bars
  some bedsheets
  a set of fatigues (being worn)
  
  > drop all
  ration bar: Dropped.
  ration bar: Dropped.
  ration bar: Dropped.
  ration bar: Dropped.
  ration bar: Dropped.
  bedsheets: Dropped.
  
  > go to the east
  This base must be the heart of the operations – in this area, at least.
  
  There are several places you could go from here. The shoreline and the docks lie to the south. What looks like a hangar lies to the east, blocked off by a force field. A smaller building lies to the west, and a larger building , blocked off by a door, lies to the north.
  
  The wind picks up some leaves and blows them through the force field to the east.
  
  Without the protection of your suit, you succumb to the toxic atmosphere of this wholly hostile world.
  
  > Lka
  > RESTORERestore failed.
  
  > wear suit
  You put on your armor.
  
  > take the bars and the bedsheets
  ration bar: Taken.
  ration bar: Taken.
  ration bar: Taken.
  ration bar: Taken.
  ration bar: Taken.
  bedsheets: Taken.
  
  > examine the bedsheets
  Plain white bedsheets. Thin, scratchy, and not quite warm enough to keep you comfortable. It seems like all expenses were spared here.
  
  > go to the east
  This base must be the heart of the operations – in this area, at least.
  
  There are several places you could go from here. The shoreline and the docks lie to the south. What looks like a hangar lies to the east, blocked off by a force field. A smaller building, labeled "Barracks", lies to the west, and a larger building  with a sign reading "Command Center", blocked off by a door, lies to the north.
  
  The wind picks up some leaves and blows them through the force field to the east.
  
  > go south
  The shoreline here seems more like an extension of the ocean floor you just walked: a gradual incline, rather than a sharp drop. A dock extends into the water to allow loading and unloading boats without needing to drive them up against the shore. (Although no boats are to be seen.)
  You vaguely recall coming through here, weeks ago, sedated, a breathing apparatus in your face...
  
  The prison buildings lie to the south, down the muddy incline and across the water, and the military complex continues to the north.
  
  > Wear mud
  You kneel down in the mud and go to town, scooping up the gooey mud and slathering it onto yourself with both hands, until you are satisfied that you have covered every square inch (save for your visor) in a uniformly thick layer of the greyish-brown substance.
  
  > go east
  Your mud-covered body passes through the force field with little resistance.
  
  This large, cavernous space where dropships and other small craft can be stored when not in use. It is currently empty, except for a messenger ship.
  
  The launch doors leading north are closed. You can go west, through the force field and back to the plaza, or up to the control room.
  
  A small bird flies through the force field and off to the west.
  
  > look at the ship
  The messenger ship has a sleek silver shape. It looks like a somewhat larger, elongated variant of a typical Shwabolian dropship design. What sets it apart is the fact that, instead of a large cargo hold, it has a fully-featured alcubierre drive, allowing for faster-than-light travel. Useful for when urgent messages (or passengers) need to be delivered somewhere, and waiting for the next cargo hauler or patrol boat is not an option.
  
  > enter the ship
  Hangar (in the messenger ship)
  You are sitting in the cockpit of the messenger ship. The control panels are dark and blank.
  
  > examine the panels
  The panels surrounding you are festooned with buttons and switches. You hope that most of them aren't too important.
  A notch is in one of the control panels, ready to accept something.
  
  > Go outside
  You get out of the messenger ship.
  
  This large, cavernous space where dropships and other small craft can be stored when not in use. It is currently empty, except for a messenger ship.
  
  The launch doors leading north are closed. You can go west, through the force field and back to the plaza, or up to the control room.
  
  The wind picks up some leaves and blows them through the force field to the west.
  
  > go upwards
  You are standing in a room built into the wall near the ceiling of the cavernous hangar. Normally, no craft would enter or leave the airspace around the facility without the approval of the air-traffic controllers on duty here, but now it is deserted.
  
  The only way out is down, back into the hangar.
  
  A large window overlooks the landing pad outside.
  
  A desk festooned with screens and buttons is mounted below the window.
  
  > look through window
  You can see the the empty landing pad outside.
  
  > examine the desk
  This desk must be the place from which most of the air traffic going into and out of this place is controlled. It is festooned with screens, buttons, and switches, but three elements stick out: a switch labeled FORCE FIELD, one labeled LAUNCH DOORS, and a large red button.
  
  > Examine button
  A large red button is mounted in the center of the console. It is not labeled.
  
  > turn off the field
  You switch the FORCE FIELD switch off.
  
  > open the doors
  You flip the switch, and the large doors separating the hangar from the launch pad slide open.